Lt. Commander
Join Date: Dec 2007
Posts: 120
Given the iconic nature of the 'First Officer' to the Star Trek lore (e.g. Spock, Riker, etc.), I feel that their absence somewhat detracts from the overall immersion into the universe of STO. That being said, I am an avid fan of a majority of the game's features, I simply would like to use this space to propose an idea that I believe could greatly enrich the experience of STO.

A source for inspiration for ideas in this thread is the excellent thread started by Leviathan99, found here: http://forums.startrekonline.com/sho...First+Officers

My proposal:

1.) Rather than the choice of your first BO upon completion of the intro/tutorial, you are given the option to select a First Officer (hereafter referred to as an 'XO', for Executive Officer) of a race, gender, and specialty of your choice.

2.) The XO's specialty (career) would determine access to a new class of kits, specific to XO's (call them XO Career kits, or somesuch). A further choice of a basic XO Career kit would be made upon selection of the XO at the end of the intro/tutorial.

3.) The XO Career kits would consist of a passive buff (specialty-related) to one or more of the ships skills, representing the XO's expertise in that area and his/her/its ability to inspire an increased level of competence in said area. These kits could be swapped out for different ones within the same career path (i.e. Tactical, Science, or Engineering), but should be costly (either in terms of EC or Merits), to represent the time and energy necessary for an officer to train in his new discipline (or to gain a new level of expertise).

- A.) Tactical XO Career Ideas: (Note: All numbers are for example only. Possible effects are ideas for application of the XO idea.)
- Starship Weapons Expert (+1-5% (e.g. +1% per tier-level of XO Career kit) Starship Accuracy, +10-50 Starship Crit Severity, +.5-2.5% Starship Crit Chance, etc.) - Could be broken down by weapon specialty or apply globally.
- Starship Targeting Expert (+2-10% Chance of triggering weapon Procs, +5-25% Weapon Bleedthrough, etc.)
- Tactical Training Expert (-5-25% Duration of Cooldown on Tactical Powers, -10-50% Cost to Train Tactical Powers to BO's, +1-5% Effect of Tactical Powers)
- More to follow when I get some time to theorize, including ideas for an Away Team-specialized XO Career.

- B.) Science XO Career Ideas:
- Research Specialist (-5-25% Cost to Train All? BO powers, +50-250% number of anomalies recovered, -10-50% Cost to Train Science Powers to BO's)
- Ops Specialist (+25-125% Detection Rating/Range, +5-25% Effectiveness of Subsystem Targeting Powers, -5-25% Duration of Cooldown on Science Powers)
- Chief Medical Specialist ( +10-50% Alive/Able Crewmen resistance, +5-25% Crew Recovery Rate, +5-25% Effect of Away Team Medical powers, etc.)

- C.) Engineering XO Career Ideas:
- Construction Expert (+5-25% Hull Repair Rate, +3-15% Hull HP, +5-25% Amount of HP restored by Engineering Powers)
- Systems Expert (+5-25% Effect of Power Transfer BO powers (EPtS, AusSIF, EPS Trans, etc.), -5-25% Cooldown of Engineering Powers, -10-50% Duration when target of Subsystem Disabling Powers)
- Efficiency Expert (+2-10 Subsystem Power Levels, +5-25% Effect of Efficiency Skills, -5-25% Cooldown of Ship's Weapons, -5-25% Time between Shield Regen ticks, etc.)

(Again, these are all just ideas, I welcome ideas from the community, as well!)

4.) The XO would not be a Bridge Officer in the traditional sense, not occupying one of a ships consoles (also a reason to have passive buffs, rather than a suite of powers).

5.) In light of #4, to make the XO viable in Away Missions, they would have a full paperdoll like each Captain currently has.

- A.) Able to equip ground kits, exactly the same as the Captain (using the same pool of current, player-specific kits); this would give them a suite of powers for Away Missions that is comparable to what players currently possess, without needing to add an entire range of XO-specific powers. Kits would be restricted to the XO's current rank and career specialty.

- B.) Able to lead Away Missions, in the stead of their Captain (thereby increasing the 'immersion factor' that having an XO would bring to STO). (This might not be permitted in the case of team missions, though I don't see what it would hurt.)

6.) As XO's hold such an important place in the canon of Star Trek, replacing one should not be a decision made lightly; should be restricted to SB1; should be very costly in terms of Merits (as good XO's are hard to find, and building a rapport with one is a time-consuming process).

More to follow as I think of them...

Please feel free to offer suggestions, and I look forward to getting your feedback!

-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2 Added Ideas
04-27-2010, 12:27 AM
I've begun fleshing out some of the ideas and plan to expand on them in the coming days. I would love some feedback from the community or the devs as to whether this is a good/bad idea, and whether this is something we would like to see in game.

-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-27-2010, 12:30 AM
Sounds like a pretty good bunch of ideas....

I was actually thinking that the First Officer might also be able to be switched to by the player if they wanted to.....

Nothing against always playing a captain.....but like Riker and Chakoteh had said on many occasions...the captain shouldnt always leave the ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-27-2010, 02:03 AM
Really good idee. Ilike what i'm reading. Been thinking of somthing similar myself, exept one gets a android as you first officer if you choose with some special abilities. Why this first XO whas not done in the first place beats me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-27-2010, 02:24 AM
My thought has been that the Star Trek universe has always placed such a high importance on the relationship between a ship's captain and its first officer (Kirk/Spock, Picard/Riker, Janeway/Chakotay), I was quite surprised that there wasn't a larger emphasis placed on such a type of character (thus far, at least, soon-to-change, hopefully ), especially with how the intro/tutorial concludes, giving you your first command. That seems a perfect opportunity to further customize your character by supplying them with a first officer that can more clearly define both your play experience and your immersion into the experience of the Star Trek universe.

Glad to hear that you like the ideas, feel free to add more! The more we have and the better thought out they become, the more likely that we can catch the attention of the Devs!

-Big Red

P.S. If any of you Awesome Devs are reading this (okay, shameless, I know... ), I'd love to know what you think!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-27-2010, 02:32 AM
Quote:
Originally Posted by PsychicKitty
Sounds like a pretty good bunch of ideas....

I was actually thinking that the First Officer might also be able to be switched to by the player if they wanted to.....

Nothing against always playing a captain.....but like Riker and Chakoteh had said on many occasions...the captain shouldnt always leave the ship.
I agree, which is where I came up with the idea for allowing them to use the same kits that player's currently use, to determine their powers available on Away Missions. This would permit you to 'send them in your stead' as the ship's captain, without breaking the immersion of the game and without hampering the capabilities of your Away Teams.

Which is also part of the reason that I like the idea of giving them a passive effect rather than a suite of powers in space. While it's true that Spock was TOS Enterprise's first officer AND science officer, more recent shows (TNG and VOY in particular) have emphasized the role of First Officer to a more passive, supporting one. Not to say that the XO's aren't active and involved in the ships operation, but, rather, that they are responsible for a much wider range of responsibilities, across the whole spectrum of a ship's operation (hence the 'passive' buffs), instead of sitting at a console and performing a more active-type of duty.

Thanks for the responses, keep them coming!

-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-27-2010, 02:51 AM
i like the ideas and the overall thinking process you have offered, but i cannot agree to the numbers you post. they seem far excessive for the position.

i think an over all stat upgrade of 0.2 to 2.0% and a crit chance/severity upgrade of 0.2 to 3.0% (accuracy) or 12% to 20% (crit severity) should be applied since the XO is at this time in ones career well versed in all aspects of starship ops as similar to the captain.

i also think these numnbers should be hidden from view with the exception of initial promotion to XO. once promoted - any stat upgrades will no longer be viewable for yourself or other players. this allows an initial, take it or leave it option, and allows a sense of unknown to others as to how well your XO is prepaired and/or trained.

hope this makes sense...let me know.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-27-2010, 02:58 AM
Quote:
Originally Posted by Sir_James_of_Cadiz
i like the ideas and the overall thinking process you have offered, but i cannot agree to the numbers you post. they seem far excessive for the position.

i think an over all stat upgrade of 0.2 to 2.0% and a crit chance/severity upgrade of 0.2 to 3.0% (accuracy) or 12% to 20% (crit severity) should be applied since the XO is at this time in ones career well versed in all aspects of starship ops as similar to the captain.

i also think these numnbers should be hidden from view with the exception of initial promotion to XO. once promoted - any stat upgrades will no longer be viewable for yourself or other players. this allows an initial, take it or leave it option, and allows a sense of unknown to others as to how well your XO is prepaired and/or trained.

hope this makes sense...let me know.
Oh, I absolutely agree that the numbers are probably excessive, I just went wiith BIG numbers to illustrate their possible implementation. (Let the Devs and those brave souls on the Tribble server figure out the best 'numbers' to use. )

While I like the idea of 'hiding' the stat bonus from the XO from an 'immersion' standpoint (only experience can tell how valuable a fellow officer is), we do have to remember that this is still a game, and hdiing the numbers can be very frustrating to a wide range of player-types. (Plus, we already have more than a few numbers that need to be displayed more clearly, without adding an additional class of 'hidden' ones. )

-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-27-2010, 05:49 AM
Here is another twist. Have the First Offiver eventually "promote" out of the Fist Office slot into a ship command of his own, and have the Player level up another Fisrt Officer.

There are a few advantages to this.

1) This is how new ship captains were 'minted' in the various series as well as real life.

2) Based on how his original captain/teacher was spec'd he could carry over a few specially abilities/skills when he promotes. Do you think a BO 'rasied' by Picard would be a lackluster captain? Such a BO would likely have bonus to all facets of command skills. Think of a first officer to Worf. He would probably end up a very good tactical officer, or at least his science or engineering skills would reflect top-notch contributions to combat, plus the First Officer would most likely have a a bonus to Bat'letch or some such.

3) A social factor could be involved too. Make it so I could send one of my BO/BO Candidates to another Captain. This could also be a shot in the arm to the socail system in STO as well as the economy.

4) Make the training of the BO/First Officer take several weeks, if not a few months. Once the training is finished, he goes back to his original Captain.

5) At this point, if the player wanted to promote him to his own command, he could open up a new character slot that could ONLY be used for promoted first officers. If the character is deleted, then the slot disappears.

Anyway, I will stop this list here, as I could go on and on. Suffice it to say, there are some very interesting permutations of characters that could be generated by the 'special abilities' learned by First Officer during his training. A 'Sciency' Tactical Officer, a "tactical engineer" etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-27-2010, 11:38 AM
Some very good ideas!
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