STO Helpdesk S2E1 Starting a Character
Starting a Character
First thing anyone who plays this game no matter how long has to do sometimes, start a new character. While on the surface level there it doesn't seem like a big decision, it really is. The simplest way is envisioning what you want each character to specialize in and adapt to current state of the game. There are many choices that can be made on many things, there are the meta picks, the space barbie picks, the roleplay picks... But back on the track Jo4play, what are these decisions you are talking about. Well let's jump right into them and analyse them for their merits.
Factions:
First question, one of the oldest ones, which faction, which one is the best. Possibly the hardest question since all of them have their own small distinctive things in them. Every faction has a part of a storyline that is completely unique, but for some reason the plot loves the 25th century. There are 4 real choices, so let's analyse them all. So let's start them off:
Federation:
The most popular faction which definitely has nothing to do with the fact that most of Star Trek is looked from their point of view. Starfleet is the classic STO expirience (some would dare to say the way it was meant to be played). It puts you straight into the middle of STO timeline in 2409. The breaking point for many events amidst a bitter war with the Klingons. Would you imagine that in just 18 months you can go from an Academy graduate to the top of the Starfleet Admirality. Me neither but it's an MMO so storyline feeds you a beliveable story. The main power of the Federation is sheer numbers of options you have in the making the character your own. There are also 2 offshoots, one set in the era of TOS with an interesting time travel plotline that develops surrounding the threat of Temporal Cold War (yes that one from Enterprise). The second offshoot sets you again in the bitter war with the Klingons mere month after the famous Battle at the Binary Stars. You have a different mystery to solve, one involving spores and plotline of the Star Trek: Discovery.
Klingons:
Ah yes the warriors of Qo'NoS ready to fight for the glory of the Empire. You are a proud Warrior ready to serve and drive your Bat'Leth into any enemy of the Empire, both inside and outside of it. This race for the longest time in the STO history has been shunned untill it got a decent revival and no longer was the PvP race. They are perfectly viable to play and bring Honor to the faction and your House of PegCom. The race choices are fewer but they are nevertheless good ones.
Romulans:
Romulans, Romulans where. A faction that came out of perhaps the best Expansion in the game, Legacy of Romulus. The wars over the scraps of the Romulan Star Empire left the outlying colonies abandoned. You live on one of those colonies, where every decision can change the course of the future. And so you are off to see the adventure of your lifetime and make a new power of the Romulan Republic. Your choices are hard and scarce but they do have some of the most unique game mechanics in game. The primary appeal of this faction is ability align with either Federation or the Klingons while having the access to all the good stuff that Romulans offer.
Dominion:
Bred soldiers of the Dominion ready to lay their lives for their gods, the Founders. Once powerful Dominion has been weakening ever since the Dominion War ended. Without the strong leadership it relied on it's powerful military to sustain it. The development was slow and the influence of one Odo had not gone unnoticed. Now Dominon is shadowed by dark secrets as old as it's founding. The plan the Dominion had failed and it's power was diminished, now there is little protecting the Dominion and help might be looked for from the other side of the wormhole. Second of the 2 factions being able to align to Federation or the Klingons.
Last edited by jo4play on Sat May 29, 2021 7:21 pm; edited 7 times in total
Species:
The choices of the gender are insignificant in comparison to the choices of the race. Now on the surface it seems like looks are the only thing you get here, but when you scrape deeper, you can find many interesting things. Now the biggest winners in both the meta and the space barbie competition are the so called "Aliens". They have most flexibility in customization as well as the additional trait slot instead of some innate ability makes them a good pick for anyone. But that doesn't mean that other races are garbage, they have their uses, some are cooler than others and come with innate abilities and cool traits they can get. This is a cosmetic option and unless minmaxing it doesn't really matter
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Career Choices:
Probably the most important choice that will define your character. Every single one has their speciality, but it is your choice which one you decide to use. Many people will tell you different things about what is the best and how to play the game, honestly most of them are pulling it out without any data or proof of why their way is the best way. I always say that this choice is up to the player, any race, any career can do anything in the game, but some are better at it than others. Specific abilities will be covered in another episode of the Helpdesk but for now overview of each.
Tactical:
Tacticals are concentrated on fixing problems with one thing, firepower. If it doesn't fix the problem you didn't have enough of it. On ground their abilities turn the weapon of choice into indiscriminating weapon that should be banned by Intergalactic Treaties. In space their abilities turn any fleet into a scrapyard. Unlimited firepower combined with some debuffing ability is the combination to victory on any battlefield for a Tactical Officer. Peace through superior firepower.
Engineer:
Engineering path is one of gadgets, protection and survivability. Your arsenal is filled with the tools for any job you need done. On the ground you can spawn endless drones, turrets, traps and support structures. In space you have the tools to outlast any foe because you can't deal damage if you are dead (well technically you can but that is a story for another time). Survivability combined with near infinite versatility is the baseline of any Engineering officer. Versatility is the key to victory.
Science:
Some say that the Science path is one of disappointment and bad luck, but I say it isn't. The scientist has the means to affect the flow of the game, ensure victory through superior tactics combined with some high tech solutions. On ground you have many useful items that can affect the battlefield and hinder enemy targets, while helping friendlies. In space the scientists combine debuffs with buffs and some space wizardry to make the most out of their kit. Ingenuity combined with variety of choices for maximum results. Sciencing your way to success