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  • drreverenddrreverend Member Posts: 459 Arc User
    edited September 2014
    seannewboy wrote: »
    If I complete the Wafflemancer tree, can I be the waffle king?

    The proper term is Wafflemarch.
  • druhindruhin Member Posts: 7 Arc User
    edited September 2014
    So, Intelligence Officers are the only ones to get Specializations? What about the playable careers (Science Officer, Engineering Officer and Tactical Officer) ? Left out in the cold until Season 10 or beyond?
  • namreefnamreef Member Posts: 83 Arc User
    edited September 2014
    plummyg33g wrote: »
    Although only a single Primary Specialization will be included with Delta Rising, we have already begun laying the ground work for an additional Primary Specialization to be released with an upcoming update. Future updates may also result in the conversion of an existing Secondary Specialization into a Primary Specialization, expanded to include additional progression options within that specialization.


    Let me guess, if we choose 1 of 3 specialization now, when future update comes with new specialization sets you will charge us respec?

    Or respec of each char will be free ?:confused:

    I think you just start putting points into the new tree. From my understanding, this is a VERY long term feature. I doubt you'll be able to move points from one Primary Specialization to another.
  • drreverenddrreverend Member Posts: 459 Arc User
    edited September 2014
    druhin wrote: »
    So, Intelligence Officers are the only ones to get Specializations? What about the playable careers (Science Officer, Engineering Officer and Tactical Officer) ? Left out in the cold until Season 10 or beyond?

    Intelligence Officers aren't separate from the others. Your Science Officer can take ranks in Intel Officer, as well as ranks in Pilot and Commando. If you've bought up every possible rank available at this time, you'll get D instead. I assume once a new thing comes out, you'll begin gaining points again instead of D.
  • capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited September 2014
    druhin wrote: »
    So, Intelligence Officers are the only ones to get Specializations? What about the playable careers (Science Officer, Engineering Officer and Tactical Officer) ? Left out in the cold until Season 10 or beyond?

    I guess that having ridden those careers all the way to Fleet Admiral, we've taken those as far as they go; and now the only way is sideways into new things.
  • sistericsisteric Member Posts: 768 Arc User
    edited September 2014
    context is everything, i know all of that, i was responding to the idea of just ripping out classes and making them primary specializations

    Hmm...I quoted a different post. And I don't know why yours showed up instead. I am very confused with this forums quoting system at times.....


    Sorry for any confusion. I was trying to quote Albinovampire987's post.
    Federation: Fleet Admiral Zombee (Alien Tactical)::Fleet Admiral Danic (Vulcan Science)::Fleet Admiral Daniel Kochheiser (Human Engineer)
    KDF: Dahar Master Kan (Borg Klingon Tactical)::Dahar Master Torc (Alien Science)::Dahar Master Sisteric (Gorn Engineer)
    RR-Fed: Citizen Sirroc (Romulan Science)::Fleet Admiral Grell (Alien Engineer)
    RR-KDF: Fleet Admiral Zemo (Reman Tactical)::Fleet Admiral Xinatek (Reman Science)::Fleet Admiral Bel (Alien Engineer)
    TOS-Fed: Fleet Admiral Katem (Andorian Tactical)::Lieutenant Commander Straad (Vulcan Engineer)
    Dom-Fed: Dan'Tar (Jem'Hadar Science)
    Dom-KDF: Kamtana'Solan (Jem'Hadar Science)

    CoHost of Tribbles in Ecstasy (Zombee)
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited September 2014
    Other than being on a tree, how is this any different than the current activatable trait pools?
    Sometimes I think I play STO just to have something to complain about on the forums.
  • drreverenddrreverend Member Posts: 459 Arc User
    edited September 2014
    Other than being on a tree, how is this any different than the current activatable trait pools?

    By the sound of it, it's similar, and probably more productive to think of it in that manner. Just you buy the abilities with SP instead of little boxes and it's a little more involved.
  • sistericsisteric Member Posts: 768 Arc User
    edited September 2014
    Other than being on a tree, how is this any different than the current activatable trait pools?

    Because they are planning adding more trees, so you will be deciding your skills by not only by spending points, but also by what Tree of of abilities that you will have active at any one time.
    Federation: Fleet Admiral Zombee (Alien Tactical)::Fleet Admiral Danic (Vulcan Science)::Fleet Admiral Daniel Kochheiser (Human Engineer)
    KDF: Dahar Master Kan (Borg Klingon Tactical)::Dahar Master Torc (Alien Science)::Dahar Master Sisteric (Gorn Engineer)
    RR-Fed: Citizen Sirroc (Romulan Science)::Fleet Admiral Grell (Alien Engineer)
    RR-KDF: Fleet Admiral Zemo (Reman Tactical)::Fleet Admiral Xinatek (Reman Science)::Fleet Admiral Bel (Alien Engineer)
    TOS-Fed: Fleet Admiral Katem (Andorian Tactical)::Lieutenant Commander Straad (Vulcan Engineer)
    Dom-Fed: Dan'Tar (Jem'Hadar Science)
    Dom-KDF: Kamtana'Solan (Jem'Hadar Science)

    CoHost of Tribbles in Ecstasy (Zombee)
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2014
    myrnwyn wrote: »
    I don't know how useful Lying in Wait would be but it's such a classic sci-fi move that I'm glad it's included even if it's totally useless.

    Unfortunately, this is a very old blog (I wrote it ~2.5 weeks ago) and the Specializations have undergone a lot of changes.

    Namely, "Lying in Wait" was cut. It turned out to be too problematic and of limited usefulness. It may come back in some different incarnation at a later place and time, but it was determined to not be a useful addition to the Intelligence Officer Specialization.

    I've requested to have it removed from the Dev Blog. Sorry for any confusion.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • qjuniorqjunior Member Posts: 2,023 Arc User
    edited September 2014
    sisteric wrote: »
    Hmm...I quoted a different post. And I don't know why yours showed up instead. I am very confused with this forums quoting system at times.....


    Sorry for any confusion. I was trying to quote Albinovampire987's post.

    Don't worry, Gecko made the same mistake multiple times in one of the other DR blog threads. I suppose you hit the quote button underneath a post you wanted to quote. But the one above a post is the correct one. :D
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2014
    devs, did some one bet you that you couldn't introduce 100 new passives and traits in this new expansion?
  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited September 2014
    This looks really good. I will make good use of this. Since I do a lot of repeated missions to get stuff. The new skills will be very useful as well.
    Enterprise%20C_zpsrdrf3v8d.jpg

    USS Casinghead NCC 92047 launched 2350
    Fleet Admiral Stowe - Dominion War Vet.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2014
    I hope the next secondary specialization is more science specific, because those two are escort and engineer benefiting.

    Science - Always the last one to get anything in this game.
  • myrnwynmyrnwyn Member Posts: 103 Arc User
    edited September 2014
    Unfortunately, this is a very old blog (I wrote it ~2.5 weeks ago) and the Specializations have undergone a lot of changes.

    Namely, "Lying in Wait" was cut. It turned out to be too problematic and of limited usefulness. It may come back in some different incarnation at a later place and time, but it was determined to not be a useful addition to the Intelligence Officer Specialization.

    I've requested to have it removed from the Dev Blog. Sorry for any confusion.

    That's too bad (if understandable), but maybe keep it in mind for a one-off thing in a mission or something sometime.
  • worffan101worffan101 Member Posts: 9,518 Arc User
    edited September 2014
    Sounds good to me, but I can't believe that these will be perma-locked. Respec tokens from the C-store seem inevitable and lucrative, which is 100% fine by me.

    This blog has made me a LOT more optimistic for Delta Rising.
  • ethangeorcethangeorc Member Posts: 16 Arc User
    edited September 2014
    First, because it would require SO much work to implement we would miss out on one or two seasons just so they could code it

    Second, it would remove some of the flavor from the game, class specific optionals, and just general uniqueness of characters

    I don't think it would require that much work. Replace ability gain on level with specialization gain (which will now be from lvl 60 so it's just ctl+c; ctl+v) Now granted not that simple but definitely not even one season time.
    If they are keeping one primary specialization then optionals can remain as they are, the character would just have to be in that specialization.
    The only difference between current classes are those few powers (tactical initiative etc). If they were renamed to specializations not that much would change.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited September 2014
    Specializations belong to one of two classifications – Primary or Secondary.

    At any point in time, a Captain may only set one Primary and one Secondary to active status.
    Primary Specializations consist of a total of 30 Abilities, and have many Unlocks to earn.
    Secondary Specializations consist of only 15 Abilities, and offer far fewer Unlocks.


    So one Primary and one Secondary active.


    Specializations are comprised of a combination of Abilities and Unlocks.

    Abilities must be actively purchased one at a time, at the cost of one Specialization Point each.
    Abilities that have been purchased will only remain available while the Specialization is active.
    Unlocks are earned automatically, based on the number of Abilities you have purchased within their associated Specialization.
    Unlocks are available regardless of the active/inactive status of their associated Specialization.


    So this means that Unlocks will remain in effect, even if you do not have that Secondary selected as active, right?
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • rinksterrinkster Member Posts: 3,549 Arc User
    edited September 2014
    Please hurry up and give us a route to primary specialisation for pilot.

    My Recluse wants to ballet dance.
  • derekslidederekslide Member Posts: 0 Arc User
    edited September 2014
    Request:

    Rename Rock and Roll to Barrel Roll or I will boycott this game.

    :P

    I would like to say that these specializations are a welcome addition to the game!
  • myrnwynmyrnwyn Member Posts: 103 Arc User
    edited September 2014
    tpalelena wrote: »
    So this means that Unlocks will remain in effect, even if you do not have that Secondary selected as active, right?

    Yeah, but I don't think "in effect" is quite right for unlocks. None of the described unlocks are passives or anything, they give you the ability to do stuff like equip certain things or train certain skills. Well, there's the starship traits, but it should obvious that you don't need to have something active to slot a trait since you can slot T-6 ship traits on anything once you get them.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2014
    lucho80 wrote: »
    I hope the next secondary specialization is more science specific, because those two are escort and engineer benefiting.

    Science - Always the last one to get anything in this game.

    you must have missed the sci crafting trait, and all those crafting consoles buffing particles, resulting in an approximate doubling of the exotic damage sci ships can do now, since just last season. lol.
  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited September 2014
    Yay! New grinds!
    Yay! More power creep!
    Yay! Another system frendly to alters!

    Nay! I dont care..
    __________________________________________________

    Division Hispana
    www.divisionhispana.com
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2014
    I'm going through this thread to pick out a few more FAQs to clarify. Here's what I have so far:

    No respecs?!

    You will be able to earn as many Specialization Points as there are Abilities to purchase. In other words, you can eventually purchase every single thing there is to offer.

    There is no reason to un-spend points, when there is no cap on how many you can spend.

    The Dilithium Conversion kicks in only when you've run out of Abilities to purchase (currently 60). That cap will be increased when additional Specializations are introduced.

    How much Dilithium for overcapping?

    I'm not certain that we're committing to a figure just yet. The plan is to make your time spent earning XP at level 60 feel rewarding, even if you're "done" with the Specialization System.

    What happens when new Specializations are added later?

    - The cap on Specialization Points increase, allowing all players (even those that were capped) to progress in the system by earning more XP.
    - If it's a new Primary Specialization, all players will now have the choice of which to have Active. Note that you can purchase Abilities from an inactive specialization. So you don't have to "give up" on your Intelligence Officer investment when we release Wafflemancers.

    Can I save my points for future Specializations?

    Absolutely. You'll be missing out on purchasing a lot of very useful abilities from the existing Specializations, but there's nothing preventing you from making that choice.

    How many Abilities can I have active at a time?

    One Primary + One Secondary.

    Primary = 30 Abilities
    Secondary = 15 Abilities
    Total = 45 Abilities

    Although, many are upgrades/additions to other Abilities, increases in Ranks, etc. It probably actually works out to less than half that many.

    Example:

    "Redundant Sensors I" is an Ability in the Intelligence Officer specialization which grants a 10% chance to immediately cleanse any Confuse or Placate effects you are hit by. But once you've purchased that one, you also open up the option of purchasing "Redundant Sensors II" which increases the chance to 20%.

    ---

    I'll try to keep returning to answer more questions as they are raised here.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • myrnwynmyrnwyn Member Posts: 103 Arc User
    edited September 2014
    - If it's a new Primary Specialization, all players will now have the choice of which to have Active. Note that you can purchase Abilities from an inactive specialization. So you don't have to "give up" on your Intelligence Officer investment when we release Wafflemancers.

    Wafflemancers confirmed for next update!
  • druhindruhin Member Posts: 7 Arc User
    edited September 2014
    you must have missed the sci crafting trait, and all those crafting consoles buffing particles, resulting in an approximate doubling of the exotic damage sci ships can do now, since just last season. lol.

    Where's the Secondary Deflectors promised over a year ago?
    Where's the Secondary Deflectors promised for Season 9?
    Where's the Secondary Deflectors promised during Season 9?
    Where's the Secondary Deflectors promised after Season 9.5?
    Where's the Secondary Deflectors promised after Delta Rising?

    Need I go on? Even Capt Harriman promised that things would arrive by Tuesday. It's been many Tuesday's since CaptGeko first announced Secondary Deflectors. Hasn't arrived yet.
  • drreverenddrreverend Member Posts: 459 Arc User
    edited September 2014
    myrnwyn wrote: »
    Wafflemancers confirmed for next update!

    From the Intergalactic House of Pancakes (or their Klingon counterpart, the Intergalactic House of Paincakes).
  • kerriknightkerriknight Member Posts: 274
    edited September 2014
    you must have missed the sci crafting trait, and all those crafting consoles buffing particles, resulting in an approximate doubling of the exotic damage sci ships can do now, since just last season. lol.

    Yet again, the idea that buffing the amount of damage science can do is supporting the science playstyle...

    It's SO ingrained!!!
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited September 2014
    Borticus, if I may, I think once we have more specializations, upping the secondaries to Two Active might be a smart move as it would allow for more synergy and encourage more people to try out the new trees even if they're happy with what they have now.

    For the time being 1/1 is fine. But once we're at 2/4 and above I think 1/2 active would be perfectly balanced while providing an incentive.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2014
    How many Abilities can I have active at a time?
    One Primary + One Secondary.

    Primary = 30 Abilities
    Secondary = 15 Abilities
    Total = 45 Abilities

    Although, many are upgrades/additions to other Abilities, increases in Ranks, etc. It probably actually works out to less than half that many.

    Example:

    "Redundant Sensors I" is an Ability in the Intelligence Officer specialization which grants a 10% chance to immediately cleanse any Confuse or Placate effects you are hit by. But once you've purchased that one, you also open up the option of purchasing "Redundant Sensors II" which increases the chance to 20%.

    Thanks, Bort...that stopped my wee brain spinning all over the place.
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