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Changing career paths ?

twistedsouljatwistedsoulja Member Posts: 0 Arc User
edited October 2014 in The Academy
When I first started playing I was an engineer but somewhere around level 10-15, I think I changed my career path to tactical but now I cannot change it back.
Is this feature only available for lower levels ?
I want to be an engineer now I know a bit more about the game but I really don't want to start all over again.
If I cannot change it back, can I play as an engineer even though I have a tactical profession and what abilities would I lose out on ?, aside from the training u can give to ur officers.
Post edited by twistedsoulja on

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    grouchyotakugrouchyotaku Member Posts: 0 Arc User
    edited October 2014
    When I first started playing I was an engineer but somewhere around level 10-15, I think I changed my career path to tactical but now I cannot change it back.
    Is this feature only available for lower levels ?....

    You must be mistaken on this, as its simply not possible to change career paths on a character, ever...
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    twistedsouljatwistedsoulja Member Posts: 0 Arc User
    edited October 2014
    Ha yeah possibly!, I wasn't sure what I was doing in the early levels and I literally skip all the blocks of texts, but I do like the voice over we get sometimes, but going to the later question, do I lose out on many abilities by flying a tactical captain on an engineering/science vessel ?
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    jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited October 2014
    STO does not allow you to switch career paths. Many requests for this feature has been asked multiple times per year it seems and the answer is generally no because doing so can break things in the game for the character.

    Perhaps you are referring to your Captain skills where you can devote points space and ground abilities; minimum of 1 point, maximum of 9 points. Once allocated these points cannot be un-allocated. If you want to change your skills, then you will need to purchase a Retrain Token for 500 Zen.
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    dareaudareau Member Posts: 2,390 Arc User
    edited October 2014
    Ha yeah possibly!, I wasn't sure what I was doing in the early levels and I literally skip all the blocks of texts, but I do like the voice over we get sometimes, but going to the later question, do I lose out on many abilities by flying a tactical captain on an engineering/science vessel ?

    Spacewise, not really. Remember, those 12 BOff slots determine a majority of your space powers. That leaves the "captain's powers" as differences, even then, 5 of the 10 are "identical" across all three classes - abandon ship, evasives, BFI, Ramming, Fleet Support.

    Therefore, the only spacewise differences your missing out on are Nadion Inversion, Miracle Worker, RSF, EPS Transfers and the hull-oriented Engineering Fleet vs. GDF, APA, FoMM, Tac Initiative, and the damage-oriented Tactical Fleet that your tac has.

    Groundwise is a whole different game, however. It might be worth it for you to roll an engie eventually to see how much fun they can be groundside... :)
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
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    ghyudtghyudt Member Posts: 1,112 Arc User
    edited October 2014
    Ha yeah possibly!, I wasn't sure what I was doing in the early levels and I literally skip all the blocks of texts, but I do like the voice over we get sometimes, but going to the later question, do I lose out on many abilities by flying a tactical captain on an engineering/science vessel ?

    No. Your captain abilities will always remain the same, no matter what you're flying. Actually, there are many players who find it beneficial to put a tac captain on a tactically based sci vessel, since tactical powers boost the damage that some higher rank sci boff abilities do. But, a tac captain can also benefit from using an eng cruiser. You'll loose some of your more powerful boff tac abilities, but you'll gain far greater tanking ability. That combined with the tac captains damage boosting powers makes for quite a ship. Its up to you. Try each type and see what you like. There's a setup out there for everyone.
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    grouchyotakugrouchyotaku Member Posts: 0 Arc User
    edited October 2014
    Ha yeah possibly!, I wasn't sure what I was doing in the early levels and I literally skip all the blocks of texts, but I do like the voice over we get sometimes, but going to the later question, do I lose out on many abilities by flying a tactical captain on an engineering/science vessel ?

    Well, you do lose out on the 'Tanking' abilities of a Engineer, but gain the additional 'DPS' of a Tactical officer.... What career path is best for a particular 'class' of ship is really dependent more on individual play style then anything else...
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    twistedsouljatwistedsoulja Member Posts: 0 Arc User
    edited October 2014
    ahh ok thanks peeps I understand it a bit more, I was literally flying engineer ships as I have always liked tanking and using a tactical captain but I was wondering what I was missing out on and I think I might roll an engineer class just to see how effective them traits are that I am missing on like the miracle worker and I think using my tactical captain on a science vessel might be a bit fun aswell.
    Also from what I understand of it, a tactical captain is a beter all rounder than any other class ?
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    mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited October 2014
    Also from what I understand of it, a tactical captain is a beter all rounder than any other class ?

    not really, honestly, the captain abilities are all nice, but not a deal breaker. The main advantage of a tac captain is that they have Attack pattern Alpha, which is a very useful attacking buff. but SCience has sensor scan (and for PVP, subnuke), while engi's can have much more subsystem power thanks to their abilities, as well as Miracle worker
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    norobladnoroblad Member Posts: 2,624 Arc User
    edited October 2014
    Ha yeah possibly!, I wasn't sure what I was doing in the early levels and I literally skip all the blocks of texts, but I do like the voice over we get sometimes, but going to the later question, do I lose out on many abilities by flying a tactical captain on an engineering/science vessel ?

    This really depends on the specific ship in question. YOUR skills are all there and usable on ANY ship. What changes are the officer seating. An engineer ship might have a max rank (4 skills) engineer officer, and a 2 skill tac officer. That means you will have 4 survival / heal / etc type skills and only 2 assault skills. A tactical ship will reverse that, less durable due to fewer survival skills but higher damage output.

    Also your consoles change. 5 engineer consoles for armor and turn rate vs 5 tac consoles for weapon hitting power is a big difference at high levels.

    The same things are true of sci ships and sci captain etc.

    The two ideas you can roll with cover 90% or more of what you need to know here.
    1) you can stack up to be *excellent* at something. A tac captain in a tac ship does *excellent* damage -- and is fragile.

    or

    2) you can mix them to get a well rounded build. One of my favorite characters is an engineer in a tactical escort type ship. The ship lets me do very good, if not top damage, and the engineer can keep it alive with his shield buff and emergency heal.
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    satisfiedglobesatisfiedglobe Member Posts: 6 Arc User
    I made a Tactical captain 'cause I wanted to be 'super tough' but then I realized, I was making a character to eventually play with friends, which meant I'd get to bring one bridge officer (or none) most of the time; and I wanted to bring a certain tactical BOFF; and we don't really have a medic, so being able to switch my level-30-or-so captain would be hugely appreciated, even if it cost money; hell, I'd pay five bucks no problem for that.
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    davefenestratordavefenestrator Member Posts: 10,551 Arc User
    edited August 2016
    The devs have not changed their stance, that it's too much work to offer this.

    Start a second captain. Is your current one a TOS / 23rd Century captain? If not, you'll even get to play some new episodes. If they ARE TOS, you could create a 25th C Federation captain so you get to play that tutorial.
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    jaguarskxjaguarskx Member Posts: 5,945 Arc User
    Yep. There is no way to switch career.

    That was apparently a long requested option players wanted even before when I first started to play the game in January 2014.
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    officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    I have to think that if Cryptic or the Mods reeeeeeally wanted to deter and discourage posting in threads that havent been posted in for 30 days then instead of hitting people on the backs of their hands and giving it a cute name they can put a automatic lockout feature on threads that havent been posted in for 30 days.

    I dont get it. Enough blame to go around.
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    officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    Or a msg that appears on the bottom of old threads informing people the thread has expired and not to continue it and start a fresh one.
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    jaguarskxjaguarskx Member Posts: 5,945 Arc User
    Or a msg that appears on the bottom of old threads informing people the thread has expired and not to continue it and start a fresh one.

    The person who resurrected this thread seems to have just joined the forum today and only has one post.


    I remember when I was new to the forum, I was not able to start my own thread until about 30 days after joining the forum and had over 75 posts.

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    officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    And thats why i didnt rip into him/her, its an honest mistake. Im just saying there is a flaw with the policy and implementation.
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