Heads up, you are now leaving Arc Games! Remember to not share ac- count information as the site you are attempting to reach is not affiliated with Arc Games.
Okay - I UnderstandContinue to link and leave Arc Games.
No thanksTake me back to Arc Games.
Around the Spring of 2014, we began development of the first ever Captain Specialization that would appear in Star Trek Online, alongside the release of our second expansion, “Delta Rising,” which arrived later that same year. At that time, our vision of what a Captain Specialization would and could be in the game was a bit different from how players ended up engaging with them, and what expectations would come to exist regarding their performance, availability, and overall gameplay impact.
As we have continued developing additional Captain Specializations over the years between then and now, we have gained a better understanding of these expectations, and the gameplay impact that is expected to come from these features. And now, with that knowledge in-hand, we have decided it’s far overdue to revisit the first of these Captain Specializations, and give it just a bit of the polish that its peers have benefited from over the years.
At this time, we’ve chosen to focus on simple revisions, with a focus on just a few design goals:
These guiding principles mean that the vast majority of the changes we’re performing in this upcoming patch will focus on changing numbers, streamlining tooltips and functionality, and updating descriptions. They will not include major changes to functionality.
We have shied away from major re-works that would alter the core functionality of any of these existing abilities, both to ensure that our focus at this time centers on the above goals, and to ensure that players that might not be aware of these impending changes won’t feel as though the mechanics they are already familiar with are suddenly foreign to them. With a game as venerable as Star Trek Online, we feel it is an important consideration to try not to “rock the boat” too heavily when revisiting abilities or features that have been in the game for many years, and generally choose to do so with care and caution.
The changes that will be detailed herein are scheduled to arrive on PC with a patch on March 17th, 2022.
Console platforms are scheduled to receive these changes as well, likely within the following month or two. Exact dates are not available at this time.
Without further ado, the following includes a list of all of our planned changes that will be included in the upcoming update.
Intel Ship Mechanic
"Gather Intel" / “Active Sensor Arrays”
JR: While the most common player feedback included suggestions of moving the stacks of “Penetrating Scan” to being self-targeted, we chose not to pursue this for now, as it both removes the multiplayer aspect of being able to build stacks more quickly with multiple players scanning, and also makes it similar enough to the Command Spec’s “Inspiration” mechanic to invade on that identity. This also treads into “major rework” territory which we chose to avoid where possible with this particular set of updates.
Instead, we’re speeding up this ability’s application, and improving its re-usability, as well as cleaning up some “messy” stacking behavior that previously existed.
Intel Bridge Officer Abilities
(Note: If an ability is not called out here, no changes have been made to its functionality.)
"Evade Target Lock"
JR: Accuracy debuffs are a difficult mechanic to feel, or even to verify their effectiveness using Combat Log Parsing. Replacing this with a damage penalty maintains the feel of the design, while gaining a more verifiable impact. Adding in skill interactions also seemed like an obvious choice.
"Intelligence Team"
JR: With these changes, we think the power now has a unique niche to fill as a Threat Modifier ability. Improving the Targeting Stealth values associated with Rank I and II may also allow those abilities to fill a role they were previously too weak to effectively fill. This ability also remains the sole means of removing the debuffs from “Gather Intel” in PvP scenarios.
"Subspace Beacon"
JR: In addition to adding utility in the form of a Threat Dump and scaling Boff CD reductions, this review offered us the opportunity to fix text omissions and functionality errors that had been present for a long while. Win-win!
"Electromagnetic Pulse Probe"
JR: By traveling faster, living longer, and utilizing the skills of its owner, our hope is that this friendly little nuisance gains footing as a valid alternative to other Bridge Officer abilities.
"Ionic Turbulence"
JR: Primary player feedback focused on travel speed and debuff severity, as compared to alternative Boff ability choices. Our internal reviews supported this feedback, and became the focus of the updates applied to this ability.
"Kinetic Magnet"
JR: Such a clever ability that sees so little use. Many players that offered feedback did not seem to know that the fragility limits were removed long ago. Hopefully these numeric improvements may allow it to find a place among players that enjoy using Kinetic damage to defeat their foes, and at least make players curious enough of its potential to take another look at it.
"Surgical Strikes"
JR: Updating this power was a tricky course. Since the improvements made to “Beam Overload” a few years back, its identity has been mired. Coupled with poor numeric performance, the ability languished un-used. This was especially true for high-end players who already itemized for high Critical Hit Chance, as there comes a point where more +CritH isn’t a meaningful choice for your build.
While the boost to the damage multiplier was a bit of a no-brainer, this would not address the underlying use case for those high-end players, and so an additional Critical Severity boost has also been rolled into the ability. With this added, our hope is that this ability will now be a viable choice to some degree, for players at all progression levels.
"Transport Warhead"
JR: By giving players an ability that removes the firing arc restrictions on one of their weapon types, our hope is that this ability now has a useful niche it can fill. Especially for ships on the lower-end of maneuverability that wish to use Torpedoes. Alongside the drastic reduction to the ability’s cooldown, it is now more readily usable with more frequency.
Truthfully, this ability could benefit from further review and tuning, but the complexity of its underlying structure prevented much additional improvements without a drastic rebuild at this time.
Jeremy “BorticusCryptic” Randall
Senior Systems Designer
Star Trek Online