I promised a non-tactical based captain for the next installment of the Cast List (for the Star Trek Online guys, anyway), and I deliver!
Bill was either the second or third character I made for Star Trek Online, and I made him for one reason only (among many others): I had a lifetimer sub from pre-launch, and since I had the ability to create a Borg captain, I was damned well gonna make one!
Bill was my second Starfleet guy, and I was already going with a pattern. My initial Starfleet captain-Walt-was a Tactical captain flying a cruiser; I was interested in mixing and matching ship types with captains, so I wanted Bill to do that sort of thing as well. So I made him a Science captain, and I threw him at the Escort class of ships, eventually winding up in a Defiant variant. Back then, there weren’t nearly as many ships as there are now at the upper levels-and I keep considering finding a new ship for him, but keep deciding against it. Unlike what you see in the picture to the left, Bill’s ship-the Integral-is loaded with Borg tech; in fact, he was the first guy I went into the effort for to get the three-piece set of Borg technology from the original Special Task Forces related to the Borg, before Reputation became a thing, and I have the visuals enabled, so there’s an awful lot of Borg attached to the hull.
Originally, the character of Bill was designed to wear the old late 23rd century uniforms, as originally seen in The Wrath of Khan. Thanks to some really stupid moves from Cryptic/Atari in the earliest days of the game, they attached that costume code to retail items to promote the game; not a big deal, honestly, except they had the brilliant idea to just use a single code instead of unique codes. This meant that it only took one person out there to put the code out into the public domain. (This is why the devs eventually just made the damned thing free to claim; I’m not sure what the status on it now is, though.) Full disclosure: I saw the code out there, and I used it-but I felt guilty and purchased a DVD that had the code in it to salve my conscience. It was arguably my favorite Star Trek uniform that’s ever been on the screen, so I really wanted a chance to use it.
That made it all the more ironic when, eventually, I decided to update the uniforms to what’s on the picture above. Of course, that’s sort of hard to tell, since my primary bridge crew is…well, let’s go back and do some story time. Early on, when those aforementioned Borg task forces came out, word came that you could get a Borg science bridge officer as part of an achievement. This had me dreaming of one day, perhaps, having an all-Borg away team. It never happened, but I did the next best thing. Over time, I got the veteran reward of an android bridge officer, and thanks to some circumstance that I can’t even recall, I got a holographic science officer. So every member of my team is, in some way, technological and mechanical in nature. Three Borg, an android and a hologram. How’s that for a crazy bridge crew?
I didn’t have much in the way of story concept behind the character. There were a significant number of lifetimers at launch, and so there was a lot of liberated Borg floating around as captains-not to mention the even larger pool of people who had access to the Borg Bridge Officer at the same time. Fortunately, there were a couple of places where one could locate liberated Borg if you look back at Trek history. There was the Borg Cooperative, for example, introduced in Star Trek Voyager, and liberated drones from Unimatrix Zero from the same series. I decided, though, to go with a different branch-one freed by the original liberated Borg, Hugh, introduced during Star Trek: The Next Generation. I figured that Hugh would have definitely become the Big Deal Leader guy as the first to be freed and returned to thinking as an individual, and wouldn’t have stopped with the ship he wound up on-or simply stayed on that nameless planet that the android Lore manipulated a bunch of liberated drones. Hugh struck me as the kind of guy who could create a revolution. (In the Delta Rising expansion, in fact, you can encounter Hugh, who seems to have thrown in with the Cooperative). Anyway, given Hugh’s simple name, I figured that other liberated Borg who had been freed by Hugh would adopt similar names-thus, Bill.
The other pair Borg on the bridge officer crew don’t have as fancy names, still choosing to use designations like Seven of Nine did. I named the hologram “Hertz”, a play on words for a doctor for both his holographic nature and a pun on what he treats. The android has a more normal name, “Jen”.
Bill hangs around in the mid 50s as far as level goes, and represents a different method of leveling. Back in the day, STO had exploration missions that were performed in star clusters. They were basically the STO version of City of Heroes’ radio missions (or newpaper missions if you were a villain), a randomly generated mission choosing from a pool of maps, opponents, and goals. Don’t bother looking for them now; they don’t exist anymore. I still haven’t forgiven the devs for that stunt. Anyway, Bill leveled up almost exclusively via exploration missions in the various star clusters; the only exceptions were the tutorial missions and the then-new Feature Episodes. I haven’t really put much more into Bill since the early days, but I would suspect that if I were to continue to develop him further, I’d be tempted to push exclusively through Foundry missions-the next best thing to the old exploration missions. The quality might vary on those dramatically, but then, people had no problem using the Mission Architect for their characters in CoH-why should I have a problem doing the same with the Foundry? (Admittedly, a significant portion of the folks using MA had special “grinding” missions to do nothing but power level themselves, and I’d be shocked if similar didn’t exist in the Foundry….)
That sort of puts me in mind to consider a new series of posts that center on Foundry missions. I’d been considering the idea of a new post series on STO from the Klingon side (much like I did with Rick Masters and the Temporal Agent angle), but worried that the experience would have a lot of repetition thanks to the tripling up of Starfleet missions to include Klingon and Romulan sides for the Cardassian/Borg/Undine content, not to mention the shared content for Nimbus and the ramp-up to the Iconian War. But the Foundry offers some possibilities here. (The con of this idea is that, well, Klingons don’t get as much nice stuff in anything, and that includes people putting time into developing missions for the Klingons with the Foundry. Still….)
Anyway. Bill’s in a state where I’m fairly happy, although there is one area that I sort of keep thinking about developing further. I don’t do much in the way of crafting in the game, but Bill had been my main crafter in the beginning. Crafting has gone through various iterations, but when the new system came in-the current system, that is-most of my crafting effort went to my Starfleet main character. Buuuuut…Bill’s prior experience entitled him to a special crafting duty officer that would allow him to craft AEGIS equipment, one of the early starship sets back in the day. It seems like it’s a damned shame to not have Bill work up the ability to craft stuff that makes use of that officer-and thus, the AEGIS equipment-for use later on. Food for thought.