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Boff Kits

There you Are, planetside, your away team comprised of 4 rare quality boffs decked out with the best eq ever, and you, with all those wierd and fancy kit modules no-one would have dreamed of 4 years ago, but with all those new kit mods, from rep and missions and lockboxs, don't you think it's a bit odd that your absolutely incredible rare boffs cant do anything that you couldn't train a white bread quality pakled to do?

My solution? Boff Kits!

What i'm talking about here is a single slot (class specific) kit that can only be equipped on a purple quality boff that has been promoted to comander level. (In discussing this idea with my fleetmembers, it was suggested that epic quality boff kits could have two slots.)

I'm not talking about any new mods for these kits, just suggesting a way you could slot those cool kit mods you've got that you can't quite fit into your own kit. I'm thinking it should be able to slot class specific and universal mods, but NOT command or intel mods.

It could also be incorporated into existing sets so that a boff could get the full benefit of, say, the Romulan Navy set. [the change here would be to allow the slotting of the Romulan Navy mod to fill the set's kit requirement]

IN ADDITION, the kits themselves should reflect the career path that the captain has set that boff down, and give the boff a bonus in one single area. I'm thinking something along the lines of

Tac:Grenadier kit--grants boff a reduced cooldown on grenade skills and bonus aoe
Tac:Assault kit--grants the boff (minor) critx with ranged weapons
Tac:HandtoHand kit--grants the boff (minor) critx with melee attacks
Tac:Ranger kit--increased stealth, range and stealth detection

Eng:Demolitions kit--decreased activation time, increased aoe and damage for mines, bombs and other explosives
Eng:Tank kit--boff gains major DR bonus, minor threat bonus.
Eng:Bunker kit--gererator fabrications gain 10% boost to effect (and maybe aoe)
Eng:Fabricator kit--reduces cooldown to turrets and drones, and increases their range.

Sci:Medic kit--reduced cooldown and bonus healing to heal powers.
Sci:Analyst kit--increased expose chance and duration with expose powers.
Sci:Applications kit--increases duration and aoe of damage powers like Exothermic Reaction
Sci:Psych kit--increased resistance to mind control and bonus to psy powers.

note--in this post I use the word 'powers' to include both skills and traits.

so, what do you think? I'm sure boff kits have been suggested before, but do you think it could work this way?
Any suggestions for improving this idea would be welcome.

Comments

  • walligigwalligig Member Posts: 308 Arc User
    Boff kits is a cool idea, but it would also drive the price of very rare bridge officers up on the exchange.
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  • meldrithpwmeldrithpw Member Posts: 360 Arc User
    considering that as of this post, there are over 400 'very rare' boffs listed at under 40k ec, (the lowest is 2.5k) i can't say that's a bad thing.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    This has a good possibility as long as BOFF Kits stay simple buff items and not end up like player kits with modular powers.

    Could see the team adding such a feature to Ultra Rare or Epic Quality BOFFs.
  • lowy1lowy1 Member Posts: 964 Arc User
    Good idea but I would rather see the ability to select our boff traits first,.
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  • daveynydaveyny Member Posts: 8,227 Arc User
    I'd rather see ALL BOff's get a kit slot, but make it such that they can only use kits of their rarity class or below.
    So...
    Common BOff's can only use common kits.
    Uncommon BOff's can use Uncommon kits and Common kits.
    Rare BOff's can use Rare kits and any lesser kit.
    Very Rare can use Very Rare kits and below.
    Ultra Rare = Ultra Rare kits and below.
    and lastly,
    Epic can use any kit.

    The one thing I would do though, is limit each BOff below EPIC to only one kit at a time and let EPIC BOff's use two.
    Of course this would entail the creation of EPIC BOff's to begin with.
    B)

    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
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  • kitsunesnoutkitsunesnout Member Posts: 1,210 Arc User
    edited September 2015
    It needs to be possible to upgrade the rarity of boffs before anything exists that takes boff rarity into account, I have white boffs only as my main crew (bought all caitian intel crew with dil) and with rare powers trained to them, I am going to use them for life! The only thing their rarity indicates anyway is the number of traits they have and that should also be possible to switch out in the future like we do for our captain traits, so IMO boff rarity should go away altogether. With very few exceptions, boff traits barely matter.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I kinda agree with that maybe you have it that you can equip a kit to any officer, but how many slots are usable is based on your officer's rank so a fully ranked up officer can use all of the slots on their kit. But instead of the Modules being like player kits (though would prefer that kinda) that give powers they actually give slight changes either to function of a ability/s, stats of the ability, or looks of them. Also as said making it that your officer's rarity determines the rarity they can use in kit modules would be nice.

    I agree that the races need more veriety in the number of traits they can have, and maybe like players than you can choose which ones you want to slot on them. Though also i kinda wish the Alien race catagory could more broadly choose traits they want, have more options in thier looks in customization via the tailorer. Maybe make it that some pools of traits you can get/slot are locked behind a rarity level on your boffs to still make higher rarity boffs more desirable.
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