Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Possible BO Roles
08-14-2010, 03:11 PM
So I was looking through some stuff, and I found some issues of Star Trek: The Magazine that I had. One of them (Sept '01 - Vol. 2 Iss. 05) had a briefing on Starfleet Roles. I thought it would be interesting to post the roles here, so that we can think about how they can be part of STO.

Basically, most of the roles are ship based, with bonuses to space combat. However, some roles may also give bonuses to away teams if you have them beam down with the group. Any role, like Chief Science officer or Tactical officer, would become the default BO that gives you info during mission pop ups that are related to their field, regardless of you have assigned to BO stations.

I've included all the roles the magazine had, regardless of their potential viability in game.

The Roles:

Captain
That's you!
First Officer
Cryptic is working on this, and I'm sure there are plenty of suggestions out there. My first one is here: http://forums.startrekonline.com/sho...d.php?t=163829 . However, it may not be feasible, so I would suggest that promoting a BO to XO gives a general boost to stats in space, and to the away team if they beam down with it.
Science Officer
Appointing a BO to this position would grant a bonus to any Sci BO skills, and your deflector dish & its related skills. They would give bonuses to finding crafting samples, on ground and space. Their scientific abilities on the ground would be boosted, and the team's resistance to said abilities would also be increased.
Chief Engineer
This BO would hang out in engineering, and would give access to any minigames there. There would also be a bonus to Eng BO skills, and warp and impulse engine efficiency. They would also be able to heal the ship, or provide components. They would get a bonus to engineer skills on the ground, and perhaps provide a debuff to enemy devices, like turrets.
Chief Medical Officer
This BO would hang out in Sickbay, and give access to mini games there. They would also be able to heal you of injuries or provide regenerators. There would be a bonus to crew regen rate. On the ground, they would get a bonus to any healing abilities, and would grant bonus regen to the away team.
Operations Manager
This person was in charge of handling ship's resources. As such, appointing a BO to this spot would give a bonus to power transfer rate, as well as the Starship Engineering skills that affect things like power usage.
Conn Officer
Since this person is the pilot, they would be the ones to ask "Lay in a course to xxxx?" when you click the map. They would also boost engine performance a little bit. They would also allow access to any piloting related mini games.
The Counselor
Appointing a BO to this position would give a bonus to crew regen rate, and perhaps other crew related things. There is the interesting possibility for mini games involving generic crew members who are being helped by the counselor.
Transporter Chief
This person stands there and looks pretty when you beam to places. They also give access to any transporter related mini games. This role is really just a bonus if you want someone specific standing at the transporter controls, since they're not terribly important to gameplay.
Tactical/Security Officer
This could be split in to two roles, as indicated by its title. Whether it's one or two, the functions are combat based. The tactical part of the role would give bonuses to space weapons. The security part would give bonuses to boarding party resistance, maybe a small Tactical Team style buff, as well as providing the ground based bonuses - buffs to their own skills, and to the whole team's weaponry. The security officer would also be your primary contact for enemy boarding party missions.
Stellar Cartographer
I'm sure there's a potential for mini games in Stellar Cartography, but I can't think of any. This BO would give them to you. Possibly they could grant a bonus to the rate at which you find systems in clusters? The magazine says they are in charge of keeping track of the galactic map and charting new places, so if there is ever a database of found places that stay permanently, rather than the random instances we have now, they would be involved in that somehow.
Mission Specialist
"For many missions, Starfleet will temporarily assign a specialist to the ship. Sometimes these experts will be Starfleet officers; sometimes they will be civilians." This post would not be a specific BO - there are far too many possibilities to limit it to just one (criminology, medical specialist, geologist all come to mind). Instead, this position opens the possibility of having temporary crewmen for specific missions. This would be a really cool gameplay mechanic, and they already have it for the missions involving Drake and the Deltan Admiral. Essentially, you would gain an NPC follower, and they would guide you through a particular mission.
Admiral
"The rank of Admiral is not lightly bestowed upon an officer." So... that's different. For STO purposes, there is no difference between Admiral and Captain, unless Cryptic makes the Fleet Admiral role quite different. It is "primarily a desk job," so that might be boring. However, a whole raft of missions that involve overseeing judicial hearings (similar to the Bajoran system diplo mission) or investigating the loss of a Starfleet vessel could be quite interesting. There is also an entire info box about the "abuse of rank" of Admiral... so maybe some missions involving some murky moral choices as well?
Commodore
This role was in the magazine, so I am including it. It is, however, a "defunct" role by the 24th century, so really has no bearing here. They were in charge of Starbase administrative duties, including receiving ship's logs, and deploying ships in their sector.

Anyways, that's it from the magazine. One question that ought to be addressed is the ability to assign one BO to multiple roles. The tactical/security officer is one such role that would naturally be combined into one officer. But if you look at Picard's crew, he had Data as chief Operations officer, as well as the chief Science officer. How would something like this play out in terms of the game?

Another question is whether or not a BO assigned to a position still gives bonuses if they're not at an actual station. For example, if you appoint a chief engineer, but are flying an escort with one Eng slot, and decide to assign a different BO to that slot, do you still get the bonuses to engineering related skills, and the Eng bridge station abilities?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-20-2010, 06:15 AM
Sorry for the wall of text. Feel free to pick your favorite role and comment on that!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-22-2010, 02:17 PM
Boff Roles from an MMO Perspective (and BO divisions that suit them):

Tank (damage sponge) - Eng is good for this with their shield recharge
Melee - Tac with leg sweep, lunge, etc
DPS (damage output) - Eng [with attack buildings], Tac
Crowd Control (mez, root, stun) - Sci
Healer - Sci, Eng [with healing buildings]
Buffs - Tac/Sci/Eng
Debuffs - Tac/Sci/Eng
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-22-2010, 02:35 PM
I didn't mean roles in the traditional MMO sense, I meant "promoting" or "assigning" BOs to roles aboard our starships. Once assigned, I tried to speculate what general bonuses having a "Chief Engineer" or "Stellar Cartographer" might give to you and your ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-26-2010, 02:18 AM
You know what would be a great (and relatively simple) first officer trait?

Allow them to treat any station you place them at as one rank higher than what it is.

Then, on the ground, I REALLY think you should have the option to play as your first officer instead of your captain. But failing that, XOs and each special BO type rank should get one extra skill they can use.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-12-2010, 12:24 AM
Very intresting find Felderburg, I know when I started playing STO I was a little suprised by the fact that there were so few bridge officers in the game and I immidiatly thought of those that you listed off. Now, after playing for a little bit I assume that the devs wanted to have a limited number of bridge officers to keep the number of player abilities to a managable number (after all you have only so many spots on your hotbar) which makes sense.

Yet, I would personally, like to have the capability of assigning personel to all of these locations, even if they DID NOT expand my list of powers. After all, how is a chief medical officer working in sickbay going to contribute scientific abilities to my bridge crew if they are treating my injured crew during battle. So I am all for being able to place officers into these roles, even if they had no bridge/power contribution since their passive buffs would make alot more sense.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-13-2010, 12:56 PM
Quote:
Originally Posted by Leviathan99
You know what would be a great (and relatively simple) first officer trait?

Allow them to treat any station you place them at as one rank higher than what it is.

Then, on the ground, I REALLY think you should have the option to play as your first officer instead of your captain. But failing that, XOs and each special BO type rank should get one extra skill they can use.
That's an interesting idea... but I seem to recall them taking away multiple commander slots on some of the refits or maybe the Excelsior or Nebula design, and since this would effectively give Cmdr slots to any ship with a Lt Cmdr station, they might not allow it. But it's a great idea.

I certainly agree on the ground. Maybe replacing or allowing the option for a special commander rank skill for any "appointed" officer? E.g., the Chief Medical Officer could be trained in Nanite Health Monitor III, regardless of captain's class, or something like that.

Quote:
Originally Posted by Rynd
Yet, I would personally, like to have the capability of assigning personel to all of these locations, even if they DID NOT expand my list of powers. After all, how is a chief medical officer working in sickbay going to contribute scientific abilities to my bridge crew if they are treating my injured crew during battle. So I am all for being able to place officers into these roles, even if they had no bridge/power contribution since their passive buffs would make alot more sense.
Well, that's the thing, some of these would indeed be purely for role-playing purposes. I just wanted to see if we could add effects as well. Which is where my suggestion for CMO comes in: yes, he's healing the crew, which doesn't contribute to the bridge crew personally, but it does boost crew healing rate, which helps any BO crew powers that need crewmen to work.
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