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Thoughts on the New Bridge Officer System

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  • edited January 2015
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  • timetalkertimetalker Member Posts: 3 Arc User
    edited January 2015
    If someone could help I'd really appreciate it.

    I'm trying to get a new officer on my ship I acquired at level ten. I'm lost at to what I'm doing wrong. I have the slot for the new member, but when I commission him he says, "Sorry, Captain... There's no room on your bridge." Or something along those lines.

    Here is an image to show you what I mean. Is it because the writing is green under the dude, which means he's not an ensign or something? Maybe I'm just really pitiful, missing something obvious.

    new_officer.png
  • edited January 2015
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  • vesterengvestereng Member Posts: 2,252 Arc User
    edited January 2015
    I figure seating on your ship won't change?

    And unless they plan to add a higher level station, like a 5th tier, that is only available through their new il sink, I plan to ignore the entire system completely.

    I am not in the habit of paying dil for what was free.

    But by all means let's copy-paste that concept on to everything. Let's have opening your inventory cost dil locked behind a time gate.

    No stress, the more they ruin the less I play. And actually since they nearly ruined the queues I don't have any reason to change abilities around anyway.


    HOWEVER, if they finally added a new animation to some of their content paying dil for that would be fair.

    /edit.

    ps. Like if it's torpedo high yield IV with no new animation for 200,000 dil they can shove it
  • timetalkertimetalker Member Posts: 3 Arc User
    edited January 2015
    skollulfr wrote: »
    the two red guys are tac class, while your ship needs 1 tac(red icon) one eng(orange icon) and 2 sci(blue icon).

    if you keep the new boff(B-off bridge officer) for a while you will unlock more roster space as you level.
    or if you want the new boff now, dismiss kolez, since eliza is higher quality(purple over blue)
    then you can 'commission' the new boff now.

    and dont worry about asking, this game isnt great at explaining mechanics.

    Thanks so much. I should probably dismiss that guy. I see what you mean. My friend and I just started playing this game. It was a bit of an arm twist getting her to try it out, but I think she's starting to like it. I read that some voice acting happens in later eps. Does the game get better in later 'seasons'?
  • mikiiymikiiy Member Posts: 216 Arc User
    edited January 2015
    My feeling is that the new system is just a framework to get lockbox boff ability manuals on the road. After making ground kits modular for exactly that reason its only the logical next step to bring that bit of monetization to space too. I woulda be scared how bad this could be for pvp.. if this game still had pvp lol.
  • edited January 2015
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  • timetalkertimetalker Member Posts: 3 Arc User
    edited January 2015
    skollulfr wrote: »
    yea.
    barring the tutorial, a lot of the early levels are 3 to 4 years old, and based on the resources cryptic had at that time. and cryptic have gotten a lot better at their level design since then.
    iirc, when you get to the borg arc you will see some of their more recent stuff.

    also
    http://www.stoacademy.com/tools/skillplanner/index.php?build=hatiiskills_7223
    (click the 'skills' tab)
    this will help you with skill point placment since a lot of them, like "subspace decompiler" are a waste of points.
    its not a specilaised setup, but it is pretty solid

    Thanks a bunch. I'll give this a look over. :)
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited January 2015
    My hope is it comes with the long awaited Exchange Revamp. The player exchange in this game has to be the worst of all the games I have played, it is terribly laggy, lacks important search filters, lacks categorization of many items, and only shows you a limited number of items...so Cryptic before we fill the exchange again with even more items...FIX IT PLS.
  • mhirtescmhirtesc Member Posts: 581 Arc User
    edited January 2015
    bergins wrote: »
    Yep. I think we can all get behind the idea that there are too many threads about the same subject.

    But will the Devs even bother or care about reading ANY of them? NAHHHHHHHHHHHHHHH!!
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited January 2015
    I love this change, I had an Orion Female Tac officer who I thought of as my Intelligence officer before the hybrid officers ever came out and so now I will be able to give her the intellivence specialization now.
  • drliriodrlirio Member Posts: 66 Arc User
    edited January 2015
    My hope is it comes with the long awaited Exchange Revamp. The player exchange in this game has to be the worst of all the games I have played, it is terribly laggy, lacks important search filters, lacks categorization of many items, and only shows you a limited number of items...so Cryptic before we fill the exchange again with even more items...FIX IT PLS.

    Don't hold your breath. If they can't make you pay dilithium/zen for something, they won't touch it.
  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited January 2015
    edalgo wrote: »
    If Delta Rising was the proverbial "nail in the coffin" then this new system will be 1 of the many cranks that lower the coffin into the ground.

    So lemme get this straight, #1 Will I have to pay dilithium every time I change boff abilities? OR #2 will my boffs retain multiple prior abilities that they've been trained on already?

    #2 would be cool, if it works better than this whole tray loadout fustercluck.

    #1 would be bad, very bad.

    . Releasing unique boff powers in lockboxes only would be bad.

    . Less of a hassle getting your boffs trained in rare abilities would be good. Like beam overload 3, or something like that. Infact, I would pay a SMALL dilithium charge for that.

    But I really hope we won't have to pay dilithium EVERY time we want to retrain our boffs.
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  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited January 2015
    eldest13 wrote: »
    I think it will be a good change. I want to here what the rest of the community thinks/ Go a head

    Short version is that overall it looks neat, but it monetizes a service that players currently provide each other for free by...
    ...adding a Dilithium cost to the Training Manuals. The EC cost would be okay, I suppose, but adding a dilithium cost is less so. Given the overall positive attitude around, I'm not sure removing something players currently provide each other out of good will by charging time-gated currencies is a good plan.

    Conceptually, good. Monetizing something we currently do for each other at no cost, bad. :P
    bergins wrote: »
    Yep. I think we can all get behind the idea that there are too many threads about the same subject.[/COLOR]

    Too bad they didn't actually make a Galactic News Network thread so we had an official location to provide feedback and discuss the implications. :P
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • edited January 2015
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  • narthaisnarthais Member Posts: 452 Arc User
    edited January 2015
    skollulfr wrote: »
    the problem is, even if you max out the boff slots, you will still only have enough boffs for 10 dedicated ship builds if you dont want to play with a spreadsheet.

    If I need 10 dedicated ship builds at the same time... well Im probably doing something like going insane, I'm lucky if any one my characters have more than 3 ships they use regularly.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited January 2015
    skollulfr wrote: »
    im not bothered about the dil cost.
    the boff store boffs cost dil.
    are people crying about the current boff store being monetised?

    You don't use the Service channels to train your boffs, do you? I'm fine with costing dilithium to use a Training Manual, less so with costing dilithium to make it. The former would retain the monetization that seems to appear with any change to an existing system of late, without taxing players for helping each other out with boff training.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • narthaisnarthais Member Posts: 452 Arc User
    edited January 2015
    assuming the cost is not high (200-300 mark) i can still see training being provided free by members in my fleets at least, we're a pretty generous bunch with a fair chunk being Brits and Aussies. I for one would be happy to use a little Dil to help a fleetmate out.
  • edited January 2015
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  • narthaisnarthais Member Posts: 452 Arc User
    edited January 2015
    skollulfr wrote: »
    i have a fed eng a kdf tac and a rom sci. thats one of each.
    no way im dealing with the rep grinds for more than that.
    so i have about 15 ships per character.
    and i dont use one ship for more than 2 weeks at a time.

    and there are plenty of players who have maxed out their ship slots with lobi, box and fleet ships.

    Yea I take the other approach, I think I have something like 16 characters now, 1 of each career in each faction and a few doubles that I put in different ships, most have not completed all reps yet and only 2 are even above 50 now, DR's grind hit me rather hard and I've neglected the majority of the characters becuase of it... that said I tended to only play 4-5 regularly anyway.
  • antzudanantzudan Member Posts: 231 Arc User
    edited January 2015
    Being able to have one of my BOFFs become trained in a new specialisation without having to buy a new, save and load the outfit then delete the old one is a plus.

    And being able to switch between specialisations will hopefully alleviate the problem of having to choose whether your BOFF space skills are a specialism or not.

    It's a shame they've put a cost on learning new skills, but given that you wont now lose the old skills when you do it I'm not particularly bothered.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2015
    So lemme get this straight, #1 Will I have to pay dilithium every time I change boff abilities? OR #2 will my boffs retain multiple prior abilities that they've been trained on already?

    #2 would be cool, if it works better than this whole tray loadout fustercluck.

    #1 would be bad, very bad.

    . Releasing unique boff powers in lockboxes only would be bad.

    . Less of a hassle getting your boffs trained in rare abilities would be good. Like beam overload 3, or something like that. Infact, I would pay a SMALL dilithium charge for that.

    But I really hope we won't have to pay dilithium EVERY time we want to retrain our boffs.
    They already HAVE. It's just that they can only be used on the boff they come with.

    Also the new lock box, QWW, and rep store kit modules would be nice to be able to train to boffs.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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