I've just returned a couple of days ago after a long hiatus - not because of dissatisfaction with the game, but just boredom/interest in playing other stuff.
I looked over the new boff training system and most of this looks cool, but I wanted to get some clarification on training my boffs using my captain's abilities.
For example - I decided I wanted to shuffle around one of my engineers to have Emergency Power to Weapons 3. No problem, I've always been able to just click 'train officer' or whatever and presto changeo, they have EPW3.
But now the dropdown menu on their character sheet doesn't indicate that I can train them in anything despite me still having the required skills at the required levels. And you've never been able to buy those skills at the trainer, so...
A little Google searching reveals that for some reason the captain->boff training is now hidden in the Research and Development tab of the duty officer panel, and that it's now a project to train them. Ok, fine, let's have a look at the requirements.
To finally come to the point of this little story, I noticed that there's now an item I need to craft in order to teach him anything, which comes with a fee of 200 dilithium and 2500 energy credits. And a 30 minute time investment to build the item.
I want to make sure I'm understanding this process correctly because this seems like the most complicated, TRIBBLE-backwards method of training a boff with my captain that Cryptic could have possibly come up with. Is this seriously the way I have to do this now? I have to build an iPad for him to read (like, from scratch, in my ready room), and then have him read it and throw it out an airlock when he's done?
Or my other option is to go to the exchange and buy an iPad for $90,000, if I don't want to scrape together some dil to do something that's always been a accomplished with two mouse clicks.
Come on guys. You're streamlining a bunch of stuff and ripping out entire chunks of content, but this is something you felt improves things?
The unnecessary level of complexity here is confusing.
Lol
Had to laugh hard because of your your iPad analogy, you hit the nail on the top with it.:D
If you search the froum you'll probably find how "happy" we all were about the added dil costs.;)
With today's patch they all add another thing to it, now we can convert boffs into manuals.
This was necessary because under the new system boffs couldn't teach other boffs anymore and some skills were unteachable for a short time now.
Training Manuals are used to train BOFFs. Once you trained a power, it is never going away for that BOFF, he doesn't forget the power anymore.
Instead, you can select which power is "active".
To acquire training manuals:
You can trade them with other players, via the Exchange.
You can get the Rank 1 and Rank 2 abilities at BOFF trainers.
Rank 3 abilities you used to be able to rain you can make via Crafting. You need those PADDs to make them first, which cost Dilithium. The resulting manual can be traded, it is not bound.
After the next patch, you can also tell non-comissioned BOFFs in your inventory to create training manuals for you, similar to how you could use them to train other BOFFs before. If the BOFF is bound (like BOFFs you earn from reputations), the manual will also be bound (to character). The process is free (other that of course the BOFF goes away afterwards.)
You no longer need to level a skill a BOFF has owned - they are basically as if you had already maxed them out.
The more powers of a level you teach a BOFF, the higher the skill point cost.
The system adds a small Dilithium cost for training Rank III abilities, but in exchange, you gain a lot of flexiblity and can support more builds and build changes with fewer BOFFs.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
I'm happy with the new system -- now my science captain can craft Gravity Well 3 PADDs for my tac and eng captains, my tac captain can craft Omega 3, and so on.
No trading boffs around (which was not possible for all of them) and no worries about the trading process.
And the huge, important new feature: BOFFS REMEMBER EVERY SKILL THEY LEARN.
Teach a science boff Gravity Well 3 and Tyken's 3 and toggle them at will.
Teach a tac boff cannon, beam, and attack pattern skills and toggle them at will.
The complainers ignore that very nice new feature.
I said right off the top that most of the changes were cool.
I guess I'm a complainer because they took an action that required literally two mouse clicks and turned it into this mess.
yeah but every time you wanted to change your powers required a return trip to the skill trainer to swap out another ability which can be very tedious. I can switch abilities on one BOFF in an stf in between combat like i would change a weapon out. so much more flexibility with this system and i got to fire a few boffs in my roster because they were just there to take the place when i switched ships. The other cool thing is to be able to train any boff in a specialization, so the rommy embassy boffs can be used in intel stations to gain the additional bonuses without having to use the common intel boffs. (which only cost EC to make by buying some manuals and crafting an item for 30 seconds)
Comments
Had to laugh hard because of your your iPad analogy, you hit the nail on the top with it.:D
If you search the froum you'll probably find how "happy" we all were about the added dil costs.;)
With today's patch they all add another thing to it, now we can convert boffs into manuals.
This was necessary because under the new system boffs couldn't teach other boffs anymore and some skills were unteachable for a short time now.
Training Manuals are used to train BOFFs. Once you trained a power, it is never going away for that BOFF, he doesn't forget the power anymore.
Instead, you can select which power is "active".
To acquire training manuals:
You no longer need to level a skill a BOFF has owned - they are basically as if you had already maxed them out.
The more powers of a level you teach a BOFF, the higher the skill point cost.
The system adds a small Dilithium cost for training Rank III abilities, but in exchange, you gain a lot of flexiblity and can support more builds and build changes with fewer BOFFs.
No trading boffs around (which was not possible for all of them) and no worries about the trading process.
And the huge, important new feature: BOFFS REMEMBER EVERY SKILL THEY LEARN.
Teach a science boff Gravity Well 3 and Tyken's 3 and toggle them at will.
Teach a tac boff cannon, beam, and attack pattern skills and toggle them at will.
The complainers ignore that very nice new feature.
I said right off the top that most of the changes were cool.
I guess I'm a complainer because they took an action that required literally two mouse clicks and turned it into this mess.
yeah but every time you wanted to change your powers required a return trip to the skill trainer to swap out another ability which can be very tedious. I can switch abilities on one BOFF in an stf in between combat like i would change a weapon out. so much more flexibility with this system and i got to fire a few boffs in my roster because they were just there to take the place when i switched ships. The other cool thing is to be able to train any boff in a specialization, so the rommy embassy boffs can be used in intel stations to gain the additional bonuses without having to use the common intel boffs. (which only cost EC to make by buying some manuals and crafting an item for 30 seconds)