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Official New Research and Development School: Officer Training Feedback Thread

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Please use this thread to send feedback and issues found with the new Bridge Officer Training Revamp.

New Research and Development School: Officer Training
  • This new crafting school allows captains to craft high end Training Manuals for Bridge Officer Training.
  • Unlike the other crafting schools, the Officer Training school does not need to be leveled in order to unlock the recipes.
    • Players will have access to craft any manual listed with the required materials.
  • Class specific recipes for manuals are unlocked by spending the necessary Skill Points within the player Skill Tree.
    • This unlocks in the same way as the current system though instead of unlocking the ability right away, the recipe will unlock instead.
  • Each Training Manual will require a PADD Component which can also be crafted in the Officer Training school.
  • For more details, please visit the Bridge Officer Training blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/9052733-bridge-officer-training
Post edited by coldsnapped on

Comments

  • lystentlystent Member Posts: 1,019
    edited January 2015
    Can we still train BOffs by the older methods as well?
  • dkratascodkratasco Member Posts: 585 Arc User
    edited January 2015
    Delete post - wrong thread
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited January 2015
    Funny, this also seems to be better suited to the other thread. Haha.

    I miss the ability to crit on my Crafting... It seems there is no good use for accelerators or the like. And it doesn't matter what DOFF you use either.

    It's okay that you can't fail, and it's important that you don't get a random rank of the power, but exactly the power you need.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • leod198leod198 Member Posts: 101 Arc User
    edited January 2015
    Can you please clarify something? What will happened with all abilities, that only trainable by rare or very rare officer? Abilities like BO III, AuxToSif III, TS III? Is it possible to turn reserve officers with this abilities in to Training Manuals? Not on Tribble ATM. Thank you .
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited January 2015
    It seems i can currently make training manuals even for BO skills of a different class. Is it intended that I can make manuals for skills of a different class, or is that still Work-In-Progress?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2015
    Torpedo High Yield 2 will not select for learning even with the manual that I purchased straight from the BOFF trainer. It behaves as if I don't have a manual at all.
    lystent wrote: »
    Can we still train BOffs by the older methods as well?
    Absolutely Not.
    leod198 wrote: »
    Can you please clarify something? What will happened with all abilities, that only trainable by rare or very rare officer? Abilities like BO III, AuxToSif III, TS III? Is it possible to turn reserve officers with this abilities in to Training Manuals? Not on Tribble ATM. Thank you .

    The 47 million credit question there.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • dirlettiadirlettia Member Posts: 1,632 Arc User
    edited January 2015
    It seems i can currently make training manuals even for BO skills of a different class. Is it intended that I can make manuals for skills of a different class, or is that still Work-In-Progress?


    From Tribble notes:

    Known Issues:

    New systems are currently a work in progress including:
    Captain Specialization Tree: Command Officer
    Bridge Officer Specialization: Command Officer
    Bridge Officer Training Revamp
    New Research and Development School: Officer Training
    All 3 classes are available to craft.


    So is a current bug but with the current trend of keeping folks to a single toon, it may be one which remains at launch. :rolleyes:

    Still waiting to be able to use forum titles
  • battykoda0battykoda0 Member Posts: 959 Arc User
    edited January 2015
    The only feedback I have is that what is there seems good to me except 4 hours to make a PADD. One hour should suffice if a time gate is needed. It's what is not there that has me concerned... Beam Overload 3, Cannon Scatter Volley 3, etc. Oversight or are they going to come from somewhere else?
    Wow. There is a new KDF Science ship. I'll be!
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2015
    battykoda0 wrote: »
    The only feedback I have is that what is there seems good to me except 4 hours to make a PADD. One hour should suffice if a time gate is needed. It's what is not there that has me concerned... Beam Overload 3, Cannon Scatter Volley 3, etc. Oversight or are they going to come from somewhere else?

    Agreed.

    I'd say 15 minutes. If this was the show it would be a five second replication, why it needs crafting is beyond me. In any event, 4 hours is absurd.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited January 2015
    What I don't like: captain training skills unlocked for R&D crafting.

    Example: In order to unlock the training manual for Photonic Shockwave 3 I need to have 6 ranks in Starship Subspace Decompiler on my science captain. In order to unlock the training manual for Tricorder Scan 3 and Dampening Field 2 I need to have a total of 6 ranks in the ground skill 'Scientist' for my science captain.

    My science captain does not have points in Starship Subspace Decompiler or Scientist in her build. This means in order to unlock every training manual I can I would need to respec my character TWICE, once to max out all space science and all ground skills then a second respec to put my build back the way it's suppose to. That would cost me a total of 1,000 zen. A total of 3,000 zen to unlock all tech manuals on 1 captain of each career (tactial, engineering, science) so I can craft anything I need for any character.

    Not a problem at all, if you're planning on making skill tree repsecs free like you did with personal and reputation traits. One can dream, right? ;)

    Also I hope to see a solution for obtaining various bridge officer abilities that, currently on Holodeck, can only be obtained from bridge officer candidates, such as Beam Overload 3, Cannon Scatter Volley 3, etc. (R&D training manuals would be fine as long as there is an easy way to unlock them to craft)

    Did the cost to craft PADDs go up for boff training manuals? I'm seeing it require 4 Tritanum and 1 Thoron Particle. I could have sworn it required 1 of each before today's patch. :confused:


    Why is there such a dramatic price increase for boff abilities that can be obtained through captain training?

    For example: it only costs me 300 energy credits to train Gravity Well 3 myself through captain training. Here is a screenshot: http://i31.photobucket.com/albums/c355/MonkeyGuts69/screenshot_2015-01-12-19-05-20_zpsfc0ac292.jpg~original

    On Tribble in order to craft a Gravity Well 3 training manual it requires 1 PADD. 1 PADD costs 5 uncommon materials + 500 dilithium + 2,500 energy credits. Sure my boff i use the training manual on would learn it permanently. But in the current system I could just train it once for 300 EC and not retrain that skill on that boff ever again. I'm not the type to constantly retrain my boffs in various skills. Once I find what I like I usually stick with it. (Though I do like the concept of the new system). I just don't understand why every time we turn around you gotta add a dilithium cost to everything, reduce EC vendor value on items, increase costs on various things throughout the game, etc. It really is starting to get sickening.

    If I need a different boff skill I'd rather pay around 10k EC to buy a new boff in the exchange then spend a little EC to train it. With multiple boffs I won't have to constantly retrain any of them. I also like having multiple boffs for variety.

    So I do like the new system. I just don't like the fact you had to slap on another dilithium cost on top of increasing the energy credit cost to what we've had available for a long time.

    Edit: 4 hours to craft the PADDs is way way WAY too long. 5 minutes at most would be acceptable. I have 12 characters most of which have a lot of boffs to train, with some characters having 10 or more boffs. It would take too long to train all boffs on all characters in every boff ability.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2015
    What I don't like: captain training skills unlocked for R&D crafting.

    Example: In order to unlock the training manual for Photonic Shockwave 3 I need to have 6 ranks in Starship Subspace Decompiler on my science captain. In order to unlock the training manual for Tricorder Scan 3 and Dampening Field 2 I need to have a total of 6 ranks in the ground skill 'Scientist' for my science captain.

    My science captain does not have points in Starship Subspace Decompiler or Scientist in her build. This means in order to unlock every training manual I can I would need to respec my character TWICE, once to max out all space science and all ground skills then a second respec to put my build back the way it's suppose to. That would cost me a total of 1,000 zen. A total of 3,000 zen to unlock all tech manuals on 1 captain of each career (tactial, engineering, science) so I can craft anything I need for any character.

    Not a problem at all, if you're planning on making skill tree repsecs free like you did with personal and reputation traits. One can dream, right? ;)

    Also I hope to see a solution for obtaining various bridge officer abilities that, currently on Holodeck, can only be obtained from bridge officer candidates, such as Beam Overload 3, Cannon Scatter Volley 3, etc. (R&D training manuals would be fine as long as there is an easy way to unlock them to craft)

    Did the cost to craft PADDs go up for boff training manuals? I'm seeing it require 4 Tritanum and 1 Thoron Particle. I could have sworn it required 1 of each before today's patch. :confused:
    I don't see your complaint.

    In this regard NOTHING has changed. You can't train your BOFFs in Photonic Shockwave 3 or Tricorder Scan 3 now. If you wanted to train your BOFFs currently you would need to respec. Or you would have to temporarily trade that BOFF to another captain with those skills specced for them to train it. Now you just need to get a manual from them. Anything that you would want to respec to train for in the new system, you need to respec to train in the old system as well.


    On another note, the Devs did allude to a general skills revamp that they were considering, so maybe there will be a respec opportunity then.

    As for the BOFF only abilities, we're all waiting on that answer.


    Why is there such a dramatic price increase for boff abilities that can be obtained through captain training?

    For example: it only costs me 300 energy credits to train Gravity Well 3 myself through captain training. Here is a screenshot: http://i31.photobucket.com/albums/c355/MonkeyGuts69/screenshot_2015-01-12-19-05-20_zpsfc0ac292.jpg~original

    On Tribble in order to craft a Gravity Well 3 training manual it requires 1 PADD. 1 PADD costs 5 uncommon materials + 500 dilithium + 2,500 energy credits. Sure my boff i use the training manual on would learn it permanently. But in the current system I could just train it once for 300 EC and not retrain that skill on that boff ever again. I'm not the type to constantly retrain my boffs in various skills. Once I find what I like I usually stick with it. (Though I do like the concept of the new system). I just don't understand why every time we turn around you gotta add a dilithium cost to everything, reduce EC vendor value on items, increase costs on various things throughout the game, etc. It really is starting to get sickening.

    If I need a different boff skill I'd rather pay around 10k EC to buy a new boff in the exchange then spend a little EC to train it. With multiple boffs I won't have to constantly retrain any of them. I also like having multiple boffs for variety.

    So I do like the new system. I just don't like the fact you had to slap on another dilithium cost on top of increasing the energy credit cost to what we've had available for a long time.

    Edit: 4 hours to craft the PADDs is way way WAY too long. 5 minutes at most would be acceptable. I have 12 characters most of which have a lot of boffs to train, with some characters having 10 or more boffs. It would take too long to train all boffs on all characters in every boff ability.

    I actually think that the value of having the skill forever works out nicely in our favor in the long term.

    Not that you're wrong, they keep restricting opportunities to earn the various currencies, and even experience in general, while amping up the things we have to spend them on. They're basically trying to slow down advancement in the game and actually make the time it takes to max out everything take longer.

    I think their balance and ideas on how to do that have been...lacking, but I understand the goal. This new system is pretty unoffensive in that regard say compared to the reduction in experience in my view,

    That said you won't be retraining your BOFFs after you have them trained. You'll just be swapping their abilities out when you need them. With the little bit I've played with it, it works pretty smoothly on that front, and I'm liking it.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited January 2015
    My science captain does not have points in Starship Subspace Decompiler or Scientist in her build. This means in order to unlock every training manual I can I would need to respec my character TWICE, once to max out all space science and all ground skills then a second respec to put my build back the way it's suppose to. That would cost me a total of 1,000 zen. A total of 3,000 zen to unlock all tech manuals on 1 captain of each career (tactial, engineering, science) so I can craft anything I need for any character.

    That's why training manuals aren't bound (or at least they shouldn't be based on what's been posted on the blogs.) You may not be able to train every ability but there's a population out there with access to the exchange. That's one of the huge advantages of the new system over the old, in order to get all captain trainable abilities you can just move manuals between characters or buy them from someone else. You no longer have to respec (within your profession) or "work something out" with boff trades and another player with appropriate training access.
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited January 2015
    I was having a twitter conversation with a dev but needed to explain it in a post to be more clear. If anyone else knows the answer, feel free to explain.

    I have 10 specialization points in Intel. It says that at 10 points you can 'Add Intel specialization to bridge officers'. I assume this means you can make that boff a hybrid with his original profession and now use intel skills as well (like the ones that came in the delta rising pack).

    the problem is I cant work out how to train them up. I see the drop down menu but it says i need a qualification item.

    At 22 intel points you can train manuals to make rank 3 intel skills, but i assume you dont get the qualification item at level 22 or the text about converting at 10 would seem pointless.

    Has the qualification item not been implemented yet or where can you get it from if it has?
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited January 2015
    Has the qualification item not been implemented yet or where can you get it from if it has?

    It's either broken on tribble or hasn't been implemented yet. I'm at 22 intel spec points and I can't do a thing with training officers in intel powers or the specialization. The blog also stated that the requirement to do that would be decreased to 20, which isn't reflected now on the intel progression bar on tribble.

    What it will look like will presumably be just the same as crafting training manuals for your profession. I haven't heard of anything special planned, nor can I easily imagine any odd requirements for intel/command crafting either.
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
  • birzarkbirzark Member Posts: 634 Arc User
    edited January 2015
    i transferred a new character and i am unable to make anything in the officer school in R&D the whole section for me is blank.

    Edit: i got it to work after some logging out but another issue with the system is under the abilities we should be able to filter by type such as intel, commander or profession instead of ending up with a long list to scroll down to find the ability we want.
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited January 2015
    I'd like to see less time to craft PADD's say 15 mins to an hour at the most, and I'd only like to see an EC cost. A minimum materials cost might be acceptable. I can train these abilities for near nothing now.
    Joined STO in September 2010.
  • intrinsicalintrinsical Member Posts: 208 Arc User
    edited January 2015
    Under the old (current) system, my science character can already train bridge officers in Gravity Well III because she has 6 ranks in the Starship Gravity Generators skill.

    With the new crafting school, not only do I suddenly loose the ability to train my BOFFs in Gravity Well III, I have to spend 22 specialization points in Command primary specialization just to regain the ability to train my bridge officers. That's equivalent to 22 levels in a specialization school that I may not want to use.

    Simply put, I do not want to put 22 points in Command just to unlock Rank 3 Training Manuals. I find this setup inherently unfair to players who prefer Intel over Command.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited January 2015
    Under the old (current) system, my science character can already train bridge officers in Gravity Well III because she has 6 ranks in the Starship Gravity Generators skill.

    With the new crafting school, not only do I suddenly loose the ability to train my BOFFs in Gravity Well III, I have to spend 22 specialization points in Command primary specialization just to regain the ability to train my bridge officers. That's equivalent to 22 levels in a specialization school that I may not want to use.

    Simply put, I do not want to put 22 points in Command just to unlock Rank 3 Training Manuals. I find this setup inherently unfair to players who prefer Intel over Command.

    You don't need to. You need 22 (or 20?) points in Command to make Rank 3 Training Manuals for Command Powers. And you definitely couldn't train Rank 3 Command skills before, since Command skills are completely new.


    To be able to make Gravity Well III Training Manual, you need a Science Officer with 6 ranks in Starship Gravity Generators. Just as before.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited January 2015
    i can see this getting certain abilities slightly easier if the manuals are trade able on the exchange. just look up the specific manual for the power you want
    victoriasig_zps23c45368.jpg
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2015
    Under the old (current) system, my science character can already train bridge officers in Gravity Well III because she has 6 ranks in the Starship Gravity Generators skill.

    I have to admit it is sad that I have to make a PADD to train a BOFF in an ability that I would currently teach directly...on the other hand now they'll never forget. It's a balance.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • toivatoiva Member Posts: 3,276 Arc User
    edited January 2015
    1) In agreement with most (if not all other posters here), I find 4 hours and 500 dilithium far too much for getting abilities you could previously train directly, only for a negligeable EC fee.

    2) The Boff only appearing, rare abilities (TBR3, TS3, BO3, Tyken3,...) have to be added asap. Currently a new player couldn't get any of them barring a rare Boff reward (Jem'Hadar comes with TS3, for instance).

    3) What I find clumsy and annoying is having to buy 8 same ability manuals whenever I want to craft the qualification to add a specialization to a Boff. Since they're always the 'base set' of abilities that get added to the Boff, why do I have to manually buy them every single time from the Boff trainer? Just give this qualification item an EC cost and it'll be more straightforward at least than having to craft it from single ability manuals you have to buy for EC anyway.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited January 2015
    I'm still having major issues with BOFF's trained in Intelligence and Command abilities. No matter how often, or in what combination, I put them in they still use the original set of abilities that they were trained in, or some variant of them.

    For example, Elisa Flores would still use her Tactical BOFF powers like Lunge III instead of the Command power that is actually slotted. In some cases she would use other different Tactical powers like Sweeping Strikes instead, even though I'd never slotted that in her abilities bar before. I also found that it wouldn't let me click on the powers myself using the UI buttons.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
  • hugin1205hugin1205 Member Posts: 489 Arc User
    edited January 2015
    I don't get why I have to train my captain in ground skills to be able to train my BOffs in engineering team or science team (and probably tac team as well)
    mind you, I have 14 toons, plenty of respecs left so I can retrain one for a short period, craft the stuff and then retrain normally. And there's always the exchange as well...
    But I still don'T get the reasoning behind it. Do something for your ship? Train a ground skill...

    And I am not sure if we'll be able to train certain skills (like aux to structure, reverse shield polarity 3,...)

    otherwise: I love the system. 500 Dil isn't excaclty cheap. On the other hand: I'll need less BOffs to get the builds I want for all my ships (so 2-3 BOffs per profession are enough), and I can use the romulan embassy BOff on every build now. So essentially, that's less Dil and Zen than before. And it'll be more convenient.
    So: if you don't mess up and skills change randomly (like power trays...) then this is a massive step forward! Brilliant idea, it has to be said!
    18 characters
    KDF: 2 tacs, 2 engs, 3 scis
    KDF Roms: 3 tacs, 1 eng, 1 scis
    FED: 2 tacs, 1 eng, 2 scis
    TOS: 1 tac
    all on T5 rep (up to temporal)
    all have mastered Intel tree (and some more specs Points)
    highest DPS: 60.982
  • architect13architect13 Member Posts: 1,076 Arc User
    edited January 2015
    New tribble notes included lower padd costs and crafting times. No mention about a mechanism of saving higher skills from boxed up boffs before their skills disappear.
    Have you tried the new forum on your phone?
  • erei1erei1 Member Posts: 4,081 Arc User
    edited January 2015
    New tribble notes included lower padd costs and crafting times. No mention about a mechanism of saving higher skills from boxed up boffs before their skills disappear.
    The cost is fine now IMO. Time not so much, it should be as close as instant (up to a minute is fine).
    [SIGPIC][/SIGPIC]
  • colonelchenchuancolonelchenchuan Member Posts: 0 Arc User
    edited January 2015
    No More Leveling TRIBBLE. Ive had it. I want no more. My game now consists mainly logging and micromanaging - ie mindlessly clicking - all these new "skill trees"

    Im not even bothering with Delta Rep.

    Please don't give me another thing I'll need to click so in 6 months to year I can do something I could already do before it was a boring grind/clickfest.
    [SIGPIC][/SIGPIC]
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2015
    Thank you Devs for your reduction of the dilithium cost and time required to make PADDs it is greatly appreciated, I'd say you're in the sweet spot overall.
    hugin1205 wrote: »
    I don't get why I have to train my captain in ground skills to be able to train my BOffs in engineering team or science team (and probably tac team as well)
    mind you, I have 14 toons, plenty of respecs left so I can retrain one for a short period, craft the stuff and then retrain normally. And there's always the exchange as well...
    But I still don'T get the reasoning behind it. Do something for your ship? Train a ground skill...

    And I am not sure if we'll be able to train certain skills (like aux to structure, reverse shield polarity 3,...)

    otherwise: I love the system. 500 Dil isn't excaclty cheap. On the other hand: I'll need less BOffs to get the builds I want for all my ships (so 2-3 BOffs per profession are enough), and I can use the romulan embassy BOff on every build now. So essentially, that's less Dil and Zen than before. And it'll be more convenient.
    So: if you don't mess up and skills change randomly (like power trays...) then this is a massive step forward! Brilliant idea, it has to be said!
    I actually found that amusing.

    My engineer has to get six ranks in "Repairs" which is ostensibly him fixing stuff to teach the highest level Engineering Team. Engineering Team is an ability where your crew ostensibly runs around your ship...and fixes stuff. That's actually a little immersion logic that I can appreciate.

    Now that I think about it, seeing as how an energy field would be instant and a team would take time to do work....shouldn't engineering team be the over time heal and things like Hazard emitters be instantaneous?

    No More Leveling TRIBBLE. Ive had it. I want no more. My game now consists mainly logging and micromanaging - ie mindlessly clicking - all these new "skill trees"

    Im not even bothering with Delta Rep.

    Please don't give me another thing I'll need to click so in 6 months to year I can do something I could already do before it was a boring grind/clickfest.

    Solely on the subject of the Delta rep, I basically managed to get through the whole thing from doing a storyline mission a day. Since those missions drop Delta mark boxes.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • toivatoiva Member Posts: 3,276 Arc User
    edited January 2015
    I have to note some characters are still plagued with the 'no available duty officer' bug on Tribble at the time of me posting this.

    Despite having plenty doffs that manage just fine any other task, the RnD missions to craft Training manuals don't recognise them for some reason. Thus the given person cannot craft highend boff abilities at all.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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