Lt. Commander
Join Date: Dec 2007
Posts: 120
I keep thinking about the first officer and additional positions to be filled on a ship. I started thinking about the layout of the bridge and the association of my BO's on the bridge at certain consoles and seating arrangements.

I was thinking that on the assignments screen you would have the positions to fill. Certain positions could be universal like on the BOP. However, most ships have a certain model on the crew so positions are class based. (i.e. On a fleet escort you have 2 science positions while on and advanced you have 2 engineering)

I would suggest that the Assignments Screen fill positions rather than just slots. The key positions to fill are Ship Operations, Engineering Operations, Scientific Research(Science), Security, Medical, Helmsman, Tactical Operations and Intelligence. Klingon Ships would vary slightly (medical treatment can be considered dishonorable!)

Of course the positions would build as you level and rank of Officers would grow as they currently do. Starting positions and progression would be:

Tactical, Medical and Engineering.

Once you make LTC you have your option of craft. Each ship gains a new position with growth. At Level 11 you gain Helmsman, at 21 Security Officer, at 31 Ship Operations Officer, and at 41 Intelligence. Additionally the Ship you select will give you an additional Officer; Escort gives you a second Tactical Operations while Science and Cruiser give you a Research Officer.

Klingon variation would start with Tactical, Engineering, Research, Ship Operations and Helmsman. Progression would then be the same as Federation as you level.

The BOP is the only exception to the normal progression as it has all universal stations.


Federation Station Assignment

Ship Operations: Universal BO, LT
Chief Engineer: (based on ship class) Eng BO, Cruiser COM, Science/Escort LT
Research Officer: (based on Ship class) Sci BO, Sci Ship COM, Cruiser LT, Escort none
Security Officer: Universal BO, LT
Medical: (based on size of crew) Sci BO, 300 > LT or LTC > 300
Helmsman: Universal BO, Esn
Tactical Operations: (based on ship class) Tac BO, Escort COM + LTC, Cruiser/Science LT
Intelligence: Universal BO, Esn

Cruiser BO's = Eng COM, Sci LTC, Sci LT, Tac LT, Universal LT x2 and Esn x2
Sci Ship BO's = Sci COM, Sci LTC, Eng LT, Tac LT, Universal LT x2 and Esn x2
Escort BO's = Tac COM, Tac LTC, Eng LT, Sci LT, Universal LT x2 and Esn x2

Klingon Station Assignment

Bird of Prey

Ship Operations: Universal BO, LTC
Chief Engineer: Universal BO, LT
Security Officer: Universal BO, LT
Helmsman: Universal BO, Esn
Tactical Operations: Universal BO COM

Vo'Quv Carrier

Ship Operations: Universal BO, LT
Chief Engineer: Eng BO, LTC
Security Officer: Universal BO, LT
Helmsman: Universal BO, Esn
Tactical Operations: Tac BO LTC
Intelligence: Sci, LTC

Qin Class

Ship Operations: Tac BO, LTC
Chief Engineer: Eng BO, LT
Research Officer: Sci BO, LT
Security Officer: Universal BO, LT
Helmsman: Universal BO, Esn
Tactical Operations: Tac BO, COM
Intelligence: Universal BO, Esn

Negh'Var

Ship Operations: Eng BO, COM
Chief Engineer: Eng BO, LTC
Research Officer: Sci BO, LT
Security Officer: Universal BO, LT
Helmsman: Universal BO, Esn
Tactical Operations: Tac BO, LT
Intelligence: Universal BO, Esn

This brings me back to the 1st Officer or No1. The No1 is a Universal assignment slot that opens once your Captain Makes rank of LTC. I would suggest that by promoting one of your BO to No1 you take them off the Consoles that they would normally utilize the skills they have. Instead the No1 would be given 2 new space skills to use from that assignment. These skills would be based on the class of the BO you put into that assigned position.

Just like all the other assignment, you can move your BO into a different assignment as long as they fit the position requirements. The same goes for your No1! Your No1 can be changed to any of your BO. However you would still only have 3 choices as to who you put in that assignment, Tac, Eng or Sci.

I would suggest the Skills that the No1 gives not only affect your ship but teammates as well.

Tactical No1 Skills:

Marked to Die-System: Attack Vectors/Sensor Probes. Marks target and weapons target crew function areas reducing alive and available crew by 1%/rank reducing regenerative skills and resistances. Stacking resistance debuff when targeted by multiple enemies.

Attack Pattern Zeta-System: Battle Strategy/Weapon Efficiency. Improves Acc+3%, CrtH+4%, CrtD+5%, Reduces Dmg taken +2% Improves Mobility +5% for 10 sec/rank. This is a coordinated attack pattern and therefore affects all members of the team within 3 KM/rank and would be stackable from other teammates with Tac No1.

Engineering No1 Skills

Maximum Power to Shields-System: Shields Performance/Deflector Field. Increases shield power by 20%/rank and improving shields of allies by 10%/rank. In addition the shields gain 5% absorption for 10 seconds/rank.

Efficient Crew-System: Crew/Subsystems. Your crew can bolster their efforts to improve the efficiency of your ship improving energy output 0.1%/Avail Crew. In Addition this boost shield and hull regeneration for 5 Seconds/rank.

Science No1 Skills

False Weakness-System: Hazard Systems/Battle Strategy. Makes your ship look vulnerable making you look like an easy target forcing enemies to target you. Shield increase by 2% and energy levels increased by 4% in addition enemies that target you receive debuff.

Nucleon-Harmonic Pulse-System: Astrometrics/Aux Sys Efficiency. Send out nucleon-harmonic pulse to disable energy systems, reducing energy levels of enemies by 5% for 5 seconds/rank
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-08-2010, 11:04 PM
http://i813.photobucket.com/albums/z...Assgnments.jpg

This is a VERY rough image of what I had in mind
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