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Specific Crew Buffs - Quipment

Greetings Captains,

We are aiming to improve the Quipment feature in STT. The team would like to know your feedback regarding the crew you would suggest being targeted for Quipment buffs.

Some examples include crew like Shinzon and The Bynars. Let us know more crew who could use some personal Quipment and buffs.

Drop your suggestions, Captains!
LLAP

Comments

  • Sven LundgrenSven Lundgren ✭✭✭✭✭
    Any of the Legendary crew from the first 2 years.
  • Mirror CartmanMirror Cartman ✭✭✭✭✭
    edited January 18
    First the top single skill crew.

    Demo Man Scotty.
    Dr 'Bones' McCoy.
    Tribble Captain. Traits Tribble, Crafty

    Make it so that these can be quipped in all four slots with legendary Quipment.

    Then the Exclusive Crew, the ones we have to go to extra efforts to get.
    I believe there are 48 of these.
    https://sttwiki.org/wiki/Category:Exclusive_Crew

    Honor hall crew (12)- e.g. Tribble Captain again.

    Voyage exclusive crew (12), e.g. One way ticket Chapel, Grady.

    The Merge Crew (6). Lizard Janeway, Indulgent Seven, The Bynars (already done), Reunion Spock and Kirk, Tuvix and The Duras Sisters.

    Collection Exclusive Crew (3), Scapegoat O'Brien, Lucille Davenport, Data and Spot.

    Captains Bridge Exclusive (3), Demo Man Scotty, Frantic McCoy, Chances Taken Kirk

    Commanding Officer Sisko (1), 3* achievement for creating a captain name.
    Quinn (1) exclusive from Episode Ten. traits Q Continuum, Writer or Prisoner

    Gauntlet Exclusives (10), e.g. the Red Angel, Balok
  • DScottHewittDScottHewitt ✭✭✭✭✭
    All of the above are good suggestions.

    +87
    What if I told you not every single nit needs to be picked literally to death?
  • Mirror CartmanMirror Cartman ✭✭✭✭✭
    edited January 18
    Going back to my first point above.

    We have specific Quipment for 1 and 2* crew.

    We could also have specific Specialist Quipment for single skill crew.
    e.g. McCoy's Specialist Scalpel for single skill Med.
    Seven's specialist sextant for single skill Science.

    This might off balance single skill cadets (at least 13) but would mean the Quipment would not have to be trait specific.
  • AviTrekAviTrek ✭✭✭✭✭
    I'd like more high value 2 skill quipment. Right now thinking about secondary skills is pointless. But if I can boost a secondary skill enough then I could potentially be running 2 crew with a skill while still having 3 different primary skills. That lets me run 4-5 skills in a single run, or have crew to switch off instead of using the same crew back to back.
  • More than quipment, the continuum component rewards needs to be rebalanced.
  • DScottHewittDScottHewitt ✭✭✭✭✭
    More than quipment, the continuum component rewards needs to be rebalanced.

    +87
    What if I told you not every single nit needs to be picked literally to death?
  • AviTrekAviTrek ✭✭✭✭✭
    I'll go back to the original idea Quipment idea and say, expend quipment beyond base and proficiency.

    I want to see ship ability quipment
    +5% to hull repair
    Reduce cooldown time by 1 second
    +25% instant damage
    +1 attack
    Increase passive crit rating or bonus

    Do something that can change up FBB and Arena. Some of these would be super popular during skirmishes too.

  • Kim_Novak.IIKim_Novak.II ✭✭✭✭
    First the top single skill crew.

    Demo Man Scotty.
    Dr 'Bones' McCoy.
    Tribble Captain. Traits Tribble, Crafty

    Make it so that these can be quipped in all four slots with legendary Quipment.

    Why? They can solve two consecutive nodes even if they're only partially quipped as they are now. They can get a shuttle to 99%. They don't need any more quipping.

    exactly what I thought when reading this 😂
  • First the top single skill crew.

    Demo Man Scotty.
    Dr 'Bones' McCoy.
    Tribble Captain. Traits Tribble, Crafty

    Make it so that these can be quipped in all four slots with legendary Quipment.

    Then the Exclusive Crew, the ones we have to go to extra efforts to get.
    I believe there are 48 of these.
    https://sttwiki.org/wiki/Category:Exclusive_Crew

    Honor hall crew (12)- e.g. Tribble Captain again.

    Voyage exclusive crew (12), e.g. One way ticket Chapel, Grady.

    The Merge Crew (6). Lizard Janeway, Indulgent Seven, The Bynars (already done), Reunion Spock and Kirk, Tuvix and The Duras Sisters.

    Collection Exclusive Crew (3), Scapegoat O'Brien, Lucille Davenport, Data and Spot.

    Captains Bridge Exclusive (3), Demo Man Scotty, Frantic McCoy, Chances Taken Kirk

    Commanding Officer Sisko (1), 3* achievement for creating a captain name.
    Quinn (1) exclusive from Episode Ten. traits Q Continuum, Writer or Prisoner

    Gauntlet Exclusives (10), e.g. the Red Angel, Balok

    I disagree with half and agree with half this list.

    Disagree:

    First the 3 Single Crew can be fully equipped with CURRENT gear. Plus they can solve Elite nodes without any Equipment. They shouldn't be given any more thought.

    Captain Bridge crew and Voyage exclusive already have great stats and don't need additional stat boosts that are not already in the game.

    3* shouldn't be given any additional effort. Let them stay frozen. With all 4 slots open, 2* can complete all the nodes with the current Equipment.

    Agree part: ALL OLD CREW.

    Fusion Crew, Collection Exclusive, some Honor and Gauntlet crew could use a refresh and boost. Most are 4+ years old and aren't valuable.

    Ideally, I think Kahless should be given the ability to use an exclusive sword. My biggest complaint about the Equipment is he can't use his own freaking sword.
  • Kim_Novak.IIKim_Novak.II ✭✭✭✭
    First the top single skill crew.

    Demo Man Scotty.
    Dr 'Bones' McCoy.
    Tribble Captain. Traits Tribble, Crafty

    Make it so that these can be quipped in all four slots with legendary Quipment.

    Then the Exclusive Crew, the ones we have to go to extra efforts to get.
    I believe there are 48 of these.
    https://sttwiki.org/wiki/Category:Exclusive_Crew

    Honor hall crew (12)- e.g. Tribble Captain again.

    Voyage exclusive crew (12), e.g. One way ticket Chapel, Grady.

    The Merge Crew (6). Lizard Janeway, Indulgent Seven, The Bynars (already done), Reunion Spock and Kirk, Tuvix and The Duras Sisters.

    Collection Exclusive Crew (3), Scapegoat O'Brien, Lucille Davenport, Data and Spot.

    Captains Bridge Exclusive (3), Demo Man Scotty, Frantic McCoy, Chances Taken Kirk

    Commanding Officer Sisko (1), 3* achievement for creating a captain name.
    Quinn (1) exclusive from Episode Ten. traits Q Continuum, Writer or Prisoner

    Gauntlet Exclusives (10), e.g. the Red Angel, Balok



    Ideally, I think Kahless should be given the ability to use an exclusive sword. My biggest complaint about the Equipment is he can't use his own freaking sword.

    same goes for Janeway's coffee - casual trait, none of which Janeway has!

    Maybe that's the point
  • DScottHewittDScottHewitt ✭✭✭✭✭
    If they wanna "make old Crew useful again", then how about PERMANENT Quipment for specific Crew that brings their "power-creeped" Stats closer to more current Crew?

    Otherwise:
    Am I missing something? Why would I use the Bynars or Shinzon, even quipped? Why not just quip a useful crew? I only casually do the new feature since I don't like how it means I can't have my best crew on a voyage if I need them for missions.

    What if I told you not every single nit needs to be picked literally to death?
  • WebberoniWebberoni ✭✭✭✭✭
    edited January 21
    Am I missing something? Why would I use the Bynars or Shinzon, even quipped? Why not just quip a useful crew? I only casually do the new feature since I don't like how it means I can't have my best crew on a voyage if I need them for missions.

    I'm with you. I put the 2 best Quipment on my 6 chosen crew when the event starts, refresh every roughly 2 hours using 90-99 chrons (less in the morning after filling much more while sleeping), and am done clearing the four missions on all three difficultry tiers in 48 hours or less. I might wind up needing an extra 1-2 Quipment on certain crew for Epic difficulty (especially when there are multiple repeat skill nodes), and then I make sure to send some/all of those crew out on voyages that have hit 14 hours naturally, until their Quipment expires.

    I haven't bothered using Quipment on crew for events, gauntlet, or anything else, which has allowed me to stockpile hundreds of every component. It's already gotten to the point where it's a mundane 2-day task for 250 quantum & 250 dilithium, and then a nice little boost for voyages.

    Why would I bother unfreezing useless 5* crew, unlocking all their Quipment slots, and buffing them with Quipment, when I already have a bunch of crew that are vastly superior, much more useful, and can clear the Continuum missions without requiring any real thought or effort?
  • I would like 3 main things in the future - along with some of what was mentioned above:
    1) show the current progress level of a crew in the continuum mission selection screen
    1a) at least of it is lvl 1, 2, 3 or 4
    1b) preferably also if it is i.e. "50/1000" or "900/1000"
    2) make the mission trees easier
    The current final one... seriously... 7!!! steps?! And up to three of the same ability?!
    I'm aware that it shouldn't be too easy, but with the current meager rewards, it is too hard - in my opinion.
    If the awards were better/higher, then it might be worth it (depending on the amount), but with the current rewards, it should be easier.
    3) Quipment could have higher stats if it were continuum only.
  • AviTrekAviTrek ✭✭✭✭✭
    I would like 3 main things in the future - along with some of what was mentioned above:
    1) show the current progress level of a crew in the continuum mission selection screen
    1a) at least of it is lvl 1, 2, 3 or 4
    1b) preferably also if it is i.e. "50/1000" or "900/1000"
    2) make the mission trees easier
    The current final one... seriously... 7!!! steps?! And up to three of the same ability?!
    I'm aware that it shouldn't be too easy, but with the current meager rewards, it is too hard - in my opinion.
    If the awards were better/higher, then it might be worth it (depending on the amount), but with the current rewards, it should be easier.
    3) Quipment could have higher stats if it were continuum only.

    The number of steps doesn't make a mission harder. It's the number of different skills and required repeated skills that make a mission hard. Extra steps just means more rates rewards.

    Mission 4 can be solved with 3 valor, only requires one back to back eng step, and only requires three skills. That makes it a pretty easy mission.

    Valor 1: eng, sec, eng, cmd, eng, eng, CMD
    Valor 2: eng, sci, cmd, eng(but fail with another crew), eng, sci, cmd
    Valor 3: eng(f), sci, cmd, eng(f), sci, sec, cmd

    If you're trying to run three of a skill back to back to back, then you're not looking for the right routes through the missions.
  • DScottHewittDScottHewitt ✭✭✭✭✭
    edited January 21
    AviTrek wrote: »
    I would like 3 main things in the future - along with some of what was mentioned above:
    1) show the current progress level of a crew in the continuum mission selection screen
    1a) at least of it is lvl 1, 2, 3 or 4
    1b) preferably also if it is i.e. "50/1000" or "900/1000"
    2) make the mission trees easier
    The current final one... seriously... 7!!! steps?! And up to three of the same ability?!
    I'm aware that it shouldn't be too easy, but with the current meager rewards, it is too hard - in my opinion.
    If the awards were better/higher, then it might be worth it (depending on the amount), but with the current rewards, it should be easier.
    3) Quipment could have higher stats if it were continuum only.

    The number of steps doesn't make a mission harder. It's the number of different skills and required repeated skills that make a mission hard. Extra steps just means more rates rewards.

    Mission 4 can be solved with 3 valor, only requires one back to back eng step, and only requires three skills. That makes it a pretty easy mission.

    Valor 1: eng, sec, eng, cmd, eng, eng, CMD
    Valor 2: eng, sci, cmd, eng(but fail with another crew), eng, sci, cmd
    Valor 3: eng(f), sci, cmd, eng(f), sci, sec, cmd

    If you're trying to run three of a skill back to back to back, then you're not looking for the right routes through the missions.

    Embracing the need to fail made passing the Missions much easier. It's something most of us aren't used to trying to do, for sure.

    EDIT: Captain Tribble is a good choice on that one to clear the final Node, since it is command. And can be the "Sacrificial Goat" 🐐 for the "fail" Nodes, if two others can hit the ones needing a "Pass" result.
    What if I told you not every single nit needs to be picked literally to death?
  • AviTrekAviTrek ✭✭✭✭✭
    AviTrek wrote: »
    I would like 3 main things in the future - along with some of what was mentioned above:
    1) show the current progress level of a crew in the continuum mission selection screen
    1a) at least of it is lvl 1, 2, 3 or 4
    1b) preferably also if it is i.e. "50/1000" or "900/1000"
    2) make the mission trees easier
    The current final one... seriously... 7!!! steps?! And up to three of the same ability?!
    I'm aware that it shouldn't be too easy, but with the current meager rewards, it is too hard - in my opinion.
    If the awards were better/higher, then it might be worth it (depending on the amount), but with the current rewards, it should be easier.
    3) Quipment could have higher stats if it were continuum only.

    The number of steps doesn't make a mission harder. It's the number of different skills and required repeated skills that make a mission hard. Extra steps just means more rates rewards.

    Mission 4 can be solved with 3 valor, only requires one back to back eng step, and only requires three skills. That makes it a pretty easy mission.

    Valor 1: eng, sec, eng, cmd, eng, eng, CMD
    Valor 2: eng, sci, cmd, eng(but fail with another crew), eng, sci, cmd
    Valor 3: eng(f), sci, cmd, eng(f), sci, sec, cmd

    If you're trying to run three of a skill back to back to back, then you're not looking for the right routes through the missions.

    Embracing the need to fail made passing the Missions much easier. It's something most of us aren't used to trying to do, for sure.

    EDIT: Captain Tribble is a good choice on that one to clear the final Node, since it is command. And can be the "Sacrificial Goat" 🐐 for the "fail" Nodes, if two others can hit the ones needing a "Pass" result.

    There are 1510 quipment bonus available for all crew for each skill. Depending on your boost level there are 30+ crew who can pass CMD. Captain tribble is no better or worse to fail the other nodes than anyone else.
  • DScottHewittDScottHewitt ✭✭✭✭✭
    AviTrek wrote: »
    AviTrek wrote: »
    I would like 3 main things in the future - along with some of what was mentioned above:
    1) show the current progress level of a crew in the continuum mission selection screen
    1a) at least of it is lvl 1, 2, 3 or 4
    1b) preferably also if it is i.e. "50/1000" or "900/1000"
    2) make the mission trees easier
    The current final one... seriously... 7!!! steps?! And up to three of the same ability?!
    I'm aware that it shouldn't be too easy, but with the current meager rewards, it is too hard - in my opinion.
    If the awards were better/higher, then it might be worth it (depending on the amount), but with the current rewards, it should be easier.
    3) Quipment could have higher stats if it were continuum only.

    The number of steps doesn't make a mission harder. It's the number of different skills and required repeated skills that make a mission hard. Extra steps just means more rates rewards.

    Mission 4 can be solved with 3 valor, only requires one back to back eng step, and only requires three skills. That makes it a pretty easy mission.

    Valor 1: eng, sec, eng, cmd, eng, eng, CMD
    Valor 2: eng, sci, cmd, eng(but fail with another crew), eng, sci, cmd
    Valor 3: eng(f), sci, cmd, eng(f), sci, sec, cmd

    If you're trying to run three of a skill back to back to back, then you're not looking for the right routes through the missions.

    Embracing the need to fail made passing the Missions much easier. It's something most of us aren't used to trying to do, for sure.

    EDIT: Captain Tribble is a good choice on that one to clear the final Node, since it is command. And can be the "Sacrificial Goat" 🐐 for the "fail" Nodes, if two others can hit the ones needing a "Pass" result.

    There are 1510 quipment bonus available for all crew for each skill. Depending on your boost level there are 30+ crew who can pass CMD. Captain tribble is no better or worse to fail the other nodes than anyone else.

    It was just a suggestion as one possibility......
    What if I told you not every single nit needs to be picked literally to death?
  • (HGH)Apollo(HGH)Apollo ✭✭✭✭✭
    edited February 4
    A special quipment Vahar’ai for Kelpiens that gave them 700 security would be cool. Give each Kelpien their own Vahar’ai. A tardigrade quipment Mycellium that gave 400 sec and 300 sci would also be cool. Would also be fun to see a quipment for one of the Objective Event crew like Kashyk. A 400 boost to diplomacy and 300 boost to security called Janeway’s Trust which Kashyk had till he lost it.
    Let’s fly!
  • Some very iconic species are noticeably missing any special quipments. I mean, there’s gear for Vulcans, Bajorans, Ferengi, Cardassians, Klingons, Augments… But nothing for Romulan? Borg? Andorians? They need special quippies too.
  • Then, the Pakled too, but only with 10% efficiency, and some chance of negative efficiency.
  • ironyWritironyWrit ✭✭
    edited February 20
    Ooohhhh here's a thought. Add a flavor of quipment that grant temporary traits which will then make the crew eligible for other trait-specific quipment.

    Quip the Borg with Pakled quipment. That will be the last we hear of the Borg collective for quite some time, I reckon.

    Adding:

    The quipment would add modest skill buffs, plus a trait buff that could be used to quip very specifically useful quipment either to a specific crew member, character, or group.

    And it could follow some logic. For example. Someone with the Brutal trait could sometimes be a Thief. Someone with the Royalty trait could sometimes be an Ambassador. And then there would be luxurious Thief+Brutal quipment (maybe with a high proficiency for gauntlet) or Ambassador+Royalty (a quipment with high DIP and CMD).

    Adding More:

    And then it follows these traits would be available for satisfying voyage antimatter seating and gauntlet trait crit requirements, too.

    Adding Examples:

    When does someone who is Brutal but not necessarily a Thief turn to Thievery? Well, they probably also need to be Desperate, too... so ... maybe if they're on the run, they'd be a Thief: "Commandeered Enemy Shuttlepod Quipment"

    When does Royalty have to be the best possible Diplomat, even if they otherwise aren't Diplomats? During a State Dinner is one time I can think of... so "State Dinner Speech Quipment."
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