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Post by ChocoCrowbar on Feb 20, 2017 20:19:23 GMT -5
I've been doing some bounty missions as a merchant (officers are focused at hunting down criminals) and noticed that at the end of every mission, there's a command+negotiate roll.
What does winning and losing do to the mission?
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Post by fallen on Feb 20, 2017 20:40:26 GMT -5
ChocoCrowbar - you'd have to be more specific. At exactly what step in tracking down the criminals? What was the title of the mission?
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Post by ChocoCrowbar on Feb 20, 2017 22:32:02 GMT -5
This is the start of the mission... Once you get to the last step, delivering the prisoner, you have a roll of Commander + Charisma. Thing is, I've failed it a few times, but I still get paid for the job. The only difference is that negotiations went roughly. What happens when you pass this roll, and when you fail it?
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Post by fallen on Feb 20, 2017 23:45:14 GMT -5
Seems really reasonable to me -- you captured the prisoner, you brought them back to drop them off, tried to do it well with Command+Charisma, failed -- but you still have the fugitive under lock and key here, so they are going to pay you. But, you could have done it better, gained more Rep, a little more money with negotiating.
I've taken #3492 to try to explain that better in the UI.
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Post by ChocoCrowbar on Feb 21, 2017 6:46:16 GMT -5
Ah, gotcha. So more rep and cash if you pass the roll.
I know with diplomatic missions where you take a diplomat on a grand tour, and you have a choice of joining in on the discusion, if you pass the negotiation roll you get extra cash and rep.
I thought something similar happened here, yet this roll is always required at the end of the mission. It's not a choice.
I'll try and get a screenshot of the "proof of death" bounty hunter missions. Having bad luck atm with the intimidation rolls for the criminals location.
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Post by tenbsmith on Feb 21, 2017 8:04:17 GMT -5
I'm curious how the numbers of dice for these end of mission rolls are determined.
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Post by ChocoCrowbar on Feb 21, 2017 8:36:31 GMT -5
Here's the other type of mission: Sends you off to execute in situ the criminal and bring back proof. Here are the choices at the last step of the mission, where you being back the proof: And this is what appears when you choose the only option to complete the mission: There's a roll, but not clear what the benefits were. And if you loose the roll, it's not clear what the impacts were.
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Post by fallen on Feb 21, 2017 10:05:57 GMT -5
ChocoCrowbar - ok, so the text is very misleading. #3492 to fix. tenbsmith - based on the zone attributes (military, govt, etc), local contacts (known and unknown), rumors, conflict, the status of the quadrant, its danger level.
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Post by tenbsmith on Feb 21, 2017 10:20:35 GMT -5
fallen, that sounds like a description of what determines opposing dice pools in mission tests. What determines the players dice pools for these tests?
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Post by fallen on Feb 21, 2017 10:42:48 GMT -5
fallen, that sounds like a description of what determines opposing dice pools in mission tests. What determines the players dice pools for these tests? In that case, that was Command Skill Pool + Captain Charisma.
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Post by grävling on Feb 21, 2017 11:40:54 GMT -5
So in an X + Y test, the first is the pool, and the second is the captain's ?
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Post by fallen on Feb 21, 2017 11:46:11 GMT -5
So in an X + Y test, the first is the pool, and the second is the captain's ? If the second value is an Attribute, it is the Captain's Attribute.
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Post by grävling on Feb 21, 2017 12:10:17 GMT -5
Thank you.
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Post by bobc on Feb 21, 2017 14:19:57 GMT -5
So in an X + Y test, the first is the pool, and the second is the captain's ? If the second value is an Attribute, it is the Captain's Attribute. If the Captain's attributes are a key part of mission tests then is this going to emphasise (require?) putting them at either A or B during Captain creation to stand best chance of mission success? Appreciate that they are tested in conjunction with a skill pool, but every little bit helps. If attributes were prioritised at D or E how much of an effect on mission tests would this have? Does it have to be the Captain's attributes? They are supported by a cadre of officers so could it be the best appropriate attribute from the captain or officers?
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Post by grävling on Feb 21, 2017 14:33:43 GMT -5
My current crop of captains all have skills as #1 and attributes as #5. This is working out incredibly better for me in terms of doing missions successfully than my last crop of captains which had attributes #1 and skills as #5. And attributes #1 has been nerfed some since when I built those.
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