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Secondary weapons for Bridge Officers

captainrc1captainrc1 Member Posts: 114 Arc User
I was thinking that maybe the BOffs should also have a second weapon slot. After all, I've seen NPCs switch between weapons, so why should only the captain have a backup weapon? It could also help like, for example, you decide to give your Imperial Assault set to your First Officer character, but they can't get the full effect because they can't equip both the disruptor pistols and the bat'leth.
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Post edited by baddmoonrizin on

Comments

  • stolokstolok Member Posts: 152 Arc User
    The BOFF AI doesn't know how to use ONE weapon. BOFFs are practically pacifists. Why give them another? They cannot asses targets and figure out when to switch weapons.
  • phoenixc#0738 phoenixc Member Posts: 5,911 Arc User
    It could work as a dedicated ranged/melee weapon setup and the AI simply switch to the melee when in melee range it would probably work. And if they allowed ranged weapons in both the melee one could be used to complete a set that has two ranged weapons (or a ranged weapon that you prefer they not use, like non-plasma for Romulan plasma specialists) even if the one in the melee slot was only used when in melee range.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    I would sooner them get a kit slot than another weapon slot - you can complete sets on boffs that have weapons as part of them, but you CANNOT complete sets that have kits as part of them.​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • stolokstolok Member Posts: 152 Arc User
    Well, yes, there is that one situation. The AI might be smart enough to swap to a melee weapon when making melee attacks. In that case there may be a use for a dedicated melee weapon slot. :)
  • garaffegaraffe Member Posts: 1,353 Arc User
    I would sooner them get a kit slot than another weapon slot - you can complete sets on boffs that have weapons as part of them, but you CANNOT complete sets that have kits as part of them.​​

    Absolutely! I think both are good ideas.
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  • gaevsmangaevsman Member Posts: 3,190 Arc User
    edited June 2021
    I'm not sure that matters. They don't appear to utilize set bonuses, if this new set is any indication.
    They typically get passive set bonuses, but they can't use clickables yeah.

    Then why mi Boffs used the Nakhul decoy thingy on me when they have the full set??, i think they use the set abilities, also, they use the Lorca armor thingy to themselfs
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  • spiritbornspiritborn Member Posts: 4,417 Arc User
    Yeah certain powers seem to be set to "give effect to owning player" rather then "give effect to the one triggering the effect". All boff equipment is technically "owned" by the player so the game doesn't know to put on the boff rather then player if set up this way.

    I'm guessing it's one those things that was done way back when Cryptic got the job of making STO and had to do so in way too short of a time. There's probably a lot of stuff in the code that's "it seemed like a good idea at the time" from pre-launch and fixing that won't be easy or fast. I remember back when Foundry was still a thing some change that Cryptic made broke all the scrolling textures in the game (stuff like LCARS and the like) so that the animated parts were stuck between frames and it took ages for them to fix it.
  • xarynn2058xarynn2058 Member Posts: 158 Arc User
    edited June 2021
    I'd just like to be able to promote one BOff to "Captain" with a corresponding passive ability or trait.
    Being an Admiral and the next poor sap in the ship's hierarchy being a Commander is a bit of a heck of a gap.
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