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You generally don't bother with any race but "Alien" (the generic one) if you're looking for gameplay advantage - everything else you'd pick just because you have a particular lore interest in playing that race.
The generic Alien race gets an extra space and ground slot for traits. That is a much, much bigger benefit than pretty much anything else other races can offer because you can choose the trait that goes in that slot from the hundreds that exist, rather than being married to a specific trait that will invariably be only situationally useful.
Only the specific race "Alien", not aliens like Trill. The extra trait slots are for the do-it-yourself alien races where you can create your own custom alien.
Alien does but Trill (and Joined Trill, which are actually a different species in the game) do not - it's to make up for them not having a species-specific trait.
The interesting thing about Joined Trill is they're crossfaction - you can play as either Fed or Klingon (you have to choose when creating the character, not during storyline like Romulan or Jem'Hadar). Tjhis is why (if I remember correctly) they are priced higher than the other purchaseable races - you're actually getting two.
And as with all non-Aliens, they do have a species-specific trait... I don't remember what it is, but most of them are fairly minor.
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Looked it up... for science? The +7 EPG, +9 Control, +9 Drain could certainly be handy. They are small amounts, but every point counts, right? These three stats are used for scaling of most Science BOFF abilities.
For example, Gravity Well's pull and range use Control and damage uses EPG.
For the other premium species, it's literally just up to you.
Would plus 7 even make a tiny difference? If not, I might with a race that has a clickable ability or a tangible benefit like VestedGamr suggested.
The amount of EPG and CtrlX that you'd get from the Trill trait is absolutely trivial, and absolutely does NOT make up for losing the open trait slot that the Alien species gets which can be used for any trait and changed to suit other builds whenever needed. Traits are not locked in - you can swap them around any time you're in a social zone or during the instructions part before a TFO starts, etc.
(EDIT: Open trait slot traits are not locked in and can be changed... racial traits are locked in)
A single node in the captain skills trees gives +60 CtrlX or +60 Drain, with the second one giving another +40 (for a total of +100). It takes 3 EPG nodes to get +100. By maximum level you have something like 46 nodes you can open so... that's nothing. Most of your points come from consoles and such - my own science build, which is by no means top tier or cutting edge, comes in around 418 Control and 348 EPG.. at ESD, so before any of the combat bonuses kick in.
That said, it's just the tenth trait; there's so many areas that go into a build that the actual effective difference is small enough that for easily 99% of the game's content you won't notice it mattering. Elite TFOs are probably the only stuff, and they are bragging rights only really - Elite TFOs just have more rewards than Advanced TFOs.
It would make a tiny difference, but it is tiny. My Legendary Intrepid-X super-gravity-well build runs with 404 Control and 623 EPG (and yes that's static, no temp bonuses)... so if the captain was joined trill that would be 413 Control and 630 EPG.... and at that point I might be able to swap one mod on something else and go to 400/645 or something like that.... (as Control over 400 is fairly useless).
But even then, it would just be, what, +20 or so to EPG stat, which folds into damage calculation. But depending on what you were to slot as the extra changeable trait, an alien captain might be able to do better than that.
For comparison: one fleet research lab science console, upgraded to the max, can be +39/+26 on these two stats.
That's still just a combat bonus, which is only worth it if you focus on ground combat. Someone who specializes in space combat or trading isn't going to see that as worth it.
That's why I focused on the jump height, not the pounce. You can't get into the upper branches of the trees in Earth Spacedock or other weird areas without it.