Topic: Ledendary Officers are too Powerful in SFC3...  (Read 5398 times)

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Magnum357

  • Guest
Ledendary Officers are too Powerful in SFC3...
« on: February 01, 2004, 02:00:27 pm »
I was playing a few games last night on GSA with the GAW mod, and we have come too a conclusion about Officers.... Legendary Officers are TOO powerful.  Does anyone know if their is a way too remove them in the game?  I know some people like them, but I think they create too many Lopsided games, especially with the GAW mod.

NannerSlug

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #1 on: February 01, 2004, 02:15:08 pm »
this is why there are no legendary officers for the Generations campaign.

that said, we are considering putting in legendary medical officers to prevent crew from dying off.

Magnum357

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #2 on: February 01, 2004, 02:30:13 pm »
I can see using Legendary Officers for Medical needs, but couldn't they be used aswell for other duties?  They do have combat capabilities like any other officer.

The_Pelican

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #3 on: February 01, 2004, 02:44:43 pm »
Actually, the increase from Expert to Legendary isn't that great, it's just a myth that you require Legendary Officers for your ship to be something special. I have a list of the changes for each officer depending on their level somewhere. There is in fact a gradual increase from Basic to Legendary.

NannerSlug

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #4 on: February 01, 2004, 02:46:33 pm »
you dont get multivolley and a bunch of other stuff until you reach legendary.

i would be interested in seeing the chart, however. (compare notes to my chart)

thanks!

Sirgod

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #5 on: February 01, 2004, 03:59:45 pm »
I would like to see that also actually. If nothing else Just to print out and have as a handy Referance tool.

Stephen

Toten

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #6 on: February 01, 2004, 04:11:00 pm »
IMHO its not that legenary officers are too powerful its just that they should be incredibly RARE.

And the skills advancement should be very slow.

The game should be based around the ship, not the officers.  

Death_Merchant

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #7 on: February 01, 2004, 04:20:21 pm »
Quote:

IMHO its not that legenary officers are too powerful its just that they should be incredibly RARE.

And the skills advancement should be very slow.

The game should be based around the ship, not the officers.  



The game mechanics (PP earning, officer advancement) favor nutters. Someone who spends all day playing will not only have a better ship, but better officers. That's the way it is.

If the goal is to "even the field", perhaps advancement should not be slow, but very very fast? Let everyone have Legendary after an hour or two...no advantage to anyone.  

Toten

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #8 on: February 01, 2004, 04:43:47 pm »
You can make settings such that advancement is very low.  It is not based upon points earned per mission from my understanding but from missions done x a percentage chance to advance.

Yes this favours nutters, but nutters will also have officers die proportionate to the play time.  I would hope it may cancel out.  

The_Pelican

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #9 on: February 01, 2004, 04:59:27 pm »
Warp Technology: Impacts Powerplant Output
100%
102%
104%
110%
114%
125%

Impulse Technology:  Impacts Speed of Vessel
70%
100%
105%
110%
120%
140%

Weapon Systems:  Impacts Rate of Fire of Weapons
80%
100%
110%
115%
120%
145%

Find Weakness:  Impacts Damage of Weapons
90%
100%
105%
110%
120%
130%

Piloting:  Affects Acceleration and Turning
70%
100%
105%
110%
120%
140%

Hmm, perhaps I was wrong, the Legendary Officers do have quite an advantage over Expert Officers in Speed/Maneouvrability.

Other notes, Triple Fire increase damage to approximately 125% of normal - NOT 300% as some people believe. Although I'll have to test that myself, I got the information from someone else.

Overloading a Weapon increases the damage up to 150% standard, but will require twice as much power. Applies to all weapons.

Polaron Torpedoes do NOT Triple Fire, contrary to what most players think.

Never tested the Rate of Fire thing actually, the stats should be accurate, whoever discovered these numbers spent an age going through the various stats.
 

NannerSlug

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #10 on: February 01, 2004, 05:12:41 pm »
thanks pelican. ill post mine after superbowl.

btw, you are right. polran does not triple fire.

toten, you are correct.. the game should be about the skill of an individual captain, not who has the most uber crew.

MrCue

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #11 on: February 01, 2004, 06:17:58 pm »
Quote:

whoever discovered these numbers spent an age going through the various stats.



Aenigma?
They look almost exactly like the stats he came up with for BC's officer simulator.

EE

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #12 on: February 01, 2004, 07:22:20 pm »
So level 5 officers are the highest you can get? Cool, no complaints there. At least I know some of my officers are as high as they can get in some fields, I was wondering why they did not raise levels

Magnum357

  • Guest
Re: Ledendary Officers are too Powerful in SFC3...
« Reply #13 on: February 01, 2004, 10:48:15 pm »
Yes, I agree aswell.  I can live with officers up too expert, but these Legendary Officers are just way too imbalancing in my opinion.  Especially the Triple file option, I mean, that feature kinda takes away the strategy of the game/mod that you are trying too play.  And frankly, I sort of think its a little unrealistic.

I just wish their was a way you could get rid of the GSA Legendary officers because I have played a few times with just standard Skilled officers on GSA with other people and its a lot more fun then playing with all Legendary officers.  Heck, I have played against apponents on GSA that are loaded with all Legendary officers in a DD that beat me while I'm in a CA with hardly any Legendary officers.  

Actually, I think Taldren (if they ever release an official Patch) should etheir down grade the Officers some or just take out Legendary Officers all together.

Lieutenant_Q

  • Guest
Re: Legendary Officers are too Powerful in SFC3...
« Reply #14 on: February 01, 2004, 11:37:18 pm »
Something on Leg Officers, If anything I think Volley fire should be available to people below Legendary.  Anyone with any skill should be able to fire volleys, but there are times where I dont want to fire volleys cause I want the target in one piece.  Volley fire should be an option to turn on and off, and perhaps you can control the number of Torps you fire.  I think I've seen Klink volley 4 photons, but that was before the beta patch.  Boost the sheilds a bit and allow Volley fire to do the full damage per torpedo hit.  One thing is for sure, Id never let a Romulan carrying anything bigger than a Light Plasma torp to tractor me again.   But you counter the increased power by limited supplies, so weapons that cant volley (Myo beam, Ion Cannon, Tach Pulse) have a slight advantage as they can operate away from supply for longer, but they cant do the damage that Torpedo based weapons can do.

Anyway, thats my Two cents on the issue (well actually thats more like a nickel adjusting for inflation    

NannerSlug

  • Guest
Re: Legendary Officers are too Powerful in SFC3...
« Reply #15 on: February 02, 2004, 01:05:19 am »
multivolleys!!


IEEEE!

run for the hills kiddies!

you can tell what isnt my favorite part of sfc3. hehe.

Sirgod

  • Guest
Re: Legendary Officers are too Powerful in SFC3...
« Reply #16 on: February 02, 2004, 01:17:45 am »
Quote:

multivolleys!!


IEEEE!

run for the hills kiddies!

you can tell what isnt my favorite part of sfc3. hehe.  




remove Legendary Officers, MultiVollies, and Bring Back Magic Photons.


<awaiting at the door for the Lynch Mob>  

Stephen
 
 

Bonk

  • Guest
Re: Legendary Officers are too Powerful in SFC3...
« Reply #17 on: February 02, 2004, 03:27:38 am »
LOL, same thing happens in EAW or OP with legendary weapons officers. It can be a real pain, your ship can go pop just like that, before you even know what is happening... Or phasers that hit for damage at range 30... The problem is that connection issues in mission (host left message) can produce the same effect: known as "The double fire bug". Any mission scripts that used legendary weapons officers are gone now I believe...

Correct me if I'm wrong, but I do not recall legendary weapons officers allowing all weapons to be fired twice per turn in SFB, I think perhaps there was just a modifier to hit? Again, deviation from a well tested game seems to be the problem...  

jimmi7769

  • Guest
Re: Legendary Officers are too Powerful in SFC3...
« Reply #18 on: February 02, 2004, 07:49:04 am »
Quote:

LOL, same thing happens in EAW or OP with legendary weapons officers. It can be a real pain, your ship can go pop just like that, before you even know what is happening... Or phasers that hit for damage at range 30... The problem is that connection issues in mission (host left message) can produce the same effect: known as "The double fire bug". Any mission scripts that used legendary weapons officers are gone now I believe...

Correct me if I'm wrong, but I do not recall legendary weapons officers allowing all weapons to be fired twice per turn in SFB, I think perhaps there was just a modifier to hit? Again, deviation from a well tested game seems to be the problem...  




The best one is the Phaser-3 from fighters at range 15 firing through an ECM shift of 2 that tear your shield down.  Now THATS magic!!

As for the SFB Legendary weaps officer; originally he gave you a shift of 2 for the better on your die roll.  This was changed to giving you 4 ECCM in the latest edition of the rules.

DH123

  • Guest
Re: Legendary Officers are too Powerful in SFC3...
« Reply #19 on: February 02, 2004, 01:24:16 pm »
Quote:



The best one is the Phaser-3 from fighters at range 15 firing through an ECM shift of 2 that tear your shield down.  Now THATS magic!!






I'm certain those are the Phaser 2s that make the Caveat "magical."  Hornets do  not do this.