Starfleet Veteran
Join Date: Jun 2012
Posts: 5,713
# 41
02-21-2013, 05:25 PM
Quote:
Originally Posted by lordmalak1 View Post
I'm confused, weren't Federation civilians basically pacifists ? And in the Klingon empire if you're not military your either an aristocrat or a slave. So basically none have heavy weapons except the military.
If they do have heavy weapons, it's illegal.

But they were allowed to carry weapons for self protection.

Quote:
Originally Posted by kirksplat View Post
All a Ferengi faction would need is a way to gain XP through sales on the exchange. I'm serious. Those are their missions.

It would be a non-combat faction that purely relies on the great river via the exchange, crafting, anomaly farming, etc.

Maybe they could have their own doff system that consists of slave girls and refugees, etc.


That is really all that they would need, with the exception of Ferenginar.

A Ferengi would start out with only some basics, have to sell his gun for Saurian Brandy that sells for 20 at SFA and resells on the exchange for 125 to 250.


XP is granted on the percentage of profit for that sale. So even if it's a small amount of ECs, getting 2000 ECs for a hypo that costs 350 at a vendor is respectable for an aspiring Ferengi
.

Eventually, as he ranked up, it would unlock the ability to sell slaves, or start a gun racket, etc.


Most of all the components of a Ferengi faction are in the game. I see players standing at the exchange all day reselling hypos and regenerators.

The mechanics are there. I rolled a Ferengi that way, and it was a lot of fun.

Maybe they could also have a pimp house as their starbase.
Interesting aspect, but I liked the approach in the old Starflight PC game.

Where you travel world from world, finding resources or creatures to sell, buying from one planet and selling it on another. And when you are dealing with NPCs you barter by talking them on price when buying and when selling, you sell it higher than its worth, making a profit. Then with those profits, you buy better equipment like a new ship or modifications (like more cargo space, or defensive weaponry).

So when you barter, the difference from base cost is what you gain with experience.

This could also lead to Captain skills, where one is a Bartering tree, where you have an easier time bartering and NPCs are less prone to stop negotations when you pushed them too far. (Embath BOFFS, really helps you out in telling you if you are pushing the limit).
NO to ARC!

Season 9.5 = STO's NGE is Coming!
Empire Veteran
Join Date: Jun 2012
Posts: 2,456
# 42
02-21-2013, 05:35 PM
Quote:
Originally Posted by dastahl View Post
It is surprising to see a faction request for "civilian" instead of something more specific like "Ferengi Trader".

Seems like if STO was going to add a non-military faction, it would need to have at least some sort themed faction or alternate gameplay to the ever present space combat of the other factions.
Yeah I wanna see some renegade factions or even sub factions setup so I could possibly divide up my massive army of toons into other factions. For example taking my gorn and making it be a defector from the KDF into a gorn rebellion or my human fed and make him part of a new maquis, fake cardassian the ability to make it an actual cardassian and then defect to the true way .

Edit: Also this idea basically opens up STO/Cryptic in a way to make your own version of something like the Typhon Pact (everyone has been told the enterprise J can't be put into the game for multiple reasons but story on the 25th century creations/leading points to that alliance shouldn't be improbable).

Last edited by zeuxidemus001; 02-21-2013 at 05:43 PM.
Lieutenant
Join Date: Sep 2012
Posts: 92
# 43
02-21-2013, 05:53 PM
Quote:
Originally Posted by dastahl View Post
It is surprising to see a faction request for "civilian" instead of something more specific like "Ferengi Trader".

Seems like if STO was going to add a non-military faction, it would need to have at least some sort themed faction or alternate gameplay to the ever present space combat of the other factions.
I really like this idea, though I think "unaffiliated" or "independent" would be a better descriptor than civilian.

It could include non-military from the various factions, such as merchants, traders, independent explorers, and the like. But it could also encompass rogues, mercenaries, pirates, and smugglers.

It can encompass the Ferengi, the Packled, Yridians, and other minor races that deal with various factions. It can also include mercenaries, pirate/rogue groups (such as the ship Picard and Riker ended up on during the Gambit episodes), the Marquis, the Vulcan Isolationist movement, and more.

Personally, I find a lot of appeal in a more open progression without the overtones of federation idealism. There were many independent groups, and also many groups that had separated from one of the major factions. They could easily be bundled together.

It should also be relatively easy to create as a faction. They don't really need their own home base, as they'd come from diverse areas and would generally be welcome in most other hubs. It would be beneficial to add a couple more independent stations, similar to what Drozana station is, but they'd welcome federation and klingons there too, in all likelihood. Much of the existing missions and content could be made to work for an independent faction with only minor retooling.
Rihannsu
Join Date: Jun 2012
Posts: 939
# 44
02-21-2013, 06:07 PM
Okay, this civilian faction idea is growing on me.

Having dependent and independent civilians would open a whole universe of opportunities for missions, ships, characters, RP for the RPers, trading instead of fighting, actual mercenary work, etc etc etc.

It would mean a rather HUGE change to the character creator and the addition of different skill trees along with some sort of level designations as the character gained more experience in their careers in game.

Just think of the enormous opportunities for the UGC/Foundry authors to share their ST based FanFic.

Ok, sign me up as I have a couple empty character slots open.
Captain
Join Date: Jun 2012
Posts: 10,894
# 45
02-21-2013, 06:38 PM
Quote:
Originally Posted by squatsauce View Post
I wanna be Cyrano De Borg-gerac.
.........................

I need an LTS.
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg

So inhumane superweapons, mass murder, and canon nonsense is okay, but speedos are too much for some people.
Career Officer
Join Date: Jun 2012
Posts: 867
# 46
02-21-2013, 06:46 PM
Quote:
Originally Posted by dastahl View Post
It is surprising to see a faction request for "civilian" instead of something more specific like "Ferengi Trader".

Seems like if STO was going to add a non-military faction, it would need to have at least some sort themed faction or alternate gameplay to the ever present space combat of the other factions.
Personally, I would like to see them rolled into one. The Ferengi faction would be focused around the Ferengi but you could play other species known to be traders or merchants like Yrridians, Orions, and even possibly humans.

Besides Ferengi ships you could fly any number of alien ships and freighters seen throughout the series.

The mini-faction would be based out of Ferenginar but would also have access to some federation and KDF trading posts. In addition to gaining XP by doing missions and engaging in combat, you would also rank up by buying and selling, essentially net energy credits. The missions would involve things like smuggling supplies and dealing with the KDF and Starfleet. Obviously it would be primarily a foundry-driven faction.

Vessels would have their own unique classes. Besides standard ferengi vessels you would also get raiders/smugglers (similar to escorts but much faster and with lower shields and hull), deep space trade vessels (the D'kora and like, similar to cruisers, huge, slow, and not very manuverable), and salvage vessels (similar to science ships designed to locate new trade routes and salvage wrecks).

You could earn accolades that give you such things as accountwide discounts on the dilithium store, additional refining capacity, and of course, all members of this faction regardless of species could get the "lobes" trait.
Captain
Join Date: Jun 2012
Posts: 2,795
# 47
02-21-2013, 06:54 PM
Quote:
Originally Posted by logicalspock View Post
Personally, I would like to see them rolled into one. The Ferengi faction would be focused around the Ferengi but you could play other species known to be traders or merchants like Yrridians, Orions, and even possibly humans.

Besides Ferengi ships you could fly any number of alien ships and freighters seen throughout the series.

The mini-faction would be based out of Ferenginar but would also have access to some federation and KDF trading posts. In addition to gaining XP by doing missions and engaging in combat, you would also rank up by buying and selling, essentially net energy credits. The missions would involve things like smuggling supplies and dealing with the KDF and Starfleet. Obviously it would be primarily a foundry-driven faction.

Vessels would have their own unique classes. Besides standard ferengi vessels you would also get raiders/smugglers (similar to escorts but much faster and with lower shields and hull), deep space trade vessels (the D'kora and like, similar to cruisers, huge, slow, and not very manuverable), and salvage vessels (similar to science ships designed to locate new trade routes and salvage wrecks).

You could earn accolades that give you such things as accountwide discounts on the dilithium store, additional refining capacity, and of course, all members of this faction regardless of species could get the "lobes" trait.
This sounds like a great way that devs could do more with that foundry region of space that they've been discussing.

That region will not be very useful to Foundry authors if no time is scheduled to provide props and assets for those worlds. However, we could do a lot with the buildings on Ferenginar, etc.

Personally, I like the idea of a non-combat faction, because I don't think it's realistic to expect a ton of new content from the devs as far as missions go. (or ships, gear, etc.)

But, it does sound like a great way to include the more peaceful folks of that region. I'd suggest using "Orion Free Traders" as opposed to the Syndicate.

Suggestions:

Ferengi
Orion Free Traders
Colonists (on an off-world quest to supply the colony)

Last edited by kirksplat; 02-21-2013 at 06:57 PM.
Captain
Join Date: Jun 2012
Posts: 2,060
# 48
02-21-2013, 07:00 PM
Obvious the military ships will be more powerful. But I don't think it should be restricted to T1 freighters. Look at Seven's family trailing a Borg cube before dad screwed up and got them assimilated in a science ship. While Ferengi ship designs are meant to use force to back up their deals, they are very much non military.

Civilians have always been vital to Trek. Usually as people to be an object lesson. But before they took on that role it was obvious they were the lifeblood of the Federation.

Heaps of potential. Far more than Romulsns.
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Lieutenant
Join Date: Sep 2012
Posts: 92
# 49
02-21-2013, 08:16 PM
Quote:
Originally Posted by twg042370 View Post
Obvious the military ships will be more powerful.
Not necessarily. I mean, some of these independents are just examples from smaller factions. The ferengi, for example, would fit in perfectly and had decently armed ships.

I'd set up the ship categories for the independent faction as:

Freighters/Transports - the closest analog to the "cruiser," and start with lightly-armed ships similar to the tuffli, and progress up until things like the d'kora - still made for trade, but fully armed and ready for combat.

Explorers - Less heavily armed than cruisers/escorts, but relatively quick and agile. These would be the equivalent of science vessels.

Raiders/pirates - Just what it says on the box. There's marquis raiders, there's that ship from the TNG Gambit episodes, we know surplussed BoP's have ended up being sold at least a couple times. Basically small, fast crafts built for combat.

Possibly miscellaneous category like the klingon "warship" category for anything that doesn't fit with the above. There could be mining ships, scout/espionage ships, and anything else that's odd and doesn't quite fit.
Career Officer
Join Date: Jun 2012
Posts: 5,417
# 50
02-21-2013, 09:17 PM
I'd have no problem with Ferengi being at the top of the foodchain in non-aligned space.

The Decipher Cardgame had Neutral and Non-aligned. Neutral was basically blacked out faction colors and could work with anybody but was subject to the most restrictive of anybody's rules, if I remember right, and was mainly used for starbases and peaceful animals. Non-aligned was gold faction color and was potentially be most aggressive faction in STCCG. No attack restrictions. Could team with anybody. You could ignore attack restrictions by stocking non-aligned captains to run your Fed/KDF ships.

Most early Ferengi (prior to Ferengi getting a faction in STCCG) were non-aligned, as were many holograms.

This included the allasomorphs, Maquis, Barash, Berlinghoff Rasmussen, Captain Proton, the Cravic and Pralor robots, Dr. Soran, Ira Graves, Ishara Yar, Lore, Morn, Terran rebels (ie. non-Empire), Seven of Nine (dual - Non-Aligned/Fed), Sybok, the Albino, Vic Fontaine, Son'a, Vorgon, even Zefram Cochrane. Also, virtually unlimited Soong Type Androids. Carol Marcus. Most criminals like Kivas Fajo. The Traveler.

The ships were where it gets really interesting. Bothan fighters, Tamarian cruisers, the Edo Vessel (half in, half out of the universe), Husnock ships, Son'a ships, the Reliant under Khan, the Equinox, Balok's ship, Pakled ships, Hirogen ships commanded by runaway holograms, living ships like Gomtuu, Orion ships, the Temporal ship from Year of Hell.
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