When I started my Science officer, I knew that the bigger I got, the less DPS I would be able to do in battle. The trade off for this loss was the ability to support those ships around me via heals or disabling the enemy ship(s).
As an Ensign and Lt, I never had any problems with enemy loot. Seemed like everyone got a little.
As an LtC in a Science Vessel, not so much...
In fact, I just completed 3 fleet runs and 4 Defending sector block missions. My total take from a day of playing was 5 batteries....
So obviously the drops are based solely on DPS, and while grouping might help to average out the loot (maybe). Many players do not want to be in a group for Fleet and Defend Sector Block missions.
This leaves the Science players out in the cold...
I have no solution to offer for this problem. I am simply posting that there IS a problem...
Please look into this Devs. It's really making me hate being a Science player..
Solution, place 2 turrets in yoru rear, and torps in your front.
When in sector block defense missions, prowl solo and use "jam enemy targetting sensors" or what ever its called, the one that makes yoru enemies shoot each other. take a hull or shiled repairer, also take jam targetting...
I can solo 3 warships and 5 Birds of Prey like this at once. set shields on max, confuse the bulk of them, kill all the little guys first. use confuse and jam targeting as often as possible to limit the damage u take... polarise hull helps heaps too as a mitigation. High Yield Torpedo every chance u get.
If you dont like the sound of that, jsut cruise around and get the smaller groups.
You get loads of loot. most of it u cant use, but come on... we DID choose an odd class to play... most of us should have known that we were going to get jacked on loot.
Sad but true. DPS rules for loot. I also fly a science vessel, because I like the debuff system of plyaing. I can defeat strong enemies solo, but the battles can be quite long. Frequently there are kill-stealers in deep space missions that will jump in once I have already engaged a battleship. Whether they truly believe they are helping or are kill-stealing jerks, I don't know. But escorts are designed to do damage fast, where science vessels are in for a long fight. The escort will always win out the numbers game.
I want to see if this gets better, if I need to find a new strategy to get loot, or just try to team up as much as possible. The game is pretty easy, so most people don't seem to see a need to team, even though a science vessel teamed with an escort could do some serious damage.
Until a new system is in place, I think the only answer is "If you want loot, buy an escort."
I think someone forgot that the point was to explore strange new worlds, to seek out new life, new civilizations and to boldly go where no one has gone before.
It wasn't: spam the hell out of the fire button and collect loot.
The only solution is to make science vessels give a loot bonus to everyone in their fleet and collect a unique bonus for themselves just for participating - particularly if they can extend and heal shields on other ships.
I'm only in my mid-teens but I have relied on quest rewards for space equipment. So far it seems to be working out fine. The science class seems to require more tactical thinking then the others, which to me is a positive thing. If you are having trouble killing things as a SO you might wanna reconsider the class. You don't need the best loot.