Starfleet Veteran
Join Date: Jun 2012
Posts: 628
# 1 Roleplay-Based Space Builds
04-28-2013, 10:45 AM
Hello, everyone!!

I am a person who takes story into account in just about every game I play. I'm not a 'true' hardcore RP-er, but I'm hardcore enough to design Character Builds around my character's backstory and career choice, in addition to 'what works best for which role'.

So, I am hereby opening this thread, where people can discuss or even post advice on what I am calling 'Roleplay-Based Space Builds'.

If you have a build that is primarily story-based, share it!! If you want to ask for advice on such a build, do so!! That's what this thread is here for.

Anyway, I might as well start off with a request for advice on my latest Alt. She is a Human Female Science Officer, and she is specialized as a Xenobiologist/Geneticist. The ship I eventually plan to put her in is a Deep Space Science Vessel (Fleet Version). And because of her specialization, most of my time playing her will be in Exploration Zones.

So, what weapons should her ship be equipped with in order to deal with the hostile races she may come across? What Consoles would be beneficial, both regular and special? And what BOff Skills would be best as she explores Strange New Worlds, seeks out new Life and new Civilizations, and Boldly Goes where No One has Gone Before?

I look forward to hearing any advice I can get on this subject, as well as hearing about other people's Roleplay-based builds.
Originally KiraYamato before the Account Linking - True Join Date August 2008

"Close Air Support covereth a multitude of sins." - Maxim 4, The Seventy Maxims of Maximally Effective Mercenaries
Join Date: Jul 2012
Posts: 507
# 2
04-28-2013, 11:05 AM
Roleplay ship builds don't work, mainly because there aren't enough weapon slots.
KDF Future with Cryptic. Fact.

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Starfleet Veteran
Join Date: Jun 2012
Posts: 628
# 3
04-28-2013, 11:10 AM
Originally Posted by vitzh View Post
Roleplay ship builds don't work, mainly because there aren't enough weapon slots.
I see your point there--but still, even if you can't get all the weapons you want, there should still be some way to RP something like that.

Would Phasers and Quantum Torpedoes be okay for a Deep Space Science Vessel primarily exploring the unknown, or would some other combination work better? And what would be a good layout for those weapons given the slots we have?

Even if we can't roleplay the precise amount of weapons, we can at least get as close as we can.
Originally KiraYamato before the Account Linking - True Join Date August 2008

"Close Air Support covereth a multitude of sins." - Maxim 4, The Seventy Maxims of Maximally Effective Mercenaries
Lt. Commander
Join Date: Mar 2013
Posts: 129
# 4
04-28-2013, 01:30 PM
Phasers and either photon or quantum torpedoes, depending on how "advanced" your ship is.

As for consoles and all, I don't know. . . I'd go with what works best for your skills.
Join Date: Jan 2013
Posts: 5,320
# 5
04-28-2013, 01:50 PM
The game doesnt recognize or reward role-based builds. All it wants from you is maximum DPS, fast and hard. You can do it, but you have to willingly give up being competitive in multiplayer matches.

Simple example, you will find that you need Borg gear right away, and maybe it is against roleplay to have borg tech hanging off your ship. That gets a lot worse with Romulan gear, and you find out you need romulan bridge officers on your ship to be competitive in some situations.

Even things like ~"Klingons use disruptors and photons", well thats a pretty good combination, but ships with pure plasma builds will beat you silly in some maps.

If score and/or loot drops dont matter then use whatever you want. You can play the whole game in a shuttlecraft if you get a mind to do it

Last edited by ursusmorologus; 04-28-2013 at 01:54 PM.
Career Officer
Join Date: Nov 2012
Posts: 3,938
# 6
04-28-2013, 02:33 PM
I have roleplay builds that work.

On my Armitage-class - phaser quad cannons, DHCs, phaser beam array, quantum torpedoes, quantum mines, 2x phaser turrets, advanced peregrine fighters, torpedo point defense console, and AEGIS set. It works great for general PvE content and fleet actions (I place 1st around 60% of the time.) It's obviously not an optimal build, though, and I carry spare parts to swap in for STFs and PvP.

For my Khyzon - wing cannons, 3x advance Andorian DHCs, omega torp, KCB, Andorian turret, full Kumari set, assimilated console, Borg deflector and engines, MACO shield. That build does work well for pretty much anything.

And for the Bortasqu' - 2x disruptor DHCs, 1x single cannon, Hargh'peng torpedoes fore and aft, 3x disruptor turrets, full bortas set, KHG set. That build usually wins me 1st in fleet actions, but again I swap parts for PvP and STFs.

The trick is, my RP characters are driving escorts or battlecruisers and both are firm believers in the principle of peace through superior firepower.
Lt. Commander
Join Date: Nov 2012
Posts: 114
# 7
04-28-2013, 03:28 PM
Takeshi -

My primary ship, the USS Robert April, is a Tier 5 Ambassador with the backstory of being timelost from the mid-24th century. I deliberately gave it the same BOFF skills and console layout as the Enterprise-C...with the one exception of Hazard Emitters, figuring that this is one ship that can't get punked by lots of High-Yield Plasma Torpedoes...
Career Officer
Join Date: Jun 2012
Posts: 2,111
# 8
04-28-2013, 03:47 PM
I don't really obsess over builds, though I prefer to keep within certain bounds of immersion.

For instance; Feds use Phaser/Quantum, Klingons use Disruptor/Photon, and my Romulans will use Disruptor/Plasma.

As a rule I refuse to use mines. I also won't use cannons on any Fed ship that isn't a Defiant, a Defiant-variant, or lacks cannon point (Armitage has built-in cannons in the model so it gets a pass, for instance). <- This right here is my biggest self-gimp.

I do make an effort to outfit my ships in quality gear and consoles otherwise to attempt to mitigate the self-gimping. It's the least I can do to make sure my sub-par build isn't wholly toothless in PvE. But I have fun, and that's what matters.
Join Date: Jun 2012
Posts: 28
# 9
04-28-2013, 04:07 PM
I've actually used character background story to make decisions about all my builds, as well as character skills and traits.

I've invested a bit of time and effort into fleshing out the backstories of BOFFs too, so I tend to assign their abilities depending on who the are. That's probably a little extreme for most people's taste's but it's worked ok thus far.

In general, for "standard" Starfleet characters, I'll use phasers and photons/quantums, depending on how old their ship designs are.

For Klingons, it's disruptors and photons.

For Romulans, it's likely going to be disruptors/plasmas.

That's pretty much what everyone else in this thread has been saying. But I also allow myself a little leeway.

I have on character who's had a history of clandestine missions. He's also an engineer who has a history of practical jokes and mayhem. So, I'm outfitting him with polarons. If push comes to shove, I'd claim they were phasers that have been modified in some way to interfere with the enemy's power systems.

I have another character who is from a recent addition to the Federation, and so I've assumed she might have access to weapons and certain modifications that aren't present on other Fed vessels. In her case, I'm still deciding between tetryon and antiproton, but again, if push came to shove, I'd say they were specially adapted phasers.

I guess the ultimate point of all of this is that I don't really feel bound by the categorizations used by the game. I'm happy to redefine them as needed to make sense in the contexts of my characters' stories.
Join Date: Jun 2012
Posts: 461
# 10
04-28-2013, 05:55 PM
Disruptors are currently broken and overpowered as hell in both pve and pvp. They proc quadruple their intended debuff to disruptor damage, which means that if you have disruptor pets or disruptor teammates it's like putting a free attack pattern beta 3 on your target for anyone using disruptors. They also proc often enough and the proc lasts long enough (15 seconds, not reduced by any skills) that you can chain it with 50-100% uptime on the debuff.

I also don't see there being a problem with the number of weapon mounts on your ship. The Enterprise might have had forty nine phaser arrays and eighty seven photon torpedos, but we only ever saw it firing from one or two hardpoints at once, rather than each hardpoint firing its own individual beam like we have in STO.

I can't speak for roleplay, specifically - the only "roleplay" that I really care about in this game is looks, but remember that you can disable the appearance of your borg stuff, stf set items, etc, if you don't like the look of them. Whether that satisfies you or not I have no idea.

Last edited by guriphu; 04-28-2013 at 06:00 PM.

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