Lt. Commander
Join Date: Dec 2007
Posts: 120
# 921
08-19-2011, 06:12 PM
Quote:
Originally Posted by Sivar View Post
I'm sorry if this has been asked and I missed it; I did a thread search and came up empty though but still:

Will the size of the ship impact the Duty Officers? For example, if I were in a Vo'Quv carrier with a crew of 4,000, would I have more Duty Officers or more effective Doffs than say a Defiant which has a crew of 75?
Not at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 922
08-19-2011, 06:19 PM
Quote:
Originally Posted by Darren_Kitlor
Not at all.
Kinda dumb, but I suppose I can understand given that the Klingons would have an extreme advantage were that the case.

Thanks anyway
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 923
08-19-2011, 06:19 PM
Quote:
Originally Posted by Sivar View Post
I'm sorry if this has been asked and I missed it; I did a thread search and came up empty though but still:

Will the size of the ship impact the Duty Officers? For example, if I were in a Vo'Quv carrier with a crew of 4,000, would I have more Duty Officers or more effective Doffs than say a Defiant which has a crew of 75?
Nope. Every ship will have the same amount. I believe that there is 20 active slots and about 100 or more reserve roster slots. Besides, there would be too much complaining that Cruisers get more Duty Officer bonuses or more assignments than Escorts if crew size affected number of Duty Officers. It is one of those gameplay is more important than realism things. Not sure how shuttles will work with Duty Officers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 924
08-19-2011, 06:21 PM
Quote:
Originally Posted by Sivar View Post
Kinda dumb, but I suppose I can understand given that the Klingons would have an extreme advantage were that the case.

Thanks anyway
The issue with it is that they'd rather have more diverse system for everyone rather than the system benefiting cruisers and carriers more than science, escorts and especially BoP.

From a game design standpoint, balancing the system's passives and unlocks by flat crew rates makes much more sense than having some weird scaling system to ensure Cruisers/Carriers aren't overpowered.

I'm quite glad that they thought of balancing it for the PvP crowd by making DOFF personnel dependent on rank, rather than ship size.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 925
08-19-2011, 06:30 PM
Fictionally, think of it as your active roster are on your ship; your reserve roster may or may not be on your ship, but could also be on leave, back on a starbase on temporary duty there, etc.

Most ships, especially by T5, have at least a hundred personnel on board, so it's primarily only weird on BoPs, shuttles and a few other ships.

I will grant that this method not ideal, but I think this approach saves enormous arbitrary balance issues that this far into the game being live just aren't worth upsetting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 926
08-19-2011, 06:52 PM
Quote:
Originally Posted by Heretic
Most ships, especially by T5, have at least a hundred personnel on board, so it's primarily only weird on BoPs, shuttles and a few other ships.
In the case of players being on a Shuttlecraft, imagination simply has to come into play. The player just has to imagine that they are viewing or managing their active roster for their Starship while aboard their Shuttlecraft.

As for BoP, yes that's a little weird. lol

P.S. Got my new thread up here on the forum, it's a concept that directly links to the Duty Officer System (in my sig).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 927
08-19-2011, 07:27 PM
Quote:
Originally Posted by Heretic
Fictionally, think of it as your active roster are on your ship; your reserve roster may or may not be on your ship, but could also be on leave, back on a starbase on temporary duty there, etc.

Most ships, especially by T5, have at least a hundred personnel on board, so it's primarily only weird on BoPs, shuttles and a few other ships.

I will grant that this method not ideal, but I think this approach saves enormous arbitrary balance issues that this far into the game being live just aren't worth upsetting.
I would also like to point out and that in this timeline, we now have transwarp beaming technology and can transport people great distances to ships even traveling at warp. Combined with the transwarp conduit network, I can easily see how a captain can have a crew that is no longer tied to a specific ship... and can even have ships swapped out while in deep space if there was a need. (It would just activate your transwarp global cooldown).

Just sayin'
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 928
08-19-2011, 07:42 PM
Quote:
Originally Posted by Heretic
Fictionally, think of it as your active roster are on your ship; your reserve roster may or may not be on your ship, but could also be on leave, back on a starbase on temporary duty there, etc.

Most ships, especially by T5, have at least a hundred personnel on board, so it's primarily only weird on BoPs, shuttles and a few other ships.

I will grant that this method not ideal, but I think this approach saves enormous arbitrary balance issues that this far into the game being live just aren't worth upsetting.
I always considered that you might gain Ensign Ricky's torpedo bonus on your shuttle, even though he's not aboard, because he had worked on the shuttle. Maybe he made the modifications as part of his normal duty cycle. Maybe the modifications have been written in to the specifications for the ships in your "fleet" (stables, bank, etc).

The many inactive members on your roster are likely out getting training or otherwise keeping busy if they do not fit on your ship. Since I fancy my character as an actual Fleet Admiral, it's easy to assume they are assigned within my section of the fleet. If you have a BoP, consider that they might be training at the academy, or even teaching a class.

For me, there never has been any suspension of disbelief required when trying to reconcile the long Duty Officer roster with a small ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 929
08-19-2011, 08:03 PM
Quote:
Originally Posted by Alecto View Post
In the case of players being on a Shuttlecraft, imagination simply has to come into play. The player just has to imagine that they are viewing or managing their active roster for their Starship while aboard their Shuttlecraft.
Well, once they add in the ability to launch a shuttle from your ship out in space, it won't seem as odd, so that will work itself out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 930
08-19-2011, 09:51 PM
Quote:
Originally Posted by l3reakmanx View Post
Well, once they add in the ability to launch a shuttle from your ship out in space, it won't seem as odd, so that will work itself out.
That's all-ready in game, go to your ship, take the turbo lift down to the engineering deck and go to your transporter room.

They plan to add shuttle bays next and move that option from the transporter room.

Sorry this is off-topic but couldn't leave a player hanging not knowing that they could do this.
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