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GirlyComms

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Reply with quote  #1 
I've had numerous friends tell me that many people see comms as a "boring" or "stupid" station. So I wondered, what EXACTLY do people think? Thoughts and feedback would be appreciated; I'm really curious to see what people think.
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russjudge

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Reply with quote  #2 
It depends on the approach taken by the person doing Comms.

If they do nothing but sit around and wait on the Captain, then yeah, it's boring.

But, the Comms has this power:

1. Tell the stations what to build.
2. Tell the station that the ship is about to dock.
3. Tell other friendly ships where to go and what to do.  This part is kind of the best part--you are basically in command of an entire fleet, not just a single ship.
4. Send insults to the enemies.
5. Set Red alert.

There looks like there is also something about contacting other players--but I haven't looked at this, yet.

No other station has these powers.  If the captain doesn't tell you what he wants the stations to build, you can ask him, or just take it upon yourself if he ignores you.  Ask the captain if he wants the friendly ships defending a station or what?  Have a transport meet you somewhere, instead of the Artemis having to fly to it, etc.

And, if you're getting bored, you can always drive everyone else nuts hitting red alert.

Still probably not the best station, but there is stuff to do here.


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pupbrad

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Reply with quote  #3 
Comms is fun, I like comms.
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Captain

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Reply with quote  #4 
I may be a bit biased. But COMMS! Yeah. And pupbrad stop....just stop....
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Badgeguy

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Reply with quote  #5 
Comms is fun, once in a while.  I find that without a dynamic story, or real options for communicating with other ships other than "surrender/go here/what do you have for us", it becomes dull if it is the only station you are playing throughout the evening.  If scripting had the ability to actually react to communications actions, then I could see dynamic game play where the communications officer is critical to the outcome of a mission.  For the simple, kill them all missions that exist now, it is okay, but being able to keep the captain abreast of options would actually make the role something engaging, which is what I feel it lacks right now.   Please, Thom, work on some scripting options for Communications, please!
MarkBell

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Reply with quote  #6 
Well, you can fake it to a degree using key presses and dialogue trees.  "Hit T to tell these sucka's off, or hit C to cringe away."
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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
pupbrad

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Reply with quote  #7 
Captain, what? She asked what I thought of comms and I said that I like it...
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Captain of the USN Basroil.
"I am a leaf on the wind. Watch how I soar." - Hoban Washburne
"Give me a ship to fly and I'll make it sit up and beg, roll over (but NEVER play dead), and even do the jitterbug if you so fancy." - Unknown
clavestone

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Reply with quote  #8 
Comms has the best Roleplaying capability. You can tell the captain that his target request for surrender turned into a raging bull because you insulted his mother in the process. Plus with 2.0 calling up the status on friendlies suddenly gives you the capability of adding dramatic tension.

"Captain, the Luxury vessel with your second wife has fallen under Hijackers control and are demanding energy for their release!"

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TommiH

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Reply with quote  #9 
I like COMMS. You need to be active with it, though... if you're not, it's pretty boring for sure. [biggrin]
DupeOfURL

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Reply with quote  #10 
Like any position, you get out of Comms what you put into it.  {Of course Helm and Gunner are more likely to be demoted [and stoned] for inactivity!}  As someone has mentioned, YOU control (if they take your orders) the other friendly ships. And some have an IMMEDIATE mission (out of energy, computer needs re-boot, etc).  And it seems that the sooner you get talking, the sooner you'll get bonus sub-missions, like GoTo Escort X47 then DS2 and get 2 bonus Nukes.  In a sense you're like an Air Traffic Controller, shepparding the other ships OUT of harm's way. {And sometimes you gotta tell a DS to build more EMPs, not nukes.}
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Alice

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Reply with quote  #11 
I used to think comms was boring, until I learned to play it properly.
protip

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Reply with quote  #12 

I find that comms is a particularly fun and engaging position if you're in a multi-bridge game with the crews in separate rooms, but in person. Being on the internet renders this a bit moot, more on that later.

With at least two different bridges separated, the comms officers of each ship are the only ones capable of direct communication with one another (this is enforced and enabled only by out-of-game roleplaying and a chat service such as teamspeak, steamchat, skype, etc). Thus, it becomes the comms officer's job to keep an ear to their station and an ear to their captain to keep everyone informed of the situation. 

In my most recent game, I was at the helm. It was my comms officer's swift conveying of the message that our ally had just fired a nuke at our opponent that allowed me to get out of the way, narrowly avoiding catastrophe.

The reason this is a little moot in online games is that in those, it is necessary to have everyone on headsets with a chat service anyway. You could still enforce that only the comms officers can communicate across bridges, though.

pupbrad

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Reply with quote  #13 
What I tend to like to do is have either the captain or comms set up a whisper key to the other bridge so they can talk amongst themselves. This clears up the issue of the comms messages to player ships not covering every situation you could need.
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Captain of the USN Basroil.
"I am a leaf on the wind. Watch how I soar." - Hoban Washburne
"Give me a ship to fly and I'll make it sit up and beg, roll over (but NEVER play dead), and even do the jitterbug if you so fancy." - Unknown
maplealmond

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Reply with quote  #14 
Comms is not bad, but it could use some refresh.

The taunting mechanics aren't great.  Once you know how intel maps to taunt, it becomes trivially easy to do, and the idea that there are tauntable ships is kind of meh in the first place.

Asking to surrender is nice I suppose?

The comms station would work more nicely if integrated with the LRS.  Rather than trying to memorize ship names, it would be neat if it could see the ships on a tactical map, click on those and give orders.  Communications orders other ships around, so the more presence of mind comms has, the better.  Agency to say "Intrepid, hold position HERE" would be nice.

Honestly, Comms could get turned into an RTS commander for the rest of the fleet.  That's a little beyond what you normally see in Star Trek or whatnot, but it would make it a super valuable post.  Click ally, click enemy, click context sensitive attack, get response.
Xavier Wise

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Reply with quote  #15 
Here is a tip when playing comms:

If you have a number of escort vessels and destroyers - decide on one that you want to take the lead. Instruct the others to "defend" that lead ship. All you have to do is remember your lead ship, and you can effectively coordinate the actions of a small flotilla of ships in the sector.

Personally, I enjoy playing Comms. You are able to take more initiative in what you do and be able to work with little to no direction. If you think ahead, you can position ships where they need to be and can have quite an impact on the flow of the battle (and I don't just mean by getting surrenders). You can save stations, delay enemies and avoid rushing and losing energy; you can even have an impact on whether a ship will take serious damage or not. I think people generally underrate comms, seeing it as being easy or unengaging. In my opinion, it can provide some interesting strategic and tactical play, very different from the other consoles.

To me, if you see it is as being boring or unengaging, then you don't know how to play comms. 

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