What I ment was that we have seen in published reports by the developers that atleast for Damage Control crews, a combination of Mechanical and Electrical is preferenatial. This gives good reason, that all other compartments and how well a crew member does in the billet are based on a combination of two of the listed skills as well. For instance, when given the specialization of torpedoman, the individual recieves an increase to mechanical and guns ratings. Therefore, for the good of the community, having a diffinitive answer of the combinations needed for each billet would benifit the community as a whole.
This way we can create a definitive guide for crew management. For Crew Members need not been jack of all trades, but specialist.
I ask this, because I have figured out some of the billet requirements, but others I am still baffled. And it would help rather then randomly assigning crew members to open billets.
__________________
"The Federation needs men like you, doctor. Men of conscience. Men of principle.
Men who can sleep at night... You're also the reason Section Thirty-one exists --
someone has to protect men like you from a universe that doesn't share your
sense of right and wrong."
-Sloan, Section Thirty-One
|