Engineers have access to both Support (Engi) and Seeker (Tac) Drone.
It's time to finish the trifecta with a Science/Medical Drone kit module.
Support Drones have access to Recharge Shield, Quick Fix, and Equipment Diagnostic as well as a basic attack, while Seeker Drones have Bolt Burst and Sniper Shot.
Sci/Med Drones should get Stasis Field, Vascular Regenerator, and possibly Tachyon Harmonic for a more Science leaning Drone, or one of the Hyposprays for a more Medical leaning Drone.
interesting idea for a drone, but instead of the engineer, the science officers should get it.
I disagree, fabrication and tanking is all engineers are about on ground, id say give engineers a medical drone ability.
I would also say that maybe something could be used for sci such as placing a tricorder that gives off for example, a pulse every 2 seconds for 10 seconds that decloaks enemies. The tricorder could be an equipable like has been suggested before, or a set of ablities (example: Tricorder Particle Burst 1, Tricorder Sonic Pulse 2) Set them up as a kind of placeable sci power (like a turret that projects sci powers intead of straight up damage)
Maybe some of these
Tricorder Particle Burst: Fires periodic bursts every x seconds for y seconds that decloaks enemies
Specialty Ability, maybe replace a ground ability on the Voth BOFF with this and/or make it trainable by sci captains who reach Dyson T5
Tricorder Sonic Pulse: Fire a sonic pulse every x seconds for that does low damage and reduces all enemy damage resistance by x% for 15 seconds (stacks up to 5 times)
Tricorder Sonic Overload: fires a sonic pulse upon remote activation that does moderate damage and reduces enemy damage resistance by x% for 10 seconds (5 times the resistance debuff of sonic pulse)
These two give a choice of spike or constant damage/debuff, with the tradeoff being duration in debuff and lower damage to debuff ratio
Tricorder Vulnerability Scan A: placed tricorder exposes enemies in range every x seconds (a large interval like 7-14 seconds) and lowers damage resistance by y (resistance debuff stacks up to 5 times, small number like 2)
Tricorder Vulnerability Scan B: placed tricorder removes exposes on you every x seconds and buff your damge resistance by y (same as with A, 5 stacks and small amount)
Choice of enemy debuff or self buff this is a lower buff/debuff to maintain the speciality of Sonic Pulse
Tricorder Dampening Field: Enemies in range do x% less damage for y seconds while in range.
Tricorder Overload: Tricorder is remotely overloaded, doing moderate electrical damage to all enemies in range and disabling them for x seconds. (kind of like a sci themed transphasic bomb)
Or i could see these being tricorder modules which would be an equipable item (2 of the above), along with some type of gun enhancement modules for tacs (+arc to pulsewave, +duration to full auto, +targets to split beam, ect) and modules that enhance/change turrets for engis (+reg for turrets, something that lets shield gens grant small shields to turrets, something that lets med gens repair turrets.)
You will notice that none of these give +DMG directly, but do play to the strengths of the careers
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
and here I disagree.
Sure engineers are for tanking and fabrication... but it's a drone.
They're not really fabricated... but teleported.
Tactical officers can beam in a security team.
Engineers can beam in drones and make/beam turrets.
Science... nothing.
Give Science captains a Beam in a medical drone(s) and have it do medical/science things.
I hear where you are coming from, but a beam in sci thing would be more like a medical team to me. In the beginning someone on the ship is still fabricating the drone beaming down
interesting idea for a drone, but instead of the engineer, the science officers should get it.
Drones, Turrets, Fabrications and such are the purview of the Engineer. Simply because a Tac Captain can summon a Security Team doesn't mean the Science Captain also needs a pet-type ability.
Drones, Turrets, Fabrications and such are the purview of the Engineer. Simply because a Tac Captain can summon a Security Team doesn't mean the Science Captain also needs a pet-type ability.
rattler2Member, Star Trek Online ModeratorPosts: 58,597Community Moderator
edited July 2014
While we're at it, can we get some Romulan designed drones? Woud look better than a Fed allied Romulan summoning an Exocomp... or the NPC Romulan Thaleron Drones looking like Exocomps.
Engs don't need another pet. My main is one, and when I am doing story arc stuff, I frequently find that I can pop a couple drones, a turret or two, maybe the Shard of Possibilities if I have it equipped, then go take a nap as my BOffs and pets go take down the boss. If I soften things up with an Orbital Strike, I probably don't have time for a nap, even.
OTOH, I just started a Ferengi Sci toon. He's got... nuthin'. 'Course he's still a LtC, so I'm not sure how things will play out for him as he gets new abilities, but pet-wise, it looks grim.
"Logic is a little tweeting bird chirping in a meadow. Logic is a wreath of pretty flowers which smell BAD." - Spock
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Commanding Officer: Captain Pyotr Ramonovich Amosov
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I disagree, fabrication and tanking is all engineers are about on ground, id say give engineers a medical drone ability.
I would also say that maybe something could be used for sci such as placing a tricorder that gives off for example, a pulse every 2 seconds for 10 seconds that decloaks enemies. The tricorder could be an equipable like has been suggested before, or a set of ablities (example: Tricorder Particle Burst 1, Tricorder Sonic Pulse 2) Set them up as a kind of placeable sci power (like a turret that projects sci powers intead of straight up damage)
Maybe some of these
Tricorder Particle Burst: Fires periodic bursts every x seconds for y seconds that decloaks enemies
Specialty Ability, maybe replace a ground ability on the Voth BOFF with this and/or make it trainable by sci captains who reach Dyson T5
Tricorder Sonic Pulse: Fire a sonic pulse every x seconds for that does low damage and reduces all enemy damage resistance by x% for 15 seconds (stacks up to 5 times)
Tricorder Sonic Overload: fires a sonic pulse upon remote activation that does moderate damage and reduces enemy damage resistance by x% for 10 seconds (5 times the resistance debuff of sonic pulse)
These two give a choice of spike or constant damage/debuff, with the tradeoff being duration in debuff and lower damage to debuff ratio
Tricorder Vulnerability Scan A: placed tricorder exposes enemies in range every x seconds (a large interval like 7-14 seconds) and lowers damage resistance by y (resistance debuff stacks up to 5 times, small number like 2)
Tricorder Vulnerability Scan B: placed tricorder removes exposes on you every x seconds and buff your damge resistance by y (same as with A, 5 stacks and small amount)
Choice of enemy debuff or self buff this is a lower buff/debuff to maintain the speciality of Sonic Pulse
Tricorder Dampening Field: Enemies in range do x% less damage for y seconds while in range.
Tricorder Overload: Tricorder is remotely overloaded, doing moderate electrical damage to all enemies in range and disabling them for x seconds. (kind of like a sci themed transphasic bomb)
Or i could see these being tricorder modules which would be an equipable item (2 of the above), along with some type of gun enhancement modules for tacs (+arc to pulsewave, +duration to full auto, +targets to split beam, ect) and modules that enhance/change turrets for engis (+reg for turrets, something that lets shield gens grant small shields to turrets, something that lets med gens repair turrets.)
You will notice that none of these give +DMG directly, but do play to the strengths of the careers
and here I disagree.
Sure engineers are for tanking and fabrication... but it's a drone.
They're not really fabricated... but teleported.
Tactical officers can beam in a security team.
Engineers can beam in drones and make/beam turrets.
Science... nothing.
Give Science captains a Beam in a medical drone(s) and have it do medical/science things.
I hear where you are coming from, but a beam in sci thing would be more like a medical team to me. In the beginning someone on the ship is still fabricating the drone beaming down
Biofilter is Player-ony ability, which is why I didn't even think of including it.
Drones, Turrets, Fabrications and such are the purview of the Engineer. Simply because a Tac Captain can summon a Security Team doesn't mean the Science Captain also needs a pet-type ability.
And why not?
because thats not the role they play
A Medic Exocomp drone for sci captains, a EMP grenade for engineers, a... radiation DoT for tacs. Or something.
Another type of Hypospray for Sci (There's plenty of Star Trek drugs to chose from)
The Medic Drone for Engineer (As described in this thread)
Give Tacs a Backstab-like skill? (As in, works best when coming out of stealth and flanking the opponent.)
OTOH, I just started a Ferengi Sci toon. He's got... nuthin'. 'Course he's still a LtC, so I'm not sure how things will play out for him as he gets new abilities, but pet-wise, it looks grim.
we need more healers, down with the trinity!
/thread
as a sometime human engineer. this is an awesome ideal. I hope that all kits will have an
open slot. for an engineer the new drone might be merged with tactical stun grenade
and can to preemptive strikes. because engineer's abilities rock. I did have a sci toon.
but not much as far as abilities except photonic fleet. hope that class can go away.
be kind to all????