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thoughts on game improvements

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in The Academy
I have been giving a lot of thoughts to tweeks to help the game and wanted to see what everyone thinks of them. Between looking at the developers notes and what they say is on the way I think some of my ideas might be good for the game.

Bridge officers: The game notes mentioned first officers somewhere and I was thinking thats great, but what about the entire command crew. First officer, chief engineer, helmsman, chief science officer chief medical officer and tactical officer. All of the shows have had these positions as a special designation on the ship. I think that in addition to having BOFF abilities these positions can also be assigned to your crew and the designation could act as a secondary set of skills that could have a much higher officer point cost, but a good payback as well.

First officer: This is a complamentary officer to the captian. They should not be all that similar to the captian. They are ment to offer the captian a contrasting point of view so more options are available. If you are a tactical officer, your first officer should be either a science or engineering officer. same arrangement for the other officer types. The first officer can then use abilities availabe to captians of their designation, but only at the first level. This would mean that as a tactical captian, you take a first officer who is an engineer, they can then gain access to engineer only captian abilities, but only tier 1 of them. They can then be on an auto fire setting on the officer so they fire off the ability when they feel it to be most needed. You would be able to set that timing, but it should be an auto responce from the officer.

Chief engineer: This officer must be an engineer, but a seperate teir of abilities could be a general buff to one of the systems of the ship, as if the chief engineer is a specialist in one area. You would only be able to buy the improvement to one of these skills, the 4 power levels of the ship, shields, weapons, engines, and aux. systems. there could be a maximum of +5 to the system. The chief could also have a single engineer ability in addition to the stanard 4 abilities that would be on an auto fire system similar to the first officer.

Helmsman: Not a big role, similar to the chief engineer you could buy a buff through them for either a slight improvement to speed or turning rate

Chief science officer: I'm thinking about spock on this one, always annalizing the situation and working to improve your understanding of the situation. you can buff the sencors through them, and they can advise you to weak spots on the current target in combat offering a slight buff to your damage. A side bonus would be that oyur scanner range is a little longer. From 3km to 5km, just to make exploration missions a little easier.

Chief medical officer: this is a no brainer, keeping your crew alive. the ships doctor works out plans and set procedures to keep as much of the crew alive, besides saying amusing professions that they are not. I'm thinking they can speed your crew recovery rate.

Tactical officer could offer a small buff to either projectiles or energy weapons, +5 at the most.

Basically the officers other than the chief engineer and first officer should not add much more than a mk1 console already does, but not cost you a console slot. I'm courious as to others thoughts on this.
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