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"Bridge" Officers


FuryoftheStars

Suggestion

Edit July 8th, 2021: A quick TL;DR (sorry, I posted this almost 2 years ago).  Basically, this was a suggestion for something similar to the new Captain system coming with 2.0, but also covering lower tier officers.  My original inspiration was a combination of Star Trek Online (multiple officers per ship; rank/level up) and Masters of Orion 2 (just flat bonus stats or abilities).  Not the idea of special combat moves or whatever that you can only achieve by having one of these officers and training them in these abilities, etc.

 

Original post follows:

 

(This post originally was going to be multiple suggestions on crews (such as decreasing crew requirements of turrets, notably low tech/small turrets... throwing that out there cause this suggestion results in an increase of crew), but after seeing the wall-o-text this turned into, I've decided to just do this and will post the others at a later time in separate threads.)

 

My suggestion is to add special officers that the player can hire to gain bonuses for their ship/station (from here forward just referred to as "ship") in various areas.

 

For those that have played Star Trek Online, that game's Bridge Officers is where I'm pulling this from, though mind you it has been years since I played (a quick read through their wiki suggests that they've changed a lot since then).

 

Basic concept would be the ability to hire officers to fill certain stations/roles (Tactical/Combat, Engineering, Science/Navigation, etc (don't know if mechanic type stuff should be rolled under Engineering or as a separate position?)) that would then give minor (but worth the trouble) bonuses respective to the position being filled (ie, Tactical/Combat would give bonuses to damage, rate of fire, etc, while Engineering would give bonuses to speed, maneuverability, etc, etc, etc).  These positions should require officers that have been trained specifically for that position (so no using untrained crew or generic officers).  They should require and use available crew slots.

 

If you really wanted to get fancy, make it so each officer is their own unique individual, each having their own set of bonuses and quality (much like weapons and system upgrades) and allow them to level, resulting in improving their given stats.  Having their stats randomized would be good, too, but the range that the RNG can pull from would need to be kept in check to keep them from becoming too overpowered (like some turrets...).  There can even be negative stats for some lower quality officers or officers with super strong bonuses, but these would need to be kept in check as well to not completely offset their bonuses.

 

There should be a maximum number of officers for each station/role (variable, see below).  Anything over this maximum adds no benefit (much like overstaffing the other crew positions).

 

As an optional, have there be a minimum requirement as well (variable, see below).  Rather than affecting moral like corporals, etc do, not meeting the minimum requirements for officers should result in some performance degradations related to that station.  The performance degradations should scale with the minimum requirement, though.  IE, instead of having a -50% damage debuff for having zero Tactical officers regardless of the minimum requirement, it should be something like -10% for having none when you only require one, and -50% for having none when you require 20, etc (and these values should have diminishing returns with a theoretical limit to avoid greater than 100% (or a lower figure) debuffs).

 

The maximums and minimums mentioned above should be based on ship size (determined through volume or other metric, like processing power/system upgrade slots) and current crew requirements, and applies to each officer station individually.  So for example, a small ship with a small crew probably shouldn't require any officers and only allow one or two max per officer station before capping or whatever, while a really large ship will have minimums and higher maximums, but these figures for each officer station will vary based on their respective crew compliments (example, a ship with 25 gunners/miners and 100 engineers/mechanics would have a minimum requirement of 1 Tactical and 4 Engineering Officers, and a maximum of 2 Tactical and 6 Engineering Officers).  I feel as though these numbers should not scale in a direct X for every Y (like corporals, etc), but rather more like how processing power and system upgrade slots are where each subsequent one requires more than the previous.  Minimum and maximum officers should also scale separately, not a direct min * X = max kind of deal, and perhaps even differently between each officer station (so a 5 slot, 25 gunner, 25 engineer ship could have a different Tactical Officer min/max than Engineering).  As another "if you really wanted to get fancy", also allow the player to specify a "focus" role of the ship, thus giving a boost to the min/max officers of that respective focus, perhaps at the cost of the min/max of the other officer stations.

 

Suggestions for the different officer stations/types and the different types of bonuses their type awards:

  • Tactical/Combat/Weapons Officer
    • Related crew positions: Gunners and Miners
    • General bonuses to turrets, to include damage, RoF, overheat/cooldown, rotational speed, range, etc
    • General bonuses to torpedoes, to include the above plus flight speed, acceleration, maneuverability, HPs, etc
    • General bonuses to security and boarding crew
    • General bonuses to hanger capacity, # of simultaneous launches per hanger (maybe a more rare trait if using unique individual officers?)
    • General bonuses to fighters, to include similar stats as turrets and torpedoes
    • General bonuses to pilots
    • Shield penetration chance (of your weapons to enemies)(I feel as though this shouldn't apply to weapons that wouldn't normally get this property, like chainguns and salvaging lasers?)
    • If "getting fancy" and using unique individual officers, then some rare/high quality traits could also include more drastic things like Individual Targeting for all turrets, etc
    • If using unique individual officers, then I feel as though weapon related bonuses should apply to all turrets, regardless of their crew requirements (ie, even turrets requiring mechanics/engineers should receive the bonuses to keep things simple), otherwise turrets that require mechanics/engineers should get these stat boosts from the Engineering Officer position (below)
    • Potentially separate the fighter/pilot/hanger related stats to a new Officer position (like Flight Officer) and similarly for security and boarding crews (though I'd suggest using existing Lieutenant/Commander/General positions?), but don't know if that might be starting to make things too complex
    • Could potentially also separate out miners to their own officer position with correct stat bonuses, but as with the rest, I don't know if this might be getting too complex

    [*]Engineering Officer

    • Related crew positions: Engineers and Mechanics
    • General bonuses to hull/shield HP, regen, etc (perhaps even to individual block durability)
    • General bonuses to speed, acceleration, maneuverability, etc
    • General bonuses to energy and energy storage amounts, rates, etc
    • General bonuses to production capacity, speed, etc
    • Shield penetration chance (of incoming fire on your ship)(should basically reduce (or increase if a negative trait) the chance of enemy fire with a chance of penetrating the shields of actually doing so, not a straight immune or not, if possible)
    • If "getting fancy" and using unique individual officers, then some rare/high quality traits could also include more drastic things like Shield penetration immunity (more so if the above percentage reduction of incoming enemy fire is not possible) or mechanics being able to replace destroyed blocks on a ship, etc
    • If NOT using unique individual officers, then general bonuses to turrets requiring mechanics/engineers similar to the general turret bonuses given by the Tactical Officer

    [*]Science/Navigation Officer

    • Related crew positions: ?? (maybe there doesn't need to be for this one to make it different from the others?)
    • In sector scanner range
    • Radar sector scan range of energy signatures (green dots) and mass (yellow dots)(potentially separate traits if using unique individual officers)
    • Loot collection range
    • Hyperspace jump range, cooldown, and calculation speed (though for the calculation speed, the base value may want to see an increase to be of value)
    • If "getting fancy" and using unique individual officers, then some rare/high quality traits could also include more drastic things like detection and highlighting of valuables in a sector, jumping rifts without the need of an Avorion hyperdrive, etc
Edited by FuryoftheStars
Added a TL;DR at the top
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I have no objections. Though, only if these officers are plentiful and the most useful ones are rare. Sounds like a good idea, but I don't think it is necessary.

 

Imagine having a boarding battle where you'd have to send more men to defeat your opponent's weaker ship because their tactical officers are highly skilled. Sounds fun to me. I think that the defensive security officers should be stronger than the offensive boarding officers so that the they have a greater chance of survival. Or not, since they're probably doomed anyway at 30% hull, lol.

 

If you developers are worried about people becoming obsessed with finding the best officers, lessen their strengths and weaknesses.

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Oh yeah, certainly not needed, but if we're going to have crew to the detail they have done so far, then it might as well be rounded out with the officers, too. :)

 

I feel as though that if these end up being implemented as just generic specialized officers that you hire to fill the roles (and they decide to introduce the minimums) just like many of the other crew positions, then yeah, they should be very plentiful and hired the same way as regular crew.

 

If these are implemented more as unique individuals, then I feel like the minimums may be a bad idea and the bonuses could be better and the officers a little bit rarer, but not a severe amount.  There could be multiple ways of finding them, from finding one sitting around on a station, to random solicitation, to even rescuing one from pirates (liberating them directly from a pirate ship or a ship under attack (and disabled/destroyed) by pirates, etc), finding them on random wrecks, etc.  I actually have some visions of Masters of Orion 2 as I say all that, combined a little with Star Trek Online.

 

Also in this case, I wonder if it'd be better if instead of the stat amounts being randomized, it's just which stat types the officer has that are.  Then the leveling system for the officers allows for increasing these stats and the rarity of the officer, so that in the end two officers with the same stat type at maxed level will have the same bonus value on that stat?  Well, maybe there should still be some randomization between the stat values, but yeah, they shouldn't be worlds different at max level (50% vs 200%, instead be more like 50% vs 65%).

 

EDIT: I also wonder if something like this could/should be extended to include the Captains, and maybe the other higher level crew (lieutenants, commanders, etc), and, and, and....  I'm getting too carried away now. :(

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1 hour ago, Blackhorse_Six_ said:

Too deep in the weeds ... Let's not ruin a great simple game by making it "just like That game" ...

It is a great simple game; however, looking into this proposal, it only seems complex because of the sheer volume of text.*

If it were implemented the only difference in gameplay to currently would be:

1.) You find a special crew member with nice stats (just percentages) and a random name

2.) You decide whether or not they're better or worse than your current setup, no different than selecting turrets or managing buy/sell prices in trade

Honestly, it would spice things up a bit to have 'Pirate Traitor'-esque missions more often - and this whole feature could just be turned on/off upon start anyway, negating worries of overcomplication. Even if it were on by default, it would be take-or-leave, just like when you dock with an Equipment Dock for some cheap turrets and see some hundreds-of-thousands-of-credits item that's way above your bank account, or even a cheaper upgrade you simply don't have to take.

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1 hour ago, FuryoftheStars said:

Yeah, sorry about that. 😕  I tend to get wordy when trying to give examples to help convey the idea. 😛

I would suggest simply referring to something already in Avorion with just one word or two, which gets the idea across with brevity.

Like how I compared your system to simply another tab in Equipment Docks, or basically just an expansion upon the '[Pirate faction] Traitor' random encounter.

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3 minutes ago, MoreChainguns! said:

I would suggest simply referring to something already in Avorion with just one word or two, which gets the idea across with brevity.

Like how I compared your system to simply another tab in Equipment Docks, or basically just an expansion upon the '[Pirate faction] Traitor' random encounter.

Yeah, it could probably definitely be simplified if made now, but I did create it 2 years ago. 😛  I don't think the pirate traitor events were a thing yet, and now we have the new Captains coming in 2.0.  I might edit it at some point to give a TL;DR summary at the top.

Edited by FuryoftheStars
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