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Idea for New Career: Intelligence Officer

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Something that has annoyed me from day one of playing this game is the fact we only have 3 Career paths. They make sense and work well in game, but don't work well for the slew of race options we have.

Now I've thought out a rough plan for a 4th Career and would like to share.

I introduce the Intelligence Officer, a more customized class.

Kit wise every other Career have several to choose from. As I want this Intel Career to more customized, limits need to be set. I suggest that at creation, they choose four kits they are allowed to wear. Out of all the kits that exist in the game, they can only wear these four kits throughout their career. What kits they get to choose from are up to what the Devs decide are balanced against existing Careers.

Career powers, unlike the other careers that are given powers when they reach a certain level without choice. I want a popup with all 3 Career choices to come onto the screen. You will then choose what your level bonus power is at that point. You can only choose one option, which cannot be changed. ATM I'm thinking a 5%-10% chance the power fails when used would be a nice balancer to existing Careers.

Any comments to help hash this out are most welcomed, I love this game, I just want more choices. This Career would give us limitless opportinity to play fresh characters.

Edit: I haven't really thought too much into the Skill Tree and honestly do not know where to start. But this area would be the balancer for skills on ground and space maybe. Perhaps a Specialist area that could bypass the fail rate for Career powers.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I have a few ideas for allowing more specializations within classes (as well as adding new careers). :D

    So, let me say that I like your idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I support section 31
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Roach wrote: »
    I support section 31
    I support groups hunting down Section 31.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Not a bad idea OP, I do like the concept, but do not like the idea for the intelligence operative only being able to use kits from the existing classes and I do not like the idea of powers having a 5% - 10% chance of failing. I would prefer new kits and new powers be created for the intelligence operative career path and think that the chance of a power failing would not help to bring balance but simply deter players from wanting to choose this career, as well as annoy players who have chosen the career.

    I support groups hunting down Section 31.

    You support groups with the Federation hunting down S31 or groups within other factions hunting down S31?

    If it's groups within the Federation, I disagree as Starfleet denies all existence of S31 and doing so wouldn't help the Federation in any way, as S31 see themselves as responsible for the safety of humanity.

    If it's groups with other factions, such as the Romulan Star Empire, that I could understand.

    Very interesting concept though
    . :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Maybe it would also be a cool idea to seperate the science officer and the medic. I mean for bones fans who really want to become a doctor ingame. Ofcourse Science officers can still use medical tricorders etc but it would be nice if becoming 'Chief medical officer' is a seperate carreer. I don't see my science officer as a medic but as a researcher. Does anyone agree?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I don't necessarily think Intelligence Officer is an appropriate career path, but an advancement path similar to the FDC.

    It would serve to diversify existing mission content, and it would also allow players to 'dabble' into the style without having to commit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Alecto wrote: »
    Not a bad idea OP, I do like the concept, but do not like the idea for the intelligence operative only being able to use kits from the existing classes and I do not like the idea of powers having a 5% - 10% chance of failing. I would prefer new kits and new powers be created for the intelligence operative career path and think that the chance of a power failing would not help to bring balance but simply deter players from wanting to choose this career, as well as annoy players who have chosen the career.

    The only reason I suggest detriments is because its a "build your own career" type class. If they were allowed full access to all kits and no detriment to chosen level power. People would only play this career, making it unbalanced against the existing careers.

    A area for checks and balance is in order, which is why I state they should be locked to 4 kits chosen at creation. Other Careers are locked into theirs without choosing, granted they have more then 4 to choose from.

    The fail rate for career level powers is just a rough idea as a check balance for playing this career. As they are not one of the existing careers, they are not as specialized in any of the existing career powers. I mention the Skill tree not being thought out as a whole, but there we can place something to lower the fail rate of the above.

    Regardless of the negatives, the positive is being able to choose any four Kits you can use throughout your Career. Meaning you can choose things such as Bunker, Squad Leader, Physician, etc. As for career powers, you could have both Rotate Shield Frequency and Photonic Fleet as an example. Having all these options requires some form of balance otherwise it would phase out existing Careers.
    reiella wrote: »
    I don't necessarily think Intelligence Officer is an appropriate career path, but an advancement path similar to the FDC.

    It would serve to diversify existing mission content, and it would also allow players to 'dabble' into the style without having to commit.

    Which would still leave us with the fact we only have 3 Careers, which is very limited.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    The problem with only choosing four kits is that you have to choose the high level ones, unless you mean four types and you can have all the various Mk. levels of that kit. Otherwise intel officers would be screwed when the level cap gets raised.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    The premise of this thread is flawed. There is only one career path for players: starship captain.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    The problem with only choosing four kits is that you have to choose the high level ones, unless you mean four types and you can have all the various Mk. levels of that kit. Otherwise intel officers would be screwed when the level cap gets raised.

    Yes tied to type not MK Level. So if you choose Bunker, you can wear Mk I through Mk X or whatever Mk we end up at level increase.
    SP3CTREnyc wrote:
    The premise of this thread is flawed. There is only one career path for players: starship captain.

    LOL
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    SP3CTREnyc wrote:
    The premise of this thread is flawed. There is only one career path for players: starship captain.

    He means in addition to eng, sci, tac. I have trouble believing you didn't realize that. If you're trolling, I won't bite.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Honestly, I don't see how that would work. Sneaky stuff is already part of the Tactical officer career, and making all existing kits and powers available to a single character will only result in a lot of minmaxing. It's already frustrating that some abilities like Security Escort are limited to a single career (even though every Captain should be able to call down support from his own ship), but circumventing this limitation for a brand-new career will add insult to injury.

    We already have Science and Medical grouped into a single career (which kind of sucks but cannot be helped), and yet you want to introduce a 4th career just because some people think S31 is so cool? Believe me, I can understand the appeal of a rogue shadow organization that doesn't care for law or morality, but this game is about starship Captains, not covert operations. Although the latter are part of a few missions, I find it hard to believe that a career as specialized as that of an intelligence agent could be plausibly implemented into the game. There are simply a lot of things that would make way more sense than this.

    I can already see Section 31 exploring the Hromi cluster... :rolleyes:

    Now, if you want to split up scientists and doctors into two separate careers, that would have my support.
    Alecto wrote: »
    If it's groups within the Federation, I disagree as Starfleet denies all existence of S31 and doing so wouldn't help the Federation in any way, as S31 see themselves as responsible for the safety of humanity.
    That doesn't change the fact that S31 is an illegal organization and exposed operatives suffer the full consequences of Federation justice. I can easily imagine a UFP Council-funded task force committed to exposing all the criminal elements, although "groups within the Federation" could just as well mean vigilantes like O'Brien and Bashir hunting down S31 on their own.
    Actually, soft canon even has the so-called "Kirk Cabal" as some sort of counter-organization to S31.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Valias wrote:
    Honestly, I don't see how that would work. Sneaky stuff is already part of the Tactical officer career, and making all existing kits and powers available to a single character will only result in a lot of minmaxing. It's already frustrating that some abilities like Security Escort are limited to a single career (even though every Captain should be able to call down support from his own ship), but circumventing this limitation for a brand-new career will add insult to injury.

    We already have Science and Medical grouped into a single career (which kind of sucks but cannot be helped), and yet you want to introduce a 4th career just because some people think S31 is so cool? Believe me, I can understand the appeal of a rogue shadow organization that doesn't care for law or morality, but this game is about starship Captains, not covert operations. Although the latter are part of a few missions, I find it hard to believe that a career as specialized as that of an intelligence agent could be plausibly implemented into the game. There are simply a lot of things that would make way more sense than this.

    I can already see Section 31 exploring the Hromi cluster... :rolleyes:

    Now, if you want to split up scientists and doctors into two separate careers, that would have my support.

    That doesn't change the fact that S31 is an illegal organization and exposed operatives suffer the full consequences of Federation justice. I can easily imagine a UFP Council-funded task force committed to exposing all the criminal elements, although "groups within the Federation" could just as well mean vigilantes like O'Brien and Bashir hunting down S31 on their own.
    Actually, soft canon even has the so-called "Kirk Cabal" as some sort of counter-organization to S31.

    I never mentioned Sec 31, nor does my suggestion have any root in whether I like them or not. I'm asking for a customizable 4th Career so it opens up options beyond the core 3 choices.

    Also if you read my post, I'm also asking for limits and negatives to be put on the Career. I do want something new, but do not want it to overshadow existing Careers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I never mentioned Sec 31, nor does my suggestion have any root in whether I like them or not.
    That is true, but the majority of people seems to see a connection here. I think there's some sort of S31 hype currently going on, triggered by the usual appeal of something sinister (which I do share occasionally). Apologies if I misjudged your intentions, but see it as a response to the other comments.

    I for one would greatly prefer the game to flesh out the "starship" aspect of Star Trek (which is the focus of the franchise) instead of introducing an entire career dedicated to something that can only be described as a background plot device used in a couple episodes. I can imagine intel missions as an alternative to the Diplomatic Corps content, though. But new classes? As I said, I'd rather see them split up Science and Medical.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Valias wrote:
    That is true, but the majority of people seems to see a connection here. I think there's some sort of S31 hype currently going on, triggered by the usual appeal of something sinister (which I do share occasionally). Apologies if I misjudged your intentions, but see it as a response to the other comments.

    I for one would greatly prefer the game to flesh out the "starship" aspect of Star Trek (which is the focus of the franchise) instead of introducing an entire career dedicated to something that can only be described as a background plot device used in a couple episodes. I can imagine intel missions as an alternative to the Diplomatic Corps content, though. But new classes? As I said, I'd rather see them split up Science and Medical.

    I personally never want to see Sec 31 as a valid choice for playing within the Federation. I simply want to play something different, playing another race is minor really as the bonuses matter very little. Its a funny reversal when you compare this MMO to others. Some others have maybe 4 races and 10 classes, we're limited for people who want multiple alts. But, it doesn't seem they encourage alt making very much, which is fine. Most people I know with several capped toons have about half the worth in gear opposed to people who focus on just one.

    More choices are always good IMO.
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