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BeardedFerret
Member since Apr-21-08
419 posts
Mar-24-14, 02:42 AM (EDT)
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"So you just hit level 50"
 
   Congratulations, Admiral!

You've murdered Klingons, Romulans, Devidians, Jem'Hadar, Cardassians, Breen and even some Borg if you were unlucky enough to reach the final lot of missions before hitting the level cap. Well done, you!

Now, as you find yourself standing on Earth Spacedock, in the First City or in New Romulus Command, you've got a question to ask yourself - what next?

Playing at level 50

Star Trek Online's endgame largely consists of grinding through the reputation system, available in one of the tabs on your player sheet. There are currently five main reputation factions, with a sixth coming next month:

- Omega Force shoot borgs
- Dyson Alliance hang out in a big Dyson Sphere (I understand they play Sing, Sing, Sing on New Year's Eve)
- New Romulus farms pigbunnies
- Nukura kills spiders
- Undine Task Force (upcoming) squishes alien tripods

Level 50 play largely consists of running Special Task Force (STF) missions, which reward marks (currency) for whichever faction is involved with the specific STF. You'll get very familiar with certain STFs, particularly the ones involving everyone's favourite collective, the Borg.

How can I be good at space ships?

I'm glad you asked! Today I'm going to teach you about cruisers. Why not escorts or science ships? Because they're a bit more complicated, and a bit more fiddly to use. With the cruiser build I'm going to detail below, you'll be geared up to go in no time.

This guide will focus on Federation characters - for Romulans and Klingons, ask in the comments and we can talk through your options.

Step 1: Get an Assault Cruiser

The Sovereign-class cruiser is a really viable ship for the build we're going for here. It's just an all-round good ship, with the added advantage of looking pretty decent as well. If you missed out on this at level 40, grab a Mirror Assault Cruiser on the Exchange. This is the same as the Assault Cruiser but has extra crew and looks different! This may cost you a few hundred thousand credits (depending on market trends), but it's worth it.

(If you want to spend some money on a ship, have a look at the Avenger and Excelsior class for Federation characters. For Klingons, the Mogh is great. Romulans: Get the Scimitar. It's not just the best cruiser in the game, it's the best ship in the game.)

Once you've got your ship, for the time being you can forget about what's equipped to it. Trust me, where we're going, we won't need equipment for a while.

Oh, while you're on the exchange? Jump into the Personal Weapons category and grab yourself a Mk XII gun. You'll need it.

Step 2: Sphere of Influence

This is the first stage of our grand plan to outfit your new ship with great weapons and equipment for almost nothing. You're going to run this mission a few times, because we want all of the available mission rewards. This means:

- Once for the Warp Core
- Once for the omni-directional antiproton beam array (provides a set bonus with the warp core to give you +10% antiproton damage)
- Six times for the Mk XI antiproton beams the mission gives out on replays

This looks gruelling. It is gruelling. BUT it will save you a lot of money and you'll wind up with a buffed, powerful suite of weapons. The Accuracy bonus on the antiproton arrays will help you a lot, too - Acc is a great modifier.

Step 3: A Step Between Stars

Once you've run Sphere of Influence once, you'll be invited to visit Dyson Joint Command inside the Dyson Sphere. Your contact will give you an unskippable mission to explore the sphere. Once you've done that, you can safely skip the rest of the (tutorial) missions and go straight to A Step Between Stars.

You're running this mission three times, which seems positively tame compared to Sphere of Influence. Instead of Worf, in this mission you hang out with Tuvok and get to hear him delivering sick burns unto some very bad aliens. It is a reasonably fun mission, so it's not going to hurt too much to do it a couple of times.

From this mission, you'll obtain a shield, deflector dish and some engines. These work together to give you an absolutely brilliant set bonus that gives you bonus shield power and a passive ability that can help fix your hull.

Step 4: The Doomsday Device

Finally, cruise on over and run this mission once (yay) to get a Hargh'Peng torpedo launcher. This torpedo will do you well until you can get something better, and is great for aiming at clusters of enemies due to the secondary explosion it can cause. Fun for the whole family!

Step 5: Putting it together

By the end of this process you'll have seven beams and a torpedo, plus a warp core, shields, engines and a deflector dish. Put them in their appropriate places upon your new ship (torpedo in the front, omnibeam in the rear).

All you need now are a few consoles:

- For your Tactical console slots, you're going to want Antiproton Mag consoles. Mk XIs shouldn't be too financially draining and will serve you well by further boosting your antiproton damage. This will be your bread and butter.
- For Science, take some Emitter Arrays to boost your shield healing. Again, Mk XI should be fine.
- For Engineering, take two each of RCS Accelerators and Neutronium Alloy. Mk XI all round.

Bridge Officer Skills and how to use this ship

This ship is built for broadsiding, and it does it very well indeed. Visit a Bridge Officer Trainer to sort out these skills and teach them to your BOFFs. Don't forget to dump experience points into them so that your skills don't suck!

Ensign Tactical: Tactical Team 1
Lieutenant Tactical: Tactical Team 1, Beam Array Fire at Will 2
Lieutenant Science: Hazard Emitters 1, Science Team 2
Lieutenant Commander Engineering: Emergency Power to Shields 1, Engineering Team 2, Emergency Power to Weapons 3
Commander Engineering: Emergency Power to Shields 1, Reverse Shield Polarity 1, Emergency Power to Weapons 3, Directed Energy Modulation 3

Here's how it works:

For attacking, you're going to want to use Fire at Will as often as it's off cooldown. This lets you rain antiproton death down upon your enemies all over the map, and is good. Use both copies of Emergency Power to Weapons to keep your weapon power boosted, further boosting the power of your beams. Finally, use Directed Energy Modulation on high-value or shielded targets to bypass said shields. On unshielded targets, such as Borg Transformers and Gateways, this won't do anything.

Note: If you're not an Engineering Captain, you'll need a friend who is one to teach your Boffs Emergency Power to Weapons 3 and Directed Energy Modulation 3. Did you know you can offer boffs in the trade window? Neither did I until recently. Trade them over, get them educated, then get them traded back. Easily done.

You've got a lot of skills to use for defence, as well. Here's how to use them:

Tactical Team: You have two copies to chain - like Emergency Power to Weapons, this will allow you to keep it up virtually constantly. This skill automatically manages your shield facings and does so faster than you can. Incredibly useful when under fire from multiple angles.
Emergency Power to Shields: Two copies to chain. Use as often as you can when being shot.
Reverse Shield Polarity: Another great shield healing skill - this turns incoming damage into shield power for a little bit. Use this when you're being shot a LOT to pretty much instaheal your shields.
Science Team: Not only does this skill heal your shields, it clears annoying debuffs like Viral Matrix. Use when being shot or when weird science stuff is happening to your ship.
Hazard Emitters: Clears a very important debuff that Science Team can't touch - plasma fires. The Borg use plasma and it hurts a LOT over time if a fire starts. Hazard Emitters extinguishes the fire and heals your hull over time. Use when your hull is slightly damaged, but this one is best saved for when you're on fire.
Engineering Team: This is your main hull heal. Use when your hull starts to drop - it should keep you in the fight for a bit longer.

What next?

Now that you've got your ship set up, it's time to go and show it off in STFs. Learn each mission and you'll start seeing great results from this build. Remember: other players' ships may do cool stuff, but your ship is built for one very specialised purpose - domination. You won't be blasting out space magic or zipping around like Sisko's Defiant, but what you will be doing is outdamaging and outliving your comrades by sticking to the basics and doing them well.

With this ship, you'll be able to make it through Elite STF missions without too much hassle. This will allow you to save marks and invest them in tech like the Borg Kinetic Cutting Beam (stick it on the back of your ship and retire your torpedo), which has a tremendous 2-piece bonus with the Borg Assimilated Console. You'll also be able to eventually cruise to Tier 5 Dyson reputation, and completely outfit your ship in shiny white space bling.

Enjoy!


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  Subject     Author     Message Date     ID  
  RE: So you just hit level 50 eriktown Mar-24-14 1
     RE: So you just hit level 50 BeardedFerret Mar-24-14 2
         RE: So you just hit level 50 eriktown Mar-24-14 3
             RE: So you just hit level 50 BeardedFerret Mar-24-14 4
                 RE: So you just hit level 50 eriktown Mar-24-14 6
                     RE: So you just hit level 50 BeardedFerret Mar-25-14 7
  ...And you're a Klingon or a Romulan BeardedFerret Mar-24-14 5
     RE: ...And you're a Klingon or a Romulan Senji Apr-04-14 10
         RE: ...And you're a Klingon or a Romulan BeardedFerret Apr-05-14 11
     RE: ...And you're a Klingon or a Romulan BZArcher Apr-16-14 12
         RE: ...And you're a Klingon or a Romulan laudre Apr-16-14 13
             RE: ...And you're a Klingon or a Romulan Senji Apr-16-14 14
                 RE: ...And you're a Klingon or a Romulan laudre Apr-16-14 15
                     RE: ...And you're a Klingon or a Romulan Senji Apr-16-14 16
  RE: So you just hit level 50 laudre Mar-26-14 8
     RE: So you just hit level 50 Senji Apr-04-14 9

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eriktown
Member since Jan-28-06
101 posts
Mar-24-14, 03:39 AM (EDT)
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1. "RE: So you just hit level 50"
In response to message #0
 
   Thanks. I've been flying escorts at 50, but I want to pick up a cruiser eventually as well, and this gives some handy direction. Is it still safe to fit the Kinetic Cutting Beam if you're using other weapon types, or does it cause the weapon power penalty that other mixed weapons do?


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BeardedFerret
Member since Apr-21-08
419 posts
Mar-24-14, 03:44 AM (EDT)
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2. "RE: So you just hit level 50"
In response to message #1
 
   I'm reasonably sure the cutting beam doesn't even drain weapon power. 7 beams is where power management starts to be a real issue, hence the torpedo suggestion above. The cutting beam works with any build really, it's just that good.


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eriktown
Member since Jan-28-06
101 posts
Mar-24-14, 03:48 AM (EDT)
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3. "RE: So you just hit level 50"
In response to message #2
 
   Is it worth also replacing one of your aft turrets with it on escorts?


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BeardedFerret
Member since Apr-21-08
419 posts
Mar-24-14, 04:18 AM (EDT)
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4. "RE: So you just hit level 50"
In response to message #3
 
   Yup - as with the cruiser build I posted, drop the torp for it.

Caveat is that it really needs the Assimilated Console to shine, but of course the Assimilated Console is also awesome so it's a double win.


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eriktown
Member since Jan-28-06
101 posts
Mar-24-14, 04:23 PM (EDT)
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6. "RE: So you just hit level 50"
In response to message #4
 
   Yah, I was already most of the way through gathering the rep materials to purchase it. :)


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BeardedFerret
Member since Apr-21-08
419 posts
Mar-25-14, 03:49 AM (EDT)
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7. "RE: So you just hit level 50"
In response to message #6
 
   >Yah, I was already most of the way through gathering the rep materials
>to purchase it. :)

WITH THAT SAID... If you're in an escort, and plan on staying in an escort, a better use of your money might be the Dyson torpedo and its accompanying console. You'll have enough tac slots to (hopefully) fit Torpedo Spread 3 and absolutely ruin people.


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BeardedFerret
Member since Apr-21-08
419 posts
Mar-24-14, 04:23 AM (EDT)
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5. "...And you're a Klingon or a Romulan"
In response to message #0
 
   OK, so the above build pretty much focused exclusively on the Federation because everyone plays them. But it also occurs that everyone plays Romulan. So what's a nerd to do?

If you're a Klank, have a look at the Vo'Quv Carrier. It works like a cruiser except it has a Commander Science slot instead of Engineering, so you lose DEM but gain, say Gravity Well 3. You will also need to spend some dilithium to buy good fighters. This is absolutely worth doing, and if you're a Klank you'll make dil easily through Duty Officer missions.

For Romulans, as mentioned above the best cruiser is without a doubt the Scimitar. But if you don't have $25 or $50 to spend, the Ha'pax warbird will work in a pinch. Bear in mind the warp core/omnibeam trick I mentioned won't work because warbirds can't run warp cores (thanks Sela). I'd recommend running a mission that rewards a singularity core you like at level 50 to get a Mk XI version, and then running a mission called Last Stand seven times to get a set of caustic plasma beams. These are like normal plasma, but they burn twice as fast, which means in theory you'll kill things with fire a lot quicker.

Failing that, jump on the exchange and look for beams of any demonination. Remember to get a matching set and boost them with the appropriate damage consoles though!


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Senji
Member since Apr-27-07
144 posts
Apr-04-14, 08:53 PM (EDT)
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10. "RE: ...And you're a Klingon or a Romulan"
In response to message #5
 
   >For Romulans, as mentioned above the best cruiser is without a doubt
>the Scimitar. But if you don't have $25 or $50 to spend, the Ha'pax
>warbird will work in a pinch. Bear in mind the warp core/omnibeam
>trick I mentioned won't work because warbirds can't run warp cores
>(thanks Sela). I'd recommend running a mission that rewards a
>singularity core you like at level 50 to get a Mk XI version, and then
>running a mission called Last Stand seven times to get a set of
>caustic plasma beams. These are like normal plasma, but they burn
>twice as fast, which means in theory you'll kill things with fire a
>lot quicker.

Two questions in reply to this:

a) Do you really think the Scim is that good? Having flown it briefly in the special weekend event I'm not very impressed. And from looking at the wiki I'd probably have gone for the (Fleet) Haakona/Ha'apax in preference.

b) Am I completely insane for considering a torpedo-boat T'varo build for my Rom Engineer?

S.


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BeardedFerret
Member since Apr-21-08
419 posts
Apr-05-14, 02:49 AM (EDT)
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11. "RE: ...And you're a Klingon or a Romulan"
In response to message #10
 
   >>For Romulans, as mentioned above the best cruiser is without a doubt
>>the Scimitar. But if you don't have $25 or $50 to spend, the Ha'pax
>>warbird will work in a pinch. Bear in mind the warp core/omnibeam
>>trick I mentioned won't work because warbirds can't run warp cores
>>(thanks Sela). I'd recommend running a mission that rewards a
>>singularity core you like at level 50 to get a Mk XI version, and then
>>running a mission called Last Stand seven times to get a set of
>>caustic plasma beams. These are like normal plasma, but they burn
>>twice as fast, which means in theory you'll kill things with fire a
>>lot quicker.
>
> Two questions in reply to this:
>
>a) Do you really think the Scim is that good? Having flown it briefly
>in the special weekend event I'm not very impressed. And from looking
>at the wiki I'd probably have gone for the (Fleet) Haakona/Ha'apax in
>preference.

It is absolutely that good. All three flagships playable in the weekend event are messed up in a few ways:

- They mix weapon types. This is a huge no-no just because it forces you to double up on tactical skills. Cannons and beams have no business appearing on the same ship.
- The console setup is pretty terrible. In particular, the Scimitar used in the mission is the Engineering variant. I use the Tac version, which supports five damage boosting consoles. Additionally, they've thrown the bonus universal consoles on there, which are occasionally fun but in general use take away from the whole point of the above-mentioned build. And the Thalaron pulse weapon is hilariously bad.
- I'm pretty sure the Lliset also runs mixed Plasma and Disruptor energy weapons, because why not make it especially bad?

Honestly this is a problem Cryptic have had for a while. I think they do it in one-off ships like the Dyson destroyers because it caters for different playstyles but it also kind of suggests that the devs want you to mix and match, which doesn't really do you any favours.

>b) Am I completely insane for considering a torpedo-boat T'varo build
>for my Rom Engineer?

Not -insane-, but if I were going to do that I'd probably use a Tactical Officer, just for the skill setup.

Torpedo boat builds aren't good. They're probably not bad if you set yourself up properly for them but that means potentially screwing a character out of really useful other skills.

With all of that said, the T'Varo would be an excellent ship for that sort of build.


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BZArcher
Member since Nov-9-05
619 posts
Apr-16-14, 12:50 PM (EDT)
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12. "RE: ...And you're a Klingon or a Romulan"
In response to message #5
 
   Since I just dinged 50 with a Vo'Quv, define good fighters? Do I want some kind of upgrade to the To'duj or should I be packing BoP squadrons?

---------------------------
We will BUILD heroes!


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laudre
Member since Nov-14-06
312 posts
Apr-16-14, 01:27 PM (EDT)
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13. "RE: ...And you're a Klingon or a Romulan"
In response to message #12
 
   >Since I just dinged 50 with a Vo'Quv, define good fighters? Do I want
>some kind of upgrade to the To'duj or should I be packing BoP
>squadrons?

Well, it can depend on how else you're geared, and how your boff powers and captain powers interact with whatever hangar pets you have, especially if they're not just straight-up fighters.

I'm personally fond of frigate pets when possible -- I have Advanced Fer'Jai Frigates in my Kar'Fi, and in the Mirror Vo'Quv I was flying before that I had B'rel pets (since I hadn't yet scared up the dilithium to get B'Rotlh pets). (Said Vo'Quv is still in drydock -- I intend to gear it up as well, eventually.) They're more durable than fighters, so they're less likely to get blown up on you if you're focused on something other than their status windows. Just make sure that you have as many out as possible at all times, and learn to use the recall command whenever you're not in combat or expecting combat shortly (since you're very likely to outrun your pets otherwise).


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Senji
Member since Apr-27-07
144 posts
Apr-16-14, 04:03 PM (EDT)
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14. "RE: ...And you're a Klingon or a Romulan"
In response to message #13
 
   I'm trying to get some (Elite) Mesh Weavers for my Recluse, but sadly there don't seem to be all that many T5-Science SBs out there doing invites :-)


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laudre
Member since Nov-14-06
312 posts
Apr-16-14, 04:23 PM (EDT)
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15. "RE: ...And you're a Klingon or a Romulan"
In response to message #14
 
   LAST EDITED ON Apr-16-14 AT 04:28 PM (EDT)
 
>I'm trying to get some (Elite) Mesh Weavers for my Recluse, but sadly
>there don't seem to be all that many T5-Science SBs out there doing
>invites :-)

I'd love to get the Elite Fer'Jai Frigates for my Kar'Fi, but (a) our Klink starbase is all of Tier 1, let alone Tier 5, and (b) that'd be 200,000 FC and 90K dil, and I'm a long way from not having better ways to spend either of those :).

EDIT: I'm now reminded of some of the QQ on the forums about how there's no new fleet holding in Season 9, and some members of the larger fleets are complaining because they have a hard time getting fleet credits (because they burn through projects very quickly), and have gone to the measure of disbanding the fleet and starting all over again just to get fleet credits. (One poster stated that his fleet was on its third incarnation doing this. Take it with appropriate levels of salt.)

My fleet, OTOH, has the small-fleet problem, especially red-side: we just don't earn marks or fill projects very quickly, because there aren't many of us. And, for most of us, our "main" is Fed-side, so that's where we tend to focus our contributions.


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Senji
Member since Apr-27-07
144 posts
Apr-16-14, 07:33 PM (EDT)
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16. "RE: ...And you're a Klingon or a Romulan"
In response to message #15
 
   >EDIT: I'm now reminded of some of the QQ on the forums about how
>there's no new fleet holding in Season 9, and some members of the
>larger fleets are complaining because they have a hard time getting
>fleet credits (because they burn through projects very quickly), and
>have gone to the measure of disbanding the fleet and starting all over
>again just to get fleet credits. (One poster stated that his
>fleet was on its third incarnation doing this. Take it with
>appropriate levels of salt.)

I expect our (Fed) fleet will get to that point during S9 -- we've got the T5 SB project up at the moment, and I'm sure we'll finish all the knobs and whistles before S10 comes out. But we're not a very big fleet and I also expect that the particularly dedicated insane people have enough fleet credits by now.

T5 Science is far enough away though that I'm trawling NoP Public Services for a map invite.

>My fleet, OTOH, has the small-fleet problem, especially red-side: we
>just don't earn marks or fill projects very quickly, because there
>aren't many of us. And, for most of us, our "main" is Fed-side, so
>that's where we tend to focus our contributions.

Yeah, I understand that our KDF sister fleet is in that kind of position; the fleet leader was muttering something about 3million dilithium the other day.

S.


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laudre
Member since Nov-14-06
312 posts
Mar-26-14, 08:22 AM (EDT)
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8. "RE: So you just hit level 50"
In response to message #0
 
   >Did you know you can offer boffs in the trade
>window? Neither did I until recently. Trade them over, get them
>educated, then get them traded back. Easily done.

While I haven't had to do this yet (haven't yet needed to optimize my boffs beyond what I can get from my own PC's training, the boff skill trainer NPC, or what's available from the small army of bridge officers inevitably found in my Stations window), my understanding is that they don't even have to be fully traded: they can be trained in the trade window UI itself. This is how you can get training from other players for bridge officers that are bound (i.e. can't be traded).


"Mathematics brought rigor to economics. Unfortunately, it also brought mortis."
- Kenneth Boulding


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Senji
Member since Apr-27-07
144 posts
Apr-04-14, 08:09 PM (EDT)
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9. "RE: So you just hit level 50"
In response to message #8
 
   >While I haven't had to do this yet (haven't yet needed to optimize my
>boffs beyond what I can get from my own PC's training, the boff skill
>trainer NPC, or what's available from the small army of bridge
>officers inevitably found in my Stations window), my understanding is
>that they don't even have to be fully traded: they can be trained
>in the trade window UI itself. This is how you can get training
>from other players for bridge officers that are bound (i.e. can't be
>traded).
>
We tried this the other night and couldn't get it to work -- had to trade fully.

S.


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