One of the five Sol Officers is the Helmsman -- who has control over movement of the ship in combat situations. There are 12 skills available to this Officer: Since the Helmsman has 5 levels, it means that you can only pick up to 5 out of these 12 skills. * The prime skillset it the Evasive Skill, which improves dramatically at level 5. The Helmsman levels up from Experienced -> Expert -> Master -> Veteran -> Elite
INITIATIVE: Its the total movement points you have in that round. Whomever has the most movement points for the round has the highest initiative. So this initiative skill artificially boosts it by 3 points. So eg. if you allocated 8 movement points for your ship, this makes it 8+3= 11 initiative points. This skill is especially good for slower ships. Indeed Locke, if the enemy has +30% to hit, but you have -30% on evasive, it essentially neutralizes each other. Other factors come into play as well, range, accuracy of the weapon itself, the Ma'Alaketh dampening field etc...
So my take on it is that smaller ships tend to go first over bigger ships, which helps weaker players, nice.
Take the Orchis Scout and add maneuverability and you'll be able to zip around the map. Speed is the key!
I think Evasive can be great, because once your opponent finds out you're hard to hit, they'll go target someone else. Think of the player psychology on it...
I'm thinking more of Orchis 4, with the skill Evasive 5 from the helmsman, plus the skills that enhance your sensor and weapon range, reduce the enemy sensor range, plus probably anything that gives bonus damage, accuracy 5. "Hit First, Hit Hard" * * and from a very long way away!
Trying to calculate how much initiative an orchis has if you put full power into movement. 18 power for the ship =18 initiative and the 2 point bonus = 20?
Actually it is a little more complex than that -- a Class III ship gets 2 movement for every power point applied to movement. I will post a chart soon so you can see how movement point ratios work.
Indeed, I need to post them. They aren't as important, because their skillsets are identical to Sol. Here's Genari's Helmsman chart:
Just a clarification, so if you put all power to shields and weapons (and scanners say) and had 0 for movement, the maneuverability skill would still give you movement points?
I stick to evasive on this officer, but I wish there was a way to know for sure that it's working. Since I don't have a PVP partner I can't tell if my opponent (in this case AI) misses the shot more than it should. But 30% is pretty nifty if it works.