Civilian Class (work in progress, please reply!)

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Lizzy
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Civilian Class (work in progress, please reply!)

Postby Lizzy » May 4th, 2014, 1:29 pm

Merchant/Miner
Merchants/Miners replicate many of the functions the more commonly encountered NPCs found throughout the game.
Trade
• In addition to being able to trade Energy Credits and Latinum (as in common with other players), Merchants can also unlock the ability to trade in a new 'Trader currency' and if members of a Fleet, Fleet Marks and Fleet Credits.
• Merchants can also unlock the ability to trade items with other players that are normally 'bound to account', even some 'bound to character'. Amongst these are Reputation sponsorship tokens.

Commodities

• Merchants can buy commodities cheaper than all other players (in most circumstances).
• Commodities are now cheaper in some areas than others. The price of commodities from any given source is always based on the 'market value', which is influenced by your allegiance and the allegiance of the Zone you are in (see Allegiance).

Ships
• Merchant ships are very recognisable. They have very poor turn rates, impulse and warp engines (rarely do they ever exceed Warp 4).
• They have poor hull strength and a low shield modifier.
• All Merchant-class ships have built in bank slots. These are accessible only when the player is on bridge of that ship or has that ship selected. Their number is fixed for each ship, but varies according to ship Rank and cannot be increased. If the ship is dismissed, anything left in the ship bank slots will be lost.
• As ship Rank increases, armour improves slightly and ships become less vulnerable to subsystem targeting and sensor debuffs.

Space and Space Combat
• Merchants great strength in space combat is their ability to call on support craft. These are grouped into three types:
• Distress Call. (Examples include the 'Nimbus Pirate Distress Call', 'Romulan/ Reman Distress Call', etc. There are also new options such as 'Federation and Klingon, but also Borg and Undine. These last two work by your ship mimicking a Borg/Undine Distress signature (however, unlike other Distress Call ship, these ships will attack both 'friend' and enemy vessels.
• Support Vessel. (These are special vessels that are NPC exclusive ships; they are not normally found elsewhere: Tractor-beam Tug, Xindi craft, etc).
• Fleet members. (In specially circumstances, these can be called into the mission from sector space and social areas, even if the mission has already begun

Race Abilities
• Certain races have the ability to unlock special reputation projects for access to additional abilities
• Cardassians can unlock 'Tailor' ability (you are now a tailor. also further options to unlock unique reputation costumes).
• Ferengi can unlock 'Lobes-for-business' (TBC)
• Yridians/ Horta can unlock 'Prospector' ability (chance for 'trace-sample' mini-game to 'be replaced with 'dilithium-mining' mini game when complete most missions).


Rogue/Mercenary
Playboys, soldiers-of-fortune, junkies, dropouts, hippies, cage-fighters, thieves, mutineers, refugees; they are all examples of this class.

Ground combat
• Rogues weapons are usually customised, much loved by their owners, and rarely found anywhere else. In ground warfare, Rogues greatest strength is not in numbers or firepower; they are specialists in exotic damage, illegal.
• Have access to illegal/dangerous weapon/device types (eg: 'What's this? Well it's sort of four grenades - plasma, anesthizine and shock - all rolled into one... but with an AoE affecting both friend and foe).
• Has a larger variety of kit options than any other type of character, but fewer kit 'points'. Weapons are more powerful, but less reliable (eg: want to fabricate a phaser turret? Great, no problem. You can replicate three, or even a GIANT one... but there's a ten percent chance it will blow up in your face, causing damage to you and all around you!)

Ships
• Typically, Rogue's ships are small, highly manoeuvrable and very fast.
• They have fewer weapon slots compared to other ships (four at the front, two at the back), but the ships themselves have a built in high [CrtH].
• What marks them out from all other ships however, is their 'universal console slots'. (The typical ship might have: 2 eng, 2 sci, 3 tac and 4 universal console slots). These are only used for Universal Consoles.
• Tend to be good at debuff and placate.

Pirate/Raider

Civilian/Diplomat
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