Babba hat geschrieben:Auf Pre-Release Screenshots würd ich mal gar nichts geben ;)
spielverderber^^
Hey ich bin ein Klingonischer Techniker^^ ich gehöre auch in den Maschinenraum^^
Babba hat geschrieben:Auf Pre-Release Screenshots würd ich mal gar nichts geben ;)
Styles hat geschrieben:Vego hat geschrieben:Hey ich bin ein Klingonischer Techniker^^ ich gehöre auch in den Maschinenraum^^
AHHHHH!!!
Weg da mit deinen Klingonischen Wurstfingern von MEINEM Warpkern!!!
Zitat von Glen
Just to put this question to rest, this is what we're currently thinking:
There are three departments: Science, Tactical/Security, and Engineering. Each has specialties for both ground and space; medical is the stand-out example of a Science ground specialty. This lets ground medical officers specialize in some other science field in the air, so they can be effective in both places.
You can work to rise in rank and command by sacrificing ground and space skills to buy leadership skills (which are useful in their own rights). Some ranks (above a certain one) require an minimum amount of leadership skills to achieve.
The captain (leader of the group/crew) is the one who steers the ship, so the "conn" specialty has become a number of options within the set of leadership skills that he can pursue.
Hope this clears a few things up.
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Admirals command Armadas in high level content.
Zitat von Eric
Wow, huge thread! I have to go home and I haven't managed to read the last couple pages, but I wanted to chime in with some background thoughts that might help explain where we're coming from.
First, every player chooses one of the three professions: Engineer, Science, and Tactical. As they progress in level, they can choose whether to improve themselves in their chosen profession, or to improve themselves in leadership. Leadership isn't a pure profession; it's something that players can take as much of as they want. When you get enough Leadership skills, you'll be eligible for a higher rank. (Getting the new rank isn't automatic, but having the necessary leadership skills are the first step.)
This system means that it will be perfectly practical to be a Science Officer who is only a Lieutenant-Commander, or a Tactical Officer who's a Commander, or an Engineer who's a Lietenant. Right now, we expect everyone will be automatically escorted up the ranks to the rank of Lietenant (or maybe Lieutenant-Commander) over the course of the first, say, 10 to 20 levels of play. The game will hand-hold players through the Ensign rank, in other words. Why do this? Because it's this is the lowest rank that you can plausibly be given a ship commission. Everyone knows that you can captain a crewed ship without having the rank of "Captain," but as an Ensign, you can't even command a runabout long-term. We want everyone to be eligible to have a ship -- at the very least, they will have a personal vessel such as a runabout that they can use for solo activities.
From there on out, if the player wants to focus on getting more leadership powers, they can. Or they can focus on increasing their profession. It is entirely up to you, and will be based on your playstyle, who you're playing with, and what your goals are. Certainly if you want to command the huge ships, you'll need to get higher ranks. But at the same time, that huge ship isn't going to be optimally efficient unless it has other people aboard it...
In general, the Leadership skills are most useful when you have a PC crew. Some of them are useful all the time, but there's a definite slant towards their utility in group situations. So if you plan to solo most of the time, you probably won't buy much Leadership -- and hence, you won't increase in rank.
This discussion was separate from the "captain steers the ship" discussion, but I wanted to clarify how things work a bit more. Now on to the ship-steering discussion:
Yes, there would be an NPC helmsman when aboard a large ship, just for verisimilitude -- he implicitly takes your orders.
Our original idea was just what you'd expected: the captain gives orders to the pilot. However, it turns out to be too impractical and frustrating for the captain: for one thing, suddenly we need a two-stage system for communication, so the captain can convey their orders to the pilot, and then the pilot can convey the orders to the ship. Second, it's sluggish, for the very reason that now two people have to be on the ball all the time. It doesn't play well. The crew on the show NEVER accidentally stop paying attention at a critical moment, but in real life, it happens a lot, and leads to frustration. Third, the pilot is really more in control of the ship than the captain. Sure, the captain can boot the pilot if he's excessively annoyed, but that's a pretty drastic step to take. In general, it seemed like the pilot was really the one with the moment-to-moment authority. We didn't like that.
There were other reasons as well. It's not as if we woke up one morning and said, "Let's just cut the pilot profession, it's dumb!" It happened over a long period of iteration... iteration which is still ongoing, by the way. I expect we'll see further advances over the next four to six months.
I'll read the rest of the thread in the morning... goodnight!
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Originally Posted by steve2001
To advance in rank, within any Profession, I imagine that some skill points (by whatever name) will need to be spent in COMMAND. If you want to be able to pilot a ship, then just spend as many skill points as you like in that branch of COMMAND skills. You can still be SCIENCE/ENGINEER/TACTICAL, and with some COMMAND, you can be a helmsman too.
Yep, this is exactly how we're thinking.
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