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Bridge Officers the Bane of Class Structure?

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  • mirrorshatnermirrorshatner Member Posts: 149 Arc User
    edited October 2013
    Yes, AND IT IS AWESOME!:D



    So that is why Starfleet put Kirk (tactical) into a cruiser, Sulu (tactical) into a cruiser, Picard (science) into a cruiser and Sisko (engineering) into an escort? Good to know.:rolleyes: Sorry, worst idea ever.

    Thanks for identifying yourself as irrelevant.

    You've shown you can't respect or discuss other ideas in a thoughtful way. Agreement is not required but you've demonstrated an inability to participate in the discussion.
    [SIGPIC][/SIGPIC]
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited October 2013
    The bane of STO's Class System are not the BOFFs themselves. The bane of the game's system are the devs themselves.

    Originally in STO, Cruisers, Escorts, Science Vessels were pretty equal and had bonafide strengths and weaknesses between them.

    Then the devs changed gameplay and the ships around. There was a heavy favoring of Tactical & Escorts. It also does not help that the DPS guys can have good defenses, too. It doesn't help that ships can do 2 out of the 3 disciplines well now (The HEC / Akira was the first to break the mold... mightily, too). Too much bleed over in what ships can proficiently do.

    Then, there's the ever growing power creep. With each piece of new equipment, new reputation, new reputation tiers with more ground/space perks, etc. It's not so much the idea that there's more benefits now. It's the fact that you can have so many benefits simultaneously. This further blurrs the lines of the game system even more.
    XzRTofz.gif
  • quazar1492quazar1492 Member Posts: 4 Arc User
    edited October 2013
    I never was a huge fan of traditional class structures. It can make it hard to find groups (I have never played an MMO where there was enough tanks and/or healers). In addition it can be restrictive, sometimes I may feel like healing or tanking but if I'm DPS this just might not be possible unless I feel like leveling and gearing a new character. Then you have the problem that if anyone dies the healer gets blamed (even if it isn't their fault) and if anyone pulls agro the tank gets blamed causing friction.

    Several MMOs are now trying to get away from simple class structure, either by reducing the differences between classes or creating content that makes classes less relevant (like WoWs Scenario system). I actually like that in STO the classes are far less important. I'm not saying that they shouldn't do more to balance the ship types but things like the cruiser buffs might work.
  • kriskniveskrisknives Member Posts: 78 Arc User
    edited October 2013
    quazar1492 wrote: »
    I never was a huge fan of traditional class structures. It can make it hard to find groups (I have never played an MMO where there was enough tanks and/or healers). In addition it can be restrictive, sometimes I may feel like healing or tanking but if I'm DPS this just might not be possible unless I feel like leveling and gearing a new character. Then you have the problem that if anyone dies the healer gets blamed (even if it isn't their fault) and if anyone pulls agro the tank gets blamed causing friction.

    Several MMOs are now trying to get away from simple class structure, either by reducing the differences between classes or creating content that makes classes less relevant (like WoWs Scenario system). I actually like that in STO the classes are far less important. I'm not saying that they shouldn't do more to balance the ship types but things like the cruiser buffs might work.

    Maybe but classes thrive in games like League of Legends and tanks and healers are actually fun to play there. I just think most MMO's don't do enough to make those classes interesting. In LoL there are so many way to play a tank for example depending on which character you are playing. In most games there is only one way to tank; taunt and then curl up into a ball while everything beats on you.

    Abilities like Shen's teleport shield are exciting and not your standard dull class power. It would be easy enough to give engineers the ability to make an pin-point warp jump in combat and deploy a secondary set of shields over an ally if you wanted to adapt that ability for example. Additionally such an ability would tie in well with command auras allowing these support vessels to jump in and easily buff a fiend at a critical moment. By contrast hitting 8 forms of shield and hull buffs and taunting is just dull and doesn't really require any strategy.
  • makburemakbure Member Posts: 422 Arc User
    edited October 2013
    It's not the bridge officers, it's the class design. A much better idea is suggested in another thread, link below.

    http://sto-forum.perfectworld.com/showthread.php?t=890251
    -Makbure
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