To promote a more diverse "build pool" for various starships, I propose the removal of certain exclusive "Captain Abilities", and instead, adding them as skills that can be found through training or various Bridge Officers, with some notable exceptions. I have noted below, some abilities which due to the overall strength of said ability, should be limited to 1 per build, regardless of the ability rank.
Engineering Skills;
EPS Power Transfer / Nadion Inversion:
Limited to 1 (regardless of Skill Rank). These skills largely do the same thing; One of which increases your power transfer rate for a set time, the other reduces your power drain for a set time. I'd suggest combining the two, to -both- reduce the power cost, and increase your power transfer rate. (3 ranks, at Ens, Lt, Lt Cmdr)
Rotate Shield Frequency:
Limited to 1 (regardless of Skill Rank). Significant resistance to shield damage for a short duration. Duration increased at higher rank. (3 ranks, at Lt, Lt Cmdr, Cmdr)
Science Skills;
Sensor Scan:
Every ship has sensors and a deflector system. As such, any science officer should be able to perform a sensor scan, to detect possible threats in the surrounding area. Scan can be used indirectly (area scan, giving increased chance of detecting stealth targets), or directly on a target (surface scan, revealing weaknesses in target, reducing it's damage resistance) (3 ranks, at Ens, Lt, Lt Cmdr)
Photonic Fleet:
Science Captains have very few truely "offensive" abilities. Moving Photonic Fleet into a re-usable position as a high-ranking Bridge Officer ability may be more appropriate. The effectiveness and survivability of the fleet would be based on current Auxiliary power level. (3 ranks, at Lt, Lt Cmdr, Cmdr)
Tactical Skills;
Fire on my mark:
Essentially performs a similar role to a Sensor Scan, in that it reduces the targets damage resistance. May stack with Sensor Scan. (3 ranks, at Ens, Lt, Lt Cmdr)
Attack Pattern Alpha:
Game could certainly use additional attack patterns, that are used for various circumstances. Alpha is a perfect example of a straight up damage-boost pattern. May need to tweak either this one, or AP Omega, as they are quite similar. (3 ranks, at Lt, Lt Cmdr, Cmdr)
Unchanged Skills;
Engineering Fleet, Science Fleet, Tactical Fleet:
These abilities remain unique to the Captains themselves.
Miracle Worker:
Remains unique to Engineering Captains.
Subnucleonic Beam:
Remains unique to Science Captains.
Tactical Initiative:
Remains unique to Tactical Captains.
Notable mentions;
Scattering Field:
May be redundant, with Sensor Scans being available to any Science Officer at Ensign or above.
Go Down Fighting:
This seems to me, to be a perfect ability that could be used by ANY Captain, as opposed to Abandon Ship or Ramming Speed. Let the player choose when to trigger the ability (just as it is currently).
While not directly "Captain Skills", i'd like to make mention regarding two under-used abilities in the game, mentioned above;
Abandon Ship:
Renamed to Self-Destruct. Can not be aborted, causes massive warp core breach that deals a high amount of damage to any ship within the vicinity (5 km bubble around ship). Triggered at 50% or less health, and upon activation, causes immunity to further external damage. Targets nearby have a short time-frame to reach safe distance.
(Self-Destruct should basically be the equivalent of a player-triggered warp core breach)
Ramming Speed:
Cause significant damage to both target and player ship. Triggered at 50% or less health. Chance to survive impact, allowing player to continue fighting.
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