Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Civialian Transports
02-25-2012, 02:22 AM
Ah STO how i love your wonderful universe but one has to wonder, what exactly people do in the Star Trek universe who do NOT join Starfleet a planetary militia or KDF?

im talking about all the freighter captains, the pirates, the smugglers and the bounty hunters that slip through the galaxy unnoticed and underplayed.
The idea of civilian captains has been brought up before and bounced around the forums to one degree or another and seems to be generally well accepted that this would be a good idea for the game and the lore in general.

Civilian ships:

We should seriously consider keeping the civilian ships to whats primarily already in the game eg: the civilian freighters but expand upon it a little perhaps adding Ferengi ships and a few of the other noted craft from TNG and DS9 such as Cassady Yates/Sisko's ship.

It has been noted that the ships used by civilian captains the the late 2300's were on par with technology from the starfleet of James T Kirks era, we can expand this out based on the refit Constitution class c-store ship and its capabilities.
Were we to continue expanding this and consider the expanded universe a little and look at starfleets mothball fleets and decommissioned ships that were bought by planatery militia's as patrol ships equipped with more widely available civilian quality or blackmarket weapons that could potentially be bought by civilian captains.

we can take some level of like for like in terms of class and playstyle eg:

Class

Engineer = Freighter Captain
Tactical = Bounty Hunter/pirate
Science = Smuggler

Ship types

Freighter = Cruiser / heavy Cruiser
Refit military ship = Escort / heavy Escort
Survey / Transport = Science Ship / Carrier


we must take into account that the ships are not Starfleet or KDF ships and as such would not be as powerful but we can compensate for this by expanding the simple fact that they are civilians and traders by:

- No limitations to travel (borders no longer in place)
- ship based bank / exchange access (on freighters)
- no limitations to cloaks/stealth equipment
- GPL as primary currency
- access to more unusual ship designs (such as vulcan ships etc.)


well thats what i came up with feel free to add your own or pass comment
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-25-2012, 02:44 AM
Grind up a character to level 7, get your duty officers, and then do nothing but duty officer trade missions from then on.

Okay, so it's stupid, but it works... sort of.

Of course, trade is pretty much impossible anyway due to how merchants work. Meaning that yes you can buy & sell commodities, but you will always lose money in trading because everything sells back at half price.

Dang, now I want to play "Sid Meirer's Pirates!" again...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-25-2012, 02:49 AM
Quote:
Originally Posted by SinistarOne
Meaning that yes you can buy & sell commodities, but you will always lose money in trading because everything sells back at half price.
.

now thers an idea, to compensate for the lack of raw power civilian captains could get a 90% tarde back on items rather that 50%...

...or 100% true value if there willing to take it in GPL
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-25-2012, 03:35 AM
Quote:
Originally Posted by SinistarOne
Of course, trade is pretty much impossible anyway due to how merchants work. Meaning that yes you can buy & sell commodities, but you will always lose money in trading because everything sells back at half price.

Dang, now I want to play "Sid Meirer's Pirates!" again...
Funny, wonder why I got me those green and better trader DOFFs then. Right, because otherwise I get no real profit on DOFF trading missions, EC AND various skill points.
Yes, there is no "conventional" trading in STO.
But itīs still viable to hamster those cheap commodities from Earth, Vulcan, Andoria and Mem.Alpha. Especially with the new DOFF system.

Before that you could only "trade" them on "Aid the Planet" missions for loot and Diplomacy XP.

And thnx oh so much for giving me that 8-bit nostalgia shot. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-25-2012, 04:23 AM
I think the most critical point here is that STO is not an RPG and not even tries to be one. It's an action game with a bit micromanagement doctored in there.

I'd love to see more diversity, but I guess you can only RP so much since not even the basic game mechanics (the "action") is fully fleshed out yet, I think something like "civilian classes" are nothing to be considered in Star Trek Online. Maybe in the buffed up sequel
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-25-2012, 05:55 AM
With the 10 (?) CXP pools to grind-up it would be really nice to see better rewards for people who want to focus on a specific career for their toon. There are Traders, Geologists, Biochemists, Botanists amongst the ranks of the federation, on-board your own ship most likely, should every other player in the game be another admiral or are you for a more diverse universe of participants?

I'd try and bring the CXP rewards up to snuff so that by the time you are reaching your 3rd tiers you could really begin making your character stand out (should you want to,) some tier 3 and 4 rewards could be things like;
S.S. regs for a civilain ship's or decommissioned starfleet vessels,
a couple of new kits with some interesting but not OP abilities,
developmental CXP could open up more BOFF interaction/ or (more likely) combat buffs,
perhaps each level of the trader ranks you could receive 5% better rates from npc vendors or commodite brokers, or perhaps at the later tiers a line of bank slots.
science should/could be linked to whatever the new crafting system is,
perhaps one or two simple ship models (such as the courier and perhaps some kind of freighter) these could be roughly around tier 2/3 so the choice of flying them is about immersion rather than for pew pew purposes.

I guess I see a whole new faction as way to bigger undertaking, even now the ultimate fate of the KDF is still unsure. I do think that each faction has the potential to be much more diverse than tactical (admiral), engineer (admiral) and Science (admiral)

CXP has already given us the titles by the accolades, I'd love to see futher development to the CXP system.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-25-2012, 06:18 AM
Pirates and smugglers should not be welcome in Federation space. Starfleet will not suffer that kind of activity within its sphere of influence. We also know the Klingons regularly execute criminals caught in their space.

Pirates and smugglers should be safe in the Romulan, Cardassian, Deferi and Borg sector blocks. They should be attackable on sight by Federation and Klingon players in the Federation and Klingon sector blocks, but have no power to instigate combat on faction players by themselves. Unless:

Pirates and smugglers should be able to join the Orion syndicate arm of the Klingon empire and engage in piracy against non-Klingon NPC targets in any sector block (not players) with guaranteed safety from Klingon player ships in Klingon space.

Bounty hunters are unnecessary. Federation player captains should police Federation space and have full jurisdiction to attack player pirates on sight within Federation borders, yet have no jurisdiction to attack pirates and smugglers outside the Federation, making that space into safe zones. Places like DS9 and Drozana would become safe ports for the "undesirables".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-25-2012, 06:31 AM
Also, smugglers and pirates should have latinum as their primary currency and be able to buy and sell dilithium and energy credits from Fed and Klingon players with latinum. They could have their own dilithium store, but it should only provide weapons, shields, engines, consoles, etc up to Mark IX purple rarity and no higher. Mk X-XII gear would be obtainable only on the exchange.

With a few exceptions, (KDF Orion, Nausicaan and KDF surplus ships) Their ships should be patently weaker than Federation and Klingon ships, having one less weapon slot than their faction counterparts, fewer device and console slots, but with the benefit of having a two or more universal boff slots per ship as a tradeoff.

Ships that pirates and smugglers should have access to could include:

D'kora Marauder
K'tinga Battlecruiser (KDF surplus)
B'rel Bird of Prey (KDF surplus again)
Cardassian Galor class (through lockboxes and exchange like everyone else)
Marauder Flight-Deck Cruiser
Guramba Siege Destroyer
Romulan Bird of Prey (stolen)
Various freighters seen in trek that could be modelled and added to the game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-25-2012, 06:55 AM
Kinda wondering why you would lump in or otherwise associate being a Science captain as somehow translating being a smuggler. I mean, why not just be a, y'know, regular civilian scientist or doctor?
Same thing with the Engineer captains. Pretty sure they, too, can be regular civilian engineers, and not necessarily have to default to "freighter captain".
Overall, the idea is pretty neat. But do take into account that civilians are not nationless gadabouts. They can still be citizens of the Federation/Klingon Empire, without necessarily being in Starfleet or the KDF. I mean, it'd be neat if you could create a freebooter and all that, but just saying.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-25-2012, 09:25 AM
Quote:
Originally Posted by GT01 View Post
Kinda wondering why you would lump in or otherwise associate being a Science captain as somehow translating being a smuggler. I mean, why not just be a, y'know, regular civilian scientist or doctor?
Same thing with the Engineer captains. Pretty sure they, too, can be regular civilian engineers, and not necessarily have to default to "freighter captain".
Overall, the idea is pretty neat. But do take into account that civilians are not nationless gadabouts. They can still be citizens of the Federation/Klingon Empire, without necessarily being in Starfleet or the KDF. I mean, it'd be neat if you could create a freebooter and all that, but just saying.
But what would a civilian captain do in the game? It cuts you out of almost all the missions currently available, as you don't represent the Fed or KDF. A whole new quest chain would have to be created, or else you're just flying around for the hell of it.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 02:52 PM.