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.
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
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
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
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
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
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.
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
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.
Increases Radius of Sensor Scan by 25/50/75/100%
Shield Distribution Officer 3 allowed
Increases rate of shield distribution
Handcrafted: Automatically redistributes shields
Chance to restore all disabled subsystems when using a battery
Additional Beam Overload for 1/2 energy cost -moronwmachinegun
Tractor Beam officer
Decreases target accuracy while under tractor beam (canon ability of tractor beams)
Reduction in commodities needed for DOFF missions, 10%, 20%, 30%, 40% -moronwmachinegun
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
Chance to cause a slow with Tyken's Rift
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.
Well if people are replying I guess I should support this, and give constructive feedback. Updated with messages sent to me.
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.
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)
Recovery of crew tripled. (Space)
Chance to include a combat medic on use of security escort (10%,15%,20%) (ground)
Reduce cool down of abilities by 5%, 10%, 15% (Ground or Space)
Fabricate anti borg grenades. (Ground)
Increase effectiveness of scanners based on auxiliary power by 10%,20%,30%. (Space)
Create new hyposprays based on consumables. Effectiveness based on rank of Biochemist. (Random crafting of purple, blue, green, and common items)
Increase duration of combat pets by 10%, 15%,20%.
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.
Personally, I’d 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
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!