Lt. Commander
Join Date: Dec 2007
Posts: 120
# 171
06-21-2011, 03:06 AM
Something else just occured to me. How tradeable are they going to be?

Are they going to become bound after putting on the duty roster / using them for an assignment? Or do they even start bound?

If they are tradeable, player to player trade only? Or can we mail them? Put them on the exchange? Does the exchange get an additional search option for duty officers then?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 172
06-21-2011, 06:08 AM
THIS. IS. FULL. OF. EPIC. WIN.

As a 3-year EVE veteran, i've been hoping to see a game mechanic that would bring some of the immersion and complexity that STO lacked in the beginning. This looks like a setup where people who don't care, can just continue to do their thing, and those of us who like complexity can go nuts with managing their crews. This is honestly something that probably should have been introduced much sooner, but i'm glad we're getting it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 173
06-21-2011, 06:13 AM
Quote:
Originally Posted by Heretic
The number of duty officers on your active roster will probably scale with rank from around 10-ish to around 20-ish. They will probably be split between Space and Ground. The number will not be linked in any way to the ship you are flying, and if you switch ships your duty rosters will automatically move with you.

The number of duty officers on your reserve roster is currently planned to be about 100 with some capacity for increasing it in size - the details on that are still being worked out.
So let me see if i'm reading this right. In total, when both the DOff system and the Department Head/First Officer System rolls out, you guys are currently thinking about (for end game): ~10 active Space Doff powers, ~10 active ground Doffs powers, ~3 per department via the DH system for ~18 doff powers, and an addition ~3 for the FO system.

For a grand total of ~41 passive abilities that we didn't have before.
WOW

I do realize that all of this is still subject to change, and probably will change quite a bit, but it's nice to see a ballpark figure.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 174
06-21-2011, 06:19 AM
Quote:
Originally Posted by Heretic
Duty officers will not do anything random, but things can happen in the form of assignments. For example, if you do the "Execute Mutineers" assignment on the KDF side, you'll lose some duty officers of your choice but gain a lot of Honor. Similarly, you can attain prisoner duty officers of the other faction with which several other assignments will use for prisoner exchanges, interrogations and the like.
if the assignment 'execute mutineers' results in a desaster will i have to retake my ship in a To'duj fighter?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 175
06-21-2011, 06:49 AM
Quote:
Originally Posted by dukedom View Post
Something else just occured to me. How tradeable are they going to be?

Are they going to become bound after putting on the duty roster / using them for an assignment? Or do they even start bound?

If they are tradeable, player to player trade only? Or can we mail them? Put them on the exchange? Does the exchange get an additional search option for duty officers then?
This is the kind of stuff I want to know about, too.

I REALLY would like to be able to share DO's within my fleet.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 176
06-21-2011, 07:08 AM
This....

Wow...

Gimmeh...


In a not-to-be-insulting way, this feels like STO is going for a Sims style internal game for the crew. Very well thought out, now I just hope the execution matches the promise.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 177
06-21-2011, 09:42 AM
Quote:
Originally Posted by sltdg View Post
So let me see if i'm reading this right. In total, when both the DOff system and the Department Head/First Officer System rolls out, you guys are currently thinking about (for end game): ~10 active Space Doff powers, ~10 active ground Doffs powers, ~3 per department via the DH system for ~18 doff powers, and an addition ~3 for the FO system.

For a grand total of ~41 passive abilities that we didn't have before.
WOW

I do realize that all of this is still subject to change, and probably will change quite a bit, but it's nice to see a ballpark figure.
I think the slots give you passive bonuses for the most part - its the First officer that gives you extra active powers.


I think.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 178
06-21-2011, 10:57 AM
Quote:
Originally Posted by dukedom View Post
Something else just occured to me. How tradeable are they going to be?

Are they going to become bound after putting on the duty roster / using them for an assignment? Or do they even start bound?

If they are tradeable, player to player trade only? Or can we mail them? Put them on the exchange? Does the exchange get an additional search option for duty officers then?
Duty officers are intended to be generally tradeable and able to be put on the Exchange, though there is some possibility that some of this functionality may be come out shortly after the core system, since this has a very heavy UI component which isn't cheap for us to develop.

Slotting and unslotting should not affect their ability to be traded, to my knowledge, but I need to confer with Software about that.

EDIT: Just spoke with Geko, and we're on the same page with this. The plan is for slotting and unslotting duty officers to not affect your ability to trade them. (Bound duty officers as a result of commendation rewards would still be bound, of course.)

The current plan is that those duty officers that you gain from one-time specific achievements - that is, from achieving ranks in the commendation system categories, and maybe a few other places - probably will not be tradeable, but the vast majority should be.

In other words, you ding tier three in Exploration, you get a unique duty officer. That duty officer probably won't be tradeable. Having dinged tier three, that opens up repeatable assignments that let you get additional good duty (and bridge) officers - these would be tradeable.


Quote:
Originally Posted by Bohort View Post
if the assignment 'execute mutineers' results in a desaster will i have to retake my ship in a To'duj fighter?
Heh. I wish we had the tech for that.


Quote:
Originally Posted by JanuHull View Post
In a not-to-be-insulting way, this feels like STO is going for a Sims style internal game for the crew. Very well thought out, now I just hope the execution matches the promise.
Me, too.

This is exactly why we have been as open during the development part of this system as we have been, so we can take the temperature for certain aspects of the design, see feedback, identify potential issues, etc. We feel this system has a lot of potential, but it's big and complex, and big and complex systems can be easily derailed.

The major thing I want to make sure people understand is we fully expect there will have to be a lot of adjustments and tweaking to account for how players use it in practice as opposed to theory, now, on Tribble, and even when the system goes live. We are committed to making this become a useful and engaging tool for players, and I highly doubt that the initial iteration will perfectly hit that point.


Quote:
Originally Posted by Tiberion1701
I think the slots give you passive bonuses for the most part - its the First officer that gives you extra active powers.

I think.
Correct.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 179
06-21-2011, 11:05 AM
http://i.crackedcdn.com/phpimages/ar...8/62968_v1.jpg

any of these the new Doffs? j/k of course but cracked up when i saw this
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 180
06-21-2011, 11:15 AM
Quote:
Originally Posted by Heretic
Duty officers are intended to be generally tradeable and able to be put on the Exchange, though there is some possibility that some of this functionality may be come out shortly after the core system, since this has a very heavy UI component which isn't cheap for us to develop.
So the Slave Market is going to be alive and well then? I'm sorry, but there are unfortunate implications in terms of fiction in regards to the Exchange. And yes I am trying best not to do a crossover joke with another well-loved Science Fiction/Fantasy franchise. :p

Anyway, on the more serious side, this does look like a great system, and I look forward to using it.
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