Officer Spotlight: Sol Science Officer

Discussion in 'The Shipyard & Guides' started by Vesuvius_SWIE, Nov 10, 2016.

  1. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    One of the five Sol Officers is the Science Officer -- who has a mix of skills affecting offense and defense. There are 12 skills available to this Officer:

    0SCIENCEOFFC.jpg

    Since the Science Officer has 5 levels, it means that you can only pick up to 5 out of these 12 skills.
    * Two prime skillsets, shield overcharge and targeting, which improve dramatically at level 5.

    The Weapons Officer levels up from Experienced -> Expert -> Master -> Veteran -> Elite

    experience.jpg
     
    Last edited: Nov 11, 2016
  2. Jmp2x

    Jmp2x Member

    I love defensive. I would definitely choose shield overcharge and beef up my shields.
     
  3. Lesiak

    Lesiak Member

    Can you target enemy weapons without the targeting skill? How does it work?
     
  4. Kahless

    Kahless Member

    I'd take targeting. I hope Genari has that skill too!
     
  5. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Lesiak: No, only the targeting skill allows for precision firing on 'disabling' enemy weapons. When you fire a standard shot, there is a % chance of the weapon damaging critical elements, such as shields, sensors, weapons, engines, crew, 2x crew.
     
  6. SirSprout

    SirSprout New Member

    So all the percent chance stuff is a hidden die roll basically?
     
  7. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Yes indeed.
     
  8. Warshoe

    Warshoe Member

    Die rolls are my thing... yeah I agree with Jmp2 I'd pick the shield upgrade.
     
  9. Coser

    Coser Active Member

    What I'd like to know is this.

    Can you only take 1 level of the 'Specialist" skills, or can you take them multiple times for a corresponding boost each time?

    i.e. If my sensors have a standard range of 6, and I have a level 4 science officer on board, is my maximum sensor range 7, with 3 other bonuses, or can I get a sensor range of 10?

    [Edit.]
    I guess the answer is a maximum of 7, as the chief engineer has 2 separate levels in each of his specialist skills.

    Therefore I probably won't use them as I believe the reduction in the other skills holds you back more than the inclusion of a 1 or 2 hex based sensor advantage.
     
  10. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Specialist is only 1 level, you cannot stack it multiple times. (hinting: other races might be different, with level II etc...)

    I personally like Sensor shadow, even if minor, it can mean evading detection on hit and run attacks on bigger ships.
     
  11. Nickman77

    Nickman77 Member

    So it costs a total of 180 experience to upgrade a character to level 5 when you're a class 3 ship (which I believe is our starter). If you did it to all 5 characters it would be 900 experience. I noticed that class 4 ships cost about 1000 experience. I wonder if a fully upgraded crew on a class3 vs a class4 without upgraded crew, who would win?
     
  12. Coser

    Coser Active Member

    And if you upgrade your crew [all 5 officers] to level 5, then save up and go for a higher class ship, do you lose those officers?

    If so, I can easily imagine working on ship upgrades first so you do not waste experience on crew that you will be losing fairly shortly after they get to their most useful.

    I hope that the most sensible system is in place. If you lose your ship in battle, but save the crew thanks to the CMO, then you would have to return to the same class vessel they left, but if you are in 'drydock' and use experience to increase the class of your vessel, then your officers come with you and don't lose any skills or experience.

    If that's the case, then maxing the officers will take priority for me. I can take more time getting used to the game in low class vessels, and once I have a crew that works well together and I have the ability to command them well, that's when I would get the ability to requisition a better ship.

    Oh, Nickman77. I would personally give the edge to the upgraded crew. Fully experienced helmsman with L5 Evasion means you are not going to be hit as often, meaning shields are able to cope better. Engineer able to increase power means more shots per turn. Weapons officer means more hits. Type 4 Orchis could probably take on a class IV from the start. With a fully upgraded crew, I'd expect to push that out to a class V.

    No game is going to be much fun if you can only take on stuff of exactly your own level, you should be able to take on either fully equipped opponents of your own level, or minimised opponents of the next level up right away [IF you're good enough, of course] because always taking on the exact same as you or lower is going to be like shooting fish in a barrel, no matter what the game is.
     
  13. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    If you notice, the Class III ships have a lot lower requirement for upgrading officers. Mostly because I think players will gravitate towards more powerful ships than spend too much on officers at lower tiers. But if all officers were level 5 on a Class III ship, that thing can take on Class V destroyers if played right.
    But no, unfortunately the officers you have for your ship stay with that ship -- it would be easy cheating if you could transfer them to more powerful ships, thus saving you the much larger XP required.
    The way I see it, most players will dabble in officer skills they like, but really start going nuts on upgrading them once they've advanced to a more powerful ship that they enjoy, and start 'beefing it up'. I see a lot of Destroyer-class ships being most players' destinations.
     
  14. Coser

    Coser Active Member

    That's what I thought. However, I do seem to remember you having said something about a 'stable' of ships. So can I take it this means that if you do upgrade all your officers, then go for a higher class ship, the officers don't just get wiped, they stay with the ship and you can decide that you want to go out with them again at a later date?
     
  15. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Indeed, the stable of ships remain with you, and on my other post, it is likely that many players will have quite a few ships on their roster. Whatever officers you upgraded on those ships stay with them, indefinitely -- so you can always go back and play around with them. Also, if you get the fleet commander skill, you'll likely use those 'older' ships as your tag-alongs.
     
    Lesiak likes this.
  16. Lesiak

    Lesiak Member

    I'm excited to hear that.
     
  17. The Calamity

    The Calamity Member

    Regarding the crew of any said ship, the exp I gain in that ship with that crew can't be used on another vessel?? So each ship has its on exp pool?
     
  18. Coser

    Coser Active Member

    As I understand it, for your officers, yes. This is because you have to 'spend' experience to upgrade them like you need to when buying another ship. But what you use to upgrade you [the captain] is 'earned' experience, so that will carry over from ship to ship. Only resetting when the server resets, or you move to another server.
     
    The Calamity likes this.
  19. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Indeed Coser is right. The officers you upgrade stay on that ship, you can't move them to another (though there will be an option to move them to the same class of ship eg. move officers from Oslo Frigate to Gorshkov Frigate). If one had the option to move them to a more powerful ship, that would essentially be cheating, since it takes a lot more XP for officers to be upgraded on the next tier ship.
     
    The Calamity likes this.
  20. Lesiak

    Lesiak Member

    Makes sense!
     

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