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Lt. Commander
Join Date: Dec 2007
Posts: 120
I thought it would be a good idea to propose new duty officer abilities, since there doesn't seem to be much progress in filling out the list and STO developers may welcome new insights from the community. I haven't been able to find a thread about this, so here's one with my incomplete list.

Objectives:
Suggest new duty officer abilities that:
a) Are attractive to players
b) Are not overpowered
c) Are hopefully not difficult to program, given the lack of knowledge on how STO duty officer system is coded.


Adviser: 1 allowed
Main: +5/10/15/20 mental, confuse, and placate resist
Alt: +.01/.015/.02/.025 health regeneration
Hand (Elizabeth Mohr) +0.5%/1.0%/1.5%/2.0% expose chance
Advisor: Increase psionic abilities/placate/etc - moronwmachinegun
Reduce cool down of abilities by 5%, 10%, 15% (Ground or Space) -captaincopps

Armory officer: 3 allowed
Handcrafted (liberated borg, possibly from completing Defera): Chance to remodulate weapon while firing
Fabricate anti borg grenades. (Ground) -captaincopps

Assault Squad Officer: 3 allowed
Alt: 5/10/15/20% chance to reduce cooldown on weapon secondary by 50%
Handcrafted: +2.5/5/7.5/10% chance to cause knockdown

Astrometric Scientist:
Alt: 10/20/30/40% chance to reveal, but not allow targeting of cloaked ships within 10km when sensor scan used
Increase effectiveness of scanners based on auxiliary power by 10%,20%,30%. (Space) -captaincopps

Bartender: 1 allowed
+5/10/15/20 toxic, cold, radiation resistance
Hand (Rulian Marzan): -10/15/20/25% expose duration, -0.5/1.0/1.5/2.0% expose chance

Biochemist: 1 allowed
Handcrafted (Dathan): 2/4/6/8% chance for Hyperonic Radiation radiation to spread every second. Spread only happens from source.

Biologist: 1 allowed
+10%/20%/30%/40% Tribble buffs
Handcrafted: Tribbles can be used in combat and buffs last 30 seconds after being cancelled.
Increase duration of combat pets by 10%, 15%,20% -captaincopps

Botanist: 1 allowed
Adds a small heal over time to all Science kit buffs (75% vascular regenerator)

Chef: 1 allowed
Food can be used in combat at 50/75/100/125% efficiency

Counselor:
Nothing comes to mind
Handcrafted: Boost to active ground abilities
resist psionic abilties/placate/etc -moronwmachinegun

Damage Control Engineer: 3 allowed
Alt: 2/4/6/8% chance to heal recent damage to hull after 5 seconds, stacks 10 times.

Deflector Officer: 3 allowed
Handcrafted: 10/15/20/25% to target an additional target in range with used deflector ability

Development Lab Scientist:
Additional turret/drone damage -moronwmachinegun

Diagnostic Engineer:
Additional turret/drone health -moronwmachinegun

Diplomat: 1 allowed
Reduce Threat to Self

Doctor: 3 allowed
Handcrafted: On use of vascular regenerator or nanite health monitor chance to target an additional random team member

Energy Weapon officer: 3 allowed
Alt 2.5% chance to increase accuracy by 10/15/20/25%, as a weapon proc
Handcrafted: Allow any Target Subsystems to work with all energy weapons.
Handcrafted (liberated borg, reward for Veteran of the Alpha Quadrant or Medal of Honor/Klingon Equivalent): Adds 2.5% chance to all weapon attacks to deal 1000 damage to borg.

Entertainer: 1 allowed
2.5/5.0/7.5/10.0% chance to stun for 1/2/3/4 seconds on any weapon attack

Explosives Expert: 3 allowed
Alt: Chance to beam in additional mines or bombs when using Chroniton Mine field and Transphasic Bomb

Fabrication Engineer:
Alt:

Flight Deck Officer:

Geologist: 1 allowed
+20/25/30/35% magnitude and duration to any knockback, knockdown, or root

Gravimetric Scientist: 1 allowed:
5/10/15/20% chance for gravity well to disable engine subsystems.

Hazard System Officer: 3 allowed
Extends duration of Hazard Emitters by 2/3/4/6 seconds.

Maintenance Engineer:

Matter-Antimatter Specialist:

Medic:

Nurse:
Recovery of crew tripled. (Space) -captaincopps
Chance to include a combat medic on use of security escort (10%,15%,20%) (ground) -captaincopps

Photonic Studies Scientist:
Chance of additional ship from Photonic Fleet -moronwmachinegun

Projectile Weapons Officer: 3 allowed
Increases health of heavy torpedos, devices, and mines by 250/500/750/1000
Chance to increase speed of HYT -moronwmachinegun

Quartermaster:
Chance to not consume a device when used (ground)

Research Lab Scientist: 3 allowed
5/10/15/20% chance to for science kit offensive abilities to fire twice.

Security Officer:

Sensors officer:
Increases Radius of Sensor Scan by 25/50/75/100%

Shield Distribution Officer 3 allowed
Increases rate of shield distribution
Handcrafted: Automatically redistributes shields

Systems Engineer:
Chance to restore all disabled subsystems when using a battery

Technician:
Additional Beam Overload for 1/2 energy cost -moronwmachinegun

Tractor Beam officer
Decreases target accuracy while under tractor beam (canon ability of tractor beams)

Trader:
Reduction in commodities needed for DOFF missions, 10%, 20%, 30%, 40% -moronwmachinegun

Transporter Officer:
Chance to beam boarding parties onto target when used

Warp Core Engineer:
Chance of boost to all power levels on using any battery -moronwmachinegun
When using auxiliary power to x system, 10%,15%,20% chance to increase power in target system by 5 for 15 seconds. -captaincopps

Warp Theorist:
Chance to cause a slow with Tyken's Rift
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-09-2012, 01:41 PM
Advisor: Increase psionic abilities/placate/etc

Counselor: resist psionic abilties/placate/etc

Warp core engineer: Chance of boost to all power levels on using any battery

Photonic Studies: Chance of additional ship from Photonic Fleet

Projectile Weapons Officer: Chance to increase speed of HYT

Diagnostic Engineer: Additional turret/drone health

Development lab scientist: Additional turret/drone damage

Trader: Reduction in commodities needed for DOFF missions, 10%, 20%, 30%, 40%

Technician: Additional Beam Overload for 1/2 energy cost
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-09-2012, 01:56 PM
Yeoman (fetches coffee)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-10-2012, 08:44 AM
I would actually want to see doff missions better integrated in regular missions.

For example an PvE mission where each player can send one of his DoFFs on an assignment parallel to the mission and the Success/Failure should influence the outcome of the mission (or at least branch it a little so it's not a pure Pew Pew).

Implementing this in PUGs is out of the question, but with the new Fleet Starbases i don't see a problem with creating such mission for fleet members to do together.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-11-2012, 01:03 PM
EDIT: nevermind, I misread the OP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-16-2012, 11:26 AM
Well if people are replying I guess I should support this, and give constructive feedback. Updated with messages sent to me.

Quote:
Originally Posted by moronwmachinegun
Advisor: Increase psionic abilities/placate/etc

Counselor: resist psionic abilties/placate/etc

Warp core engineer: Chance of boost to all power levels on using any battery

Photonic Studies: Chance of additional ship from Photonic Fleet

Projectile Weapons Officer: Chance to increase speed of HYT

Diagnostic Engineer: Additional turret/drone health

Development lab scientist: Additional turret/drone damage

Trader: Reduction in commodities needed for DOFF missions, 10%, 20%, 30%, 40%

Technician: Additional Beam Overload for 1/2 energy cost
I like these except for the Warp Core Engineer, PWO, Dev lap scientist and Trader.

The warp core engineer seems like it duplicates other functions and doesn't really seem like a warp core ability.

Projectile Weapon Doff needs to be stackable, do you want the torps to fly to target at warp speeds, and should it apply to torpedo spread? This could have a funny visual

The Development Lab Scientist should probably have a science ability, possibly place this elsewhere, otherwise a decent idea. Maybe under Fabrication Engineer, forcing a choice between an extra turret and extra damage, or maybe a different engineering doff allowing engineers to heavily buff turrets at the cost of all else.

The Trader encourages hot-swapping for doff missions, which I think should be discouraged.

@captaincopps suggestions:

Quote:
Warp core theorist:
When using auxiliary power to x system, 10%,15%,20% chance to increase power in target system by 5 for 15 seconds. (Space)

Nurse:
Recovery of crew tripled. (Space)
Chance to include a combat medic on use of security escort (10%,15%,20%) (ground)

Advisor:
Reduce cool down of abilities by 5%, 10%, 15% (Ground or Space)

Armory Officer:
Fabricate anti borg grenades. (Ground)

Astrometrics:
Increase effectiveness of scanners based on auxiliary power by 10%,20%,30%. (Space)

Biochemist:
Create new hyposprays based on consumables. Effectiveness based on rank of Biochemist. (Random crafting of purple, blue, green, and common items)

Biologist:
Increase duration of combat pets by 10%, 15%,20%.

Botanist:
Allow new consumables with use of herbal properties (nepta leafs comes to mind) Gives bonus all food items consumed (botanists add flavor) that gives resistances on top of normal bonuses.
Warp Core Theorist: Duplicated the existing WCE power with aux

Advisor: farily overpowered, the technitian ability is tied to a rather limited power.

Armory officer, Biochemist, Botanist. Increasing the functionality of the replicator isn't part of this discussion, but are good ideas. The botanist one is available through doff chains, but should probably be part of the fixed missions onboard the ship. The second part of the botanist suggestion I didn't notice, but should be fleshed out more as an idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-16-2012, 01:58 PM
Personally, Id love to be able to hand pick my Tactical Team, Engineering Team or Science Teams that I rely upon in the Cold of Space combat.

I think it would therefore be awesome to hand pick Duty Officers that would determine what my Bridge Officer Team Abilities did for me. I believe that it would be a really neat integration between Bridge Officer team abilities and Duty Officer Customization of those Abilities to give viable variation to gameplay based on player specifications.

For Example: Tactical Team gives 5 different buffs. Therefore, you could hand craft (assign) a Tactical Team yourself out of a special list of Duty Officers to determine what those 5 buffs specifically would be in accordance to your desired build.

This is what I thought of:

The value of X will be determined by the level of the Tactical team:
Rank I: X = 5 Seconds
Rank II X = 8 Seconds
Rank II X = 10 Seconds

Officer List:

Ship Security: Removes Hostile Boarding Parties over X Seconds
Systems Tactician: Removes tactical de-buffs over X Seconds
Tactician: +30 Starship Attack Patterns for X Seconds
Targeting Sensors Specialist: +30 Starship targeting systems for X Seconds
Chief Weapons Officer: +30 Starship Energy Weapons Training for X Seconds
Chief armaments Officer: +30 Starship Projectile Weapons Training for X Seconds
Threat Control Specialist: Distributes shields strength to shields receiving damage for X Seconds

Anyway, you could then pick five different officer from a pool of officers like this to create your tactical team. That way, when you go to use Tactical Team in space combat, the buffs it provides will be determined by your choice of duty officers assigned to the team.

I know, radical idea. But, hey! I think it would add some awesome variation to builds!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-16-2012, 04:27 PM
Quote:
Originally Posted by Teleon View Post
Personally, Id love to be able to hand pick my Tactical Team, Engineering Team or Science Teams that I rely upon in the Cold of Space combat.

*snip*

I know, radical idea. But, hey! I think it would add some awesome variation to builds!
That is awesome beyond all reason.

Make this happen! Instead of slotting into a generic 5 space / 5 ground, we slot in 1 or 2 doffs PER ABILITY on our ship!

Although, for balance-sake, I think that this would have to be a modifier or slighter alteration than the wholesale 'build-an-ability' you're advocating (as awesome as it is!).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-16-2012, 05:12 PM
Quote:
Originally Posted by stargate525 View Post
That is awesome beyond all reason.

Make this happen! Instead of slotting into a generic 5 space / 5 ground, we slot in 1 or 2 doffs PER ABILITY on our ship!

Although, for balance-sake, I think that this would have to be a modifier or slighter alteration than the wholesale 'build-an-ability' you're advocating (as awesome as it is!).
Not per ability, but per system. Tractors, warp core, crew, weapons etc. But that discussion is for another thread. Stop derailing the discussion and make suggestions on the current system!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-17-2012, 12:04 AM
Quote:
Originally Posted by emtbob
Not per ability, but per system. Tractors, warp core, crew, weapons etc. But that discussion is for another thread. Stop derailing the discussion and make suggestions on the current system!
That makes much more sense.

Also, MAKE ME!



Quartermaster/Trader: Chance to 'acquire' EC, consumables, or standard commodities upon use of Boarding Party. (Suggest this ONLY be given to Ferengi)

Security Officer: +X resist to Boarding Parties

Maintenance Engineer: +X to Crew disable resistance (less blowing up consoles!)

Fabrication Engineer: When equipped, allows replication of advanced consumables from the inventory screen.

Armory Officer: (1 allowed) Additional % to proc. effect of ground weapons.

Damage Control Engineer: Resistance to damage from ongoing effects (warp plasma, gravity well, etc.)

Diplomat: Increase duration / reduce fragility of placate effects

Entertainer: Unlocks additional appearance customizations for the Ten Forward area of your interior, based on quality.

Transporter Officer: Chance to beam back all outstanding Boarding Parties upon ship's destruction.

Matter-Antimatter Specialist: Increase duration of warp plasma ejection
Alt: % to keep a system at 5 when otherwise drained to 0.

Flight Deck Officer: % of hull/shield heals also heal your launched fighters.

Explosives Expert: Increase radius and damage dealt from abandon ship.

Tractor Beam Officer: Reduce cooldown on tractor abilities
Increase damage dealt by tractor abilities
increase duration of tracotr abilities
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