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 Post subject: Fleet Roles
 Post Posted: Fri Dec 11, 2009 11:42 am 
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Jedi Master
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It's been revealed that there will be three "classes" in STO, as well as three different roles for ships.

The classes are Engineer (Gold), Scientist (Blue), and Tactical Officer (Red). Looks like Tactical is now Red Shirt again for two reasons, Marketing and Culture. With the relaunch of the ST universe, people are now used to seeing Red Shirts as soldiers. Plus, it's always been a dream to beam down with 4 red shirts and start a betting pool who would die first, last, and who would survive.

Here's the basics. Most of this information is up on the STO Wiki page
http://stowiki.org/wiki/Main_Page

Engineers
Technician: Focus on buffs and debuffs. Their buffs focus on the entire group, unlike a Scientist.
Fabrication: Uses turrets. Most damage focused career for engineers.
Combat: Manipulates the battlefield for the advantage of the engineer.

Science
Researcher: Focuses on group debuffs, and buffs. Use emitters, to to do this. A researcher is especial helpful in large fleet actions and other pvp opportunities. Their ability to buff a large group also allows them to buff you Bridge Officers.
Scientist: Focuses on single person buffs, and debuffs.
Medic: Heal other players.

Tactical
Soldier: The Soldier is the most damage intensive class. They are the most direct attack class.
Security: Security acts as a tank in typical combat roles. Although Cryptic has said that conventional battle tactics will not be part of STO, security can take the most damage. However they must sacrifice some attack.
SpecOps: Special Operations has the unique ability to stealth. They can sneak behind enemy lines and attack from behind.

These roles are independent from the three classes of ships you eventually have access to: Escort Ships, Science Vessels, and Crusiers.

Escort Ships: These heavily-armed warships are built with the firepower to defend the Federation. Escort vessels are armed to the teeth, fast and maneuverable, which makes them a hard target to hit when they’re moving evasively. They are ill equipped to deal with advanced science or engineering tasks. Their lack of adequate medical facilities will hinder their ability to maintain their crew's health. Fortunately, they are so well armed and armored that their crew's health is seldom threatened.
Primary Role: Heavy damage ship, boasting incredible firepower for its size.
Special: Bonus to damage, speed and maneuverability; can load cannons; bonus to weapon power; extra forward weapon slot.
Examples: USS Defiant (DS9), USS Prometheus (ST:V)

Science Vessels:
Although Science ships lack the massive firepower of other classes, their technology grants them distinct advantages in combat. Their advanced deflector and sensors can easily identify and exploit weaknesses in enemy ships and target their subsystems, or even detect cloaked ships. Their deflectors can also be used to aid and repair ally ships, as well as control the pace of battle. These abilities allow them to provide superior fleet support, yet they are more than capable to complete missions on their own.
Primary Role: Fleet support, ally aid, battle control. Specializes in buffs, debuffs and control.
Special: Advanced shields, innate subsystem targeting, innate cloak detection; bonus to Auxiliary power. Cruiser Ships
Examples: USS Voyager (ST:V), USS Pasteur (ST:TNG finale)

Cruisers

Cruisers are generally the largest ships in Starfleet. Their size grants them access to advanced warp cores, which allows them to distribute a large amount of power across their subsystems; a large crew complement, which improves a ship’s repair rate, engineering bay, boarding party effectiveness, and so on; and a large inventory, which makes them great for long distance missions. Cruisers have a large warp core and crew complement. Their abundant resources allow them to adapt well to most situations and get damaged systems back online quickly. Cruisers can also support other ships with their massive power supply and crew. Out of combat, these ships' massive cargo holds and crew make them invaluable when it comes to transporting cargo or colonists, and re-supplying planets, space stations or other ships.
Primary Role: Lots of power; large crew complement provides quick repairs and boarding party tactics.
Special: Large Warp Core (power bonus); large cargo space (inventory); bonus to power in all systems; more weapon slots than Science vessels or Escorts.
Examples: Any ship named USS-Enterprise...

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 Post subject: Re: Fleet Roles
 Post Posted: Fri Dec 11, 2009 11:53 am 
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Now, personally, I like to play the Tank. I enjoy seeing how much trouble I can handle for my friends, wading through hordes of foes, taking their punishment and giving as good as I get.

I will not be playing a Tactical Officer who captains a Cruiser.

See, my problem is I'm also a role-player. While I do like the soldier/fighter style, for some reason Tactical Officers don't call to me here, and I find myself drawn towards the other two classes. I'm thinking of Engineer class, either Technician or Fabrication. For ships; yeah. Gimmi the Cruisers baby. More power for shields and weapons, more weapon mounts. Can't load Phaser Cannons like the Defiant, but that's okay.

More to come as Open Beta draws near...
:mrgreen:

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 Post subject: Re: Fleet Roles
 Post Posted: Sun Dec 27, 2009 10:40 am 
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I'm thinking Vulcan Soldier, I'm split between the ship types but am I thinking a Cruiser built to maximize boarding party tactics.

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 Post subject: Re: Fleet Roles
 Post Posted: Mon Dec 28, 2009 8:53 am 
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Zertz wrote:
I'm thinking Vulcan Soldier, I'm split between the ship types but am I thinking a Cruiser built to maximize boarding party tactics.


*ponders*

Without revelaing too much (DAMN, NDA! Only 2 more weeks!), that would work well I think.

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 Post subject: Re: Fleet Roles
 Post Posted: Mon Dec 28, 2009 6:55 pm 
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That excites me :P. I was afraid that Boarding would be sort of a tacked on feature rather than an option you could go for a fair bit.

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 Post subject: Re: Fleet Roles
 Post Posted: Tue Dec 29, 2009 1:56 pm 
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Zertz wrote:
That excites me :P. I was afraid that Boarding would be sort of a tacked on feature rather than an option you could go for a fair bit.


Well, they've said that direct "Player Ground Combat" boarding actions during naval actions are not in game yet. But there is something in there that your build thoughts will fit into with boarding teams...

More in 2 weeks.

:wink:

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 Post subject: Re: Fleet Roles
 Post Posted: Sat Jan 02, 2010 1:18 am 
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I'm thinking cruiser (who isn't at least a little bit?), and either an engineer to maximize my survivability or a tactical officer to be able to dish it out as well as take it. We'll see if I fall back into my MMO tanking ways or not :)

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 Post subject: Re: Fleet Roles
 Post Posted: Tue Jan 05, 2010 8:50 am 
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FYI -

Generally speaking -

Escorts = Tactical
Exploration = Science
Cruisers = Engineering

That's been revealed publicly already - not sure if the reasons WHY those are generally the way its works has been and I don't feel like violating my NDA just yet:/

Though mixing and matching as it where would create some interesting possibilities.

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 Post subject: Re: Fleet Roles
 Post Posted: Tue Jan 05, 2010 9:00 am 
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giarmdok wrote:
FYI -

Generally speaking -

Escorts = Tactical
Exploration = Science
Cruisers = Engineering

That's been revealed publicly already - not sure if the reasons WHY those are generally the way its works has been and I don't feel like violating my NDA just yet:/

Though mixing and matching as it where would create some interesting possibilities.


Well, that's what the ships focus on for Bridge Officers and equipment/roles, there's no rule stating a Captain with a Researcher background can't captain an Escort ship.

I'm planning to mix and match.
:mrgreen:

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 Post subject: Re: Fleet Roles
 Post Posted: Tue Jan 05, 2010 9:38 am 
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I got to play a Engineer for a few hours last time I got in. I think I will try science next.

RP wise I'd be the 'tank' - an Engineer in a big cruiser built to soak it up. This is still what I'm leaning towards.

Science might be interesting - but I'd worry about those times you had to solo so I kinda want to see how it plays. But I like the idea of defeating them with more than just phasers and torpedoes.

I reserve the right to change my mind repeatedly up till release:)


I do think tactical in an escort ship built around handling would be a lot of fun too. Dangit - too many choices!:)

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 Post subject: Re: Fleet Roles
 Post Posted: Tue Jan 05, 2010 10:28 am 
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I think Science Vessels will be very satisfying solo with their ability to basically shut down opponents.

They're kinda a mezz-class of ship, with the right officers.

And when Open Beta hits next week, I'm going to be trying different ships and careers than my Main once the game goes live. I don't want to play the same thing three times in a row.
:mrgreen:

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 Post subject: Re: Fleet Roles
 Post Posted: Mon Jan 11, 2010 8:49 am 
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I'm gonna jump the gun just a little ....

So based on closed beta so far I'm leaning more towards science than engineering in the science ship. Open beta I might fiddle around with Engineer again but I want to try a couple different science "builds" that are floating in my head to see how they work out.

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 Post subject: Re: Fleet Roles
 Post Posted: Tue Jan 12, 2010 12:15 am 
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I will likely be some flavor of Vulcan Engineer, probably Teechnician.

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 Post subject: Re: Fleet Roles
 Post Posted: Tue Jan 12, 2010 7:59 am 
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Adam500 wrote:
I will likely be some flavor of Vulcan Engineer, probably Teechnician.


A fine choice. Seeing as I'll be going with a Vulcan Combat Engineer,

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 Post subject: Re: Fleet Roles
 Post Posted: Thu Jan 21, 2010 10:29 pm 
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I am currently enjoying the open beta and considering buying the game. I was kinda curious to see what class everyone was thinking of playing. I notice in the early open group matching when I am with random people most tend to be engineers. Which was odd being as its the mostly tank class i picked one thinking there would not be as many. Have you guys noticed much of a trend as to what will be the shortest supply class. I don't mind what I play picking one that the guild could use. They all seem appealing to me.

Maybe with Star Trek being so tech oriented maybe there is a larger interest in engineering and science so unlike every other mmo where 75% of the player population hose dps classes.

As for the beta I did hit 11 and designed my new ship. But I am trying to leave it in dock so if i do buy the game taking the new ship out of the docks for the first time will be a new experience for me. So i will probably be hopping around with different alts when I am on.


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