So I hit LC2 and I'm chillin' with my default science ship. Is there a way to get a new ship without levelling up?
Also, quantum torpedoes are awesome. Also, as a science ship, I have two science consoles and I'm a science officer myself - that seems redundant as hell. Am I stuck doin' that forever?
Science! IMO they have the awesomest abilities. But if you prefer cruisers or escorts, you can buy one.
You can pick any ship type you like, regardless of your class.
So I hit LC2 and I'm chillin' with my default science ship. Is there a way to get a new ship without levelling up?
Also, quantum torpedoes are awesome. Also, as a science ship, I have two science consoles and I'm a science officer myself - that seems redundant as hell. Am I stuck doin' that forever?
You can buy a new ship anytime you have enough money (If you've been selling or feeding your replicator all your unused salvage you've likely got enough). Then it's just a matter or re-equipping your new ship with better toys. You can pilot any ship class with any officer, I've got a science officer piloting an escort right now.
So as a Science officer, I'm not at a disadvantage using non-science ships?
In that case, I really want to pick up an Escort and be a sciency captain in it. I have a shitton of ranks in Science ship piloting, though.
No, no disadvantage there. I don't have the numbers but I'd imagine you'd be at a slight disadvantage using science ships since it seems that your science abilities may overlap those of your bridge officers. Whereas going Escort or Cruiser you have extra consoles for different disciplines.
So I hit LC2 and I'm chillin' with my default science ship. Is there a way to get a new ship without levelling up?
Also, quantum torpedoes are awesome. Also, as a science ship, I have two science consoles and I'm a science officer myself - that seems redundant as hell. Am I stuck doin' that forever?
It isn't redundant at all. You need to think of console slots as a place to stick stat-increasing items.
For example, if you are a science vessel, you will probably be using skills such as tachyon beam and tractor beam a lot. Therefore, a wise decision would be to get a science console that gives you +deflectors or +emitters which are the stats that govern tachyon and tractor respectively.
As far as officer slots, you need to think of your bridge offers as your space abilities. For example: on the commander rank science vessel (tier 3), you have 2 science officer slots, 1 tactical slot, and 1 engineering slot. The officers you stick in those slots are what give you the majority of your space skills.
The only redundancy that exists is if you pick officers with the same skills. For example, you don't need or want two officers with the same rank of a skill. You don't want 2 officers with tachyon beam 1, because you can only fire the same rank of an ability once.
Hope that helps.
Lucascraft on
0
FandyienBut Otto, what about us? Registered Userregular
edited February 2010
Yeah, I have two tachyon 1 officers. I should replace that. I guess I just need more officer candidates; my Engineers could use some training, too; whats a decen tac officer ability for combat?
Also: what the hell do I do with all that stuff I've gotten from scanning anomalies? I have so much stuff for "research purposes", and I have no idea where to turn it in.
I'm wanting to add a "Game Resources" section to the new thread. What should I include? Please provide links and I'll add them to the new OP.
I'd recommend linking to the The Engines Cannae' Take It! blog. This is the most accurate, best written source of information on game mechanics that I've found.
You should probably also include links to one of these two lists of BOff skills:
Also: what the hell do I do with all that stuff I've gotten from scanning anomalies? I have so much stuff for "research purposes", and I have no idea where to turn it in.
You use it to craft shit. Take it to memory alpha (one sector "north" of Earth) and the scientists there will be able to craft better equipment (upgrade existing gear that you have) using it.
Or do what I do and drop it in the fleet bank so that anyone who cares about crafting can use it and drop their extra crafted goods back in the bank for me to use when I need it. Crafters get to craft, I get better gear without feeling like a thieving bastard.
Unfortunately, Tactical officers actually provide the weakest of all abilities. Their skills just don't pack the same punch as Engineering or Science officers. I would suggest taking "High Yield Torpedo" for your one slot on a science ship.
If you end up buying an escort and get a couple extra slots, you will probably want to take Fire At Will and also Rapid Fire for your cannons. By the way, if you buy an escort, make sure you load that sucker up with cannons.
Yeah, I have two tachyon 1 officers. I should replace that. I guess I just need more officer candidates; my Engineers could use some training, too; whats a decen tac officer ability for combat?
Also: what the hell do I do with all that stuff I've gotten from scanning anomalies? I have so much stuff for "research purposes", and I have no idea where to turn it in.
Fandyien, check out this thread for information on what to do with all the anomaly stuff. Short answer, it's not that great, although the equipment you can earn is somewhat helpful if you happen to have the right combination of anomalies.
So as a Science officer, I'm not at a disadvantage using non-science ships?
In that case, I really want to pick up an Escort and be a sciency captain in it. I have a shitton of ranks in Science ship piloting, though.
The big problem you're going to run into if you switch out of your science vessel is none of your Science BOffs will be able to use a space-based Science skill greater than the Lieutenant level, even in a T5 non-science ship. Presumably you are a Science captain because you want to play with cool science stuff. You will be severely limiting your ability to do this outside of a science vessel.
Also the science vessel will provide you with more console slots which can be used to buff both your own captain's science abiliites and those of your science BOffs. Also I'm not familiar with the captain's science abilities, but at least many of the science boff abilities depend on running a high aux power setting. Science vessels receive an aux bonus and running on high aux might not be a good match for Cruiser or Escort.
I'm wanting to add a "Game Resources" section to the new thread. What should I include? Please provide links and I'll add them to the new OP.
I'd recommend linking to the The Engines Cannae' Take It! blog. This is the most accurate, best written source of information on game mechanics that I've found.
You should probably also include links to one of these two lists of BOff skills:
I don't think I can add a single link to that post from what I have at home.
Robziel on
Do I look like the sort of man who'd go and find unsuspecting Japanese schoolgirls in short skirts and white panties and ask them if they want to see my "Cthulu Special"?
I just found this site, and the layout is great to find out which system improves which ability when you're not in-game. Also, when you click on a skill, It lists the entire set of abilities modified by it. I admit, I haven't looked at the rest of the site yet, but so far it looks decent.
-- Added FAQ with newbie questions and answers
-- Added basic ship descriptions and info
-- Added game resources section with links to cool and useful stuff
-- Added a section for upcoming game content and a picture of a hot borg lady. (I'd like to be assimilated by her)
-- Cleaned up and removed old and outdated information
Posts
In that case, I really want to pick up an Escort and be a sciency captain in it. I have a shitton of ranks in Science ship piloting, though.
Science! IMO they have the awesomest abilities. But if you prefer cruisers or escorts, you can buy one.
You can pick any ship type you like, regardless of your class.
You can buy a new ship anytime you have enough money (If you've been selling or feeding your replicator all your unused salvage you've likely got enough). Then it's just a matter or re-equipping your new ship with better toys. You can pilot any ship class with any officer, I've got a science officer piloting an escort right now.
Edit: beaten like a red headed stepchild.
anywho: No, no disadvantage there. I don't have the numbers but I'd imagine you'd be at a slight disadvantage using science ships since it seems that your science abilities may overlap those of your bridge officers. Whereas going Escort or Cruiser you have extra consoles for different disciplines.
It isn't redundant at all. You need to think of console slots as a place to stick stat-increasing items.
For example, if you are a science vessel, you will probably be using skills such as tachyon beam and tractor beam a lot. Therefore, a wise decision would be to get a science console that gives you +deflectors or +emitters which are the stats that govern tachyon and tractor respectively.
As far as officer slots, you need to think of your bridge offers as your space abilities. For example: on the commander rank science vessel (tier 3), you have 2 science officer slots, 1 tactical slot, and 1 engineering slot. The officers you stick in those slots are what give you the majority of your space skills.
The only redundancy that exists is if you pick officers with the same skills. For example, you don't need or want two officers with the same rank of a skill. You don't want 2 officers with tachyon beam 1, because you can only fire the same rank of an ability once.
Hope that helps.
Also: what the hell do I do with all that stuff I've gotten from scanning anomalies? I have so much stuff for "research purposes", and I have no idea where to turn it in.
I'd recommend linking to the The Engines Cannae' Take It! blog. This is the most accurate, best written source of information on game mechanics that I've found.
You should probably also include links to one of these two lists of BOff skills:
I'm sure you were already thinking of this, but you should include a link to the Star Trek Character Builder.
This Official Forum thread is a summary thread with links to a lot of important threads and a few outside websites.
You could also consider links to ScouseSandwich's Memory Alpha crafting thread and the Basic Klingon Play thread.
You use it to craft shit. Take it to memory alpha (one sector "north" of Earth) and the scientists there will be able to craft better equipment (upgrade existing gear that you have) using it.
Or do what I do and drop it in the fleet bank so that anyone who cares about crafting can use it and drop their extra crafted goods back in the bank for me to use when I need it. Crafters get to craft, I get better gear without feeling like a thieving bastard.
If you end up buying an escort and get a couple extra slots, you will probably want to take Fire At Will and also Rapid Fire for your cannons. By the way, if you buy an escort, make sure you load that sucker up with cannons.
Fandyien, check out this thread for information on what to do with all the anomaly stuff. Short answer, it's not that great, although the equipment you can earn is somewhat helpful if you happen to have the right combination of anomalies.
The big problem you're going to run into if you switch out of your science vessel is none of your Science BOffs will be able to use a space-based Science skill greater than the Lieutenant level, even in a T5 non-science ship. Presumably you are a Science captain because you want to play with cool science stuff. You will be severely limiting your ability to do this outside of a science vessel.
Also the science vessel will provide you with more console slots which can be used to buff both your own captain's science abiliites and those of your science BOffs. Also I'm not familiar with the captain's science abilities, but at least many of the science boff abilities depend on running a high aux power setting. Science vessels receive an aux bonus and running on high aux might not be a good match for Cruiser or Escort.
I don't think I can add a single link to that post from what I have at home.
I'm giving her all I've got captain!
http://www.trekdb.com/
Link
New Thread patch notes:
-- Added FAQ with newbie questions and answers
-- Added basic ship descriptions and info
-- Added game resources section with links to cool and useful stuff
-- Added a section for upcoming game content and a picture of a hot borg lady. (I'd like to be assimilated by her)
-- Cleaned up and removed old and outdated information