Post by Deleted on Sept 8, 2012 22:44:04 GMT -5
New Officers
Commander - Tactics bonus; Patrol bonus; Mutiny bonus (bribe); Spice Hall bonus; Bonus with Spice in hold
Navigator - Stealth bonus; Major navigation (deep-space) bonus; Defense bonus vs. Torpedo damage; Bonus for avoiding Aliens in deep-space; Bonus with Records in hold
Assistant - Increase officer bonuses
New Bonuses to pre-existing officers
First Mate: Increased profession abilities; Minor XP bonus for deep-space; Warns captain of trade embargoes, active urban zone rumors (shortage surplus officer stranded), low health and when repairs are needed
Exo-Scout: Warns captain when a rumor heard about treasure hunters at hall/palace is on the same planet that cargo of his is cached; Warns captain of active wilderness rumors on wild zones
"captain, there is a rumor of dark age technology here. Chances of finding artifacts will be much greater"
Mechanic: Improved repair prices at stardock
Spy: Rumor bonus at Spice Halls; Warns captain at exchange if faction involved in spy battle
Political - Bonus vs. imprisonment; Bonus vs. execuction; More reputaton and conflict bonuses and notifications
Vet: Some combat bonuses vs. non-aliens, like torpedo (though not as major as vs. aliens); Provides kill contracts vs. aliens (chance of occurance stacks with Templar); Remove destroy contract pay bonus
Templar: Bonus with artifacts or weapons in hold, or with Leviathan System upgrade; Reduces combat penalties vs. aliens with artifacts in-hold
Bodyguard: Increase captain health resistance for non-boarding (exploring, mutiny etc); Increase resistance vs. boarding; Greater resist bonus vs. search and loot; Surrender/defeat bonus vs. aliens with escape shuttle; Bonus with weapons or spice in hold
Trade: Improved exchange prices; Warn of embargoes and spy battles; Rep bonus for trading contraband and records; Increase merchants and smugglers for patrol; Bonus with trade permit
Commander - Tactics bonus; Patrol bonus; Mutiny bonus (bribe); Spice Hall bonus; Bonus with Spice in hold
Navigator - Stealth bonus; Major navigation (deep-space) bonus; Defense bonus vs. Torpedo damage; Bonus for avoiding Aliens in deep-space; Bonus with Records in hold
Assistant - Increase officer bonuses
New Bonuses to pre-existing officers
First Mate: Increased profession abilities; Minor XP bonus for deep-space; Warns captain of trade embargoes, active urban zone rumors (shortage surplus officer stranded), low health and when repairs are needed
Exo-Scout: Warns captain when a rumor heard about treasure hunters at hall/palace is on the same planet that cargo of his is cached; Warns captain of active wilderness rumors on wild zones
"captain, there is a rumor of dark age technology here. Chances of finding artifacts will be much greater"
Mechanic: Improved repair prices at stardock
Spy: Rumor bonus at Spice Halls; Warns captain at exchange if faction involved in spy battle
Political - Bonus vs. imprisonment; Bonus vs. execuction; More reputaton and conflict bonuses and notifications
Vet: Some combat bonuses vs. non-aliens, like torpedo (though not as major as vs. aliens); Provides kill contracts vs. aliens (chance of occurance stacks with Templar); Remove destroy contract pay bonus
Templar: Bonus with artifacts or weapons in hold, or with Leviathan System upgrade; Reduces combat penalties vs. aliens with artifacts in-hold
Bodyguard: Increase captain health resistance for non-boarding (exploring, mutiny etc); Increase resistance vs. boarding; Greater resist bonus vs. search and loot; Surrender/defeat bonus vs. aliens with escape shuttle; Bonus with weapons or spice in hold
Trade: Improved exchange prices; Warn of embargoes and spy battles; Rep bonus for trading contraband and records; Increase merchants and smugglers for patrol; Bonus with trade permit