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Multi-Class Boffs

oneratsonerats Member Posts: 0 Arc User
I'm not sure whether or not this has been suggested before, and to be honest I haven't taken the time yet to completely decide whether or not it would be totally game breaking - but what if we had boffs that were multi-class?

For example, you might have an engineer that can be slotted into any engineering or universal seat, but also has the ability to learn and use up to Lt tactical abilities. Place that engineer into a commander engineer seat, and he has the option of using ensign or Lt tac abilities instead of engineering abilities in that slot. Any combinations could be used, but would always be limited to half their rank in their primary class (a commander engineer can only rise to use Lt tactical stuff).

This would vastly increase our build options, as it would effectively turn the first two slots in any seat into a universal slot (provided we possessed the appropriate Boff). There might be some balance issues, but to be honest I don't think giving relatively free access to ensign/lt level abilities will be particularly game breaking. It might however allow ships that are otherwise nearly useless for one reason or another to actually be made somewhat competitive.. non aux2batt cruisers that lack tactical seating could at least run two copies of FAW 2 for example.

What do ya'll think? Anyone able to think of any examples where something like this would be seriously overpowered for one reason or another?
Post edited by onerats on

Comments

  • oneratsonerats Member Posts: 0 Arc User
    edited March 2015
    Hmm. Nobody find the idea interesting, or just nobody able to come up with any potential issues?
  • scififan78scififan78 Member Posts: 1,383 Arc User
    edited March 2015
    1. You need to wait more than 20 minutes before believing no one has an opinion.

    2. The idea seems interesting though I personally think it would only work if your boff is slotted in a universal slot. EX: You train a Engineer boff with TT1. If you slot that boff in an engineer slot, you are restricted to the eng abilities. If you slot it in an universal slot, then TT1 becomes available.
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited March 2015
    Take any cruiser with two or three engineering stations (or a sci ship with the same in sci). Slot TT1, FAW2, EPTW3, DEM3 on your commander Engineering, and boom, you've solved the only problem with cruisers.

    This would make any ship with it excessively flexible, and highly detrimental to game balance. Once they take the 3 months to figure out how to code it, and 3 months to put it on a ship, I expect to see it in-game within 6 months, and working within 2 months of that... mostly. I mean, it does fit with their theme right now...
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

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  • oneratsonerats Member Posts: 0 Arc User
    edited March 2015
    Been a couple days actually, just happens to be about the same time :)

    Yeah, that'd be the other way to go about it. It limits it a bit more, but would still give a bit of extra flexibility and utility to those slots.

    It's interesting that not two days after I posted this they announced that they were reworking the specializations to work in a similar manner (for player characters). You can choose any two primaries, but the second one only works halfway up the tree. Very similar restriction, lol.
  • oneratsonerats Member Posts: 0 Arc User
    edited March 2015
    Take any cruiser with two or three engineering stations (or a sci ship with the same in sci). Slot TT1, FAW2, EPTW3, DEM3 on your commander Engineering, and boom, you've solved the only problem with cruisers.

    This would make any ship with it excessively flexible, and highly detrimental to game balance. Once they take the 3 months to figure out how to code it, and 3 months to put it on a ship, I expect to see it in-game within 6 months, and working within 2 months of that... mostly. I mean, it does fit with their theme right now...

    Well, cruisers were what I was mainly thinking of too. They tend to be the ones that suffer most from lacking particular stations. Looking at it the other way (having too many of a particular station), escorts like the defiant that have a useless ensign tac station could put it to use as something else.

    I don't know if it'd be particularly game breaking, as it's only Lt powers. It wouldn't give ships that don't have it the ability to run two copies of FAW 3 or Omega 1, or the ability to run Omega 2. But it might give them the functionality to do something worthwhile, as a ship that's only got a single Lt tactical station just can't do much of anything. Even with this, it wouldn't be anywhere near the "top", but it might make those using that ship regardless perform a little better.
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