athios
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Post by athios on Feb 26, 2017 1:30:16 GMT -5
At the current stage of Alpha, the right move for when "I have outgrown this ship" is to start a new Captain with a bigger ship on a higher difficulty.
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Post by John Robinson on Feb 26, 2017 8:12:56 GMT -5
Bigger ships and bigger crews are a double-edged sword. They cost a lot more Credits. And last I heard, John Robinson was still flying around in a Juror, so his problem really most likely is 'I have outgrown this ship but for the time being I cannot buy a new one'. Recently I have experimented with the Frontier Liner(good ship). But I will stick with the Juror Class for a while, why you ask? Where can I find a painfully long winded boring posting?. Look no further friends, for you it's absolutely free! Juror Class:1. It's easier to study components, and their interactions. Smaller size has lead me to more basic questions that might escape notice on a larger ship. This thread about mass dampners came from this analysis. What's really cool is realizing how many problems you can ameliorate when swapping components. Ship Design will be fun when implemented, but I'm not at all handicapped without it. The more I discover, Cory and Andrew have built in an enormous amount of flexibility. You can practically design a different kind of ship just by knowing what, and when to swap components. C & A WOW! guys Great Job!. Woody is bouncing on his head again. 2. Engine Speed(25). a.) Boarded already? One day I asked myself why are Cory and Andrew throwing so many of these Juror Class ships at me in combat, especially Zenos? Because the only ship that can outrun one is a Scout(30). Jurors have fragile hulls, but have components specialized for boarding. They will take some hits however when I have faced them in the past in other ship types, enemy boarding almost always occurs. (That's good, we want ship combat in Phase 1). b.) Great for Captains that prefer a less militant profession, such as explorers. In the age of sail frigates were designed with enough speed to outrun more powerful ships, and fast enough to overwhelm anything weaker (merchants?). Juror Class ships are perfect for this. I currently play peaceful Captains, when backed into a corner, and a bribe option isn't being offered, so far a couple of torpedoes, and the maneuver talents let me get away before taking too much damage. Even when you win a ship to ship battle it is often a Pyrrhic one, the cost of repairs can be crippling to a Captain's hard earned capital, and loss of crew/officer talent. 3. What type of people are in my crew? Just as promised in the KickStarter you have an opportunity to know each person on your crew, what makes them tick, when will they reveal their most guarded secrets, and more importantly what effect they are having on the rest of the crew. The smaller crew of a Juror allows me to study each one closely, their behavior is important because over time they will level, you may not want to replace them with a level(1) noob. I might not have the patience to do this with a crew of 40. With allot of practice with smaller crews, I'll become much faster in analyzing traits common to bigger crews. You are playing ST2 at a real disadvantage if you haven't read the TB online reference Wiki Traits list in alphabetical order.Each trait is also tagged with a "Grouping". I believe where there is smoke there is fire. When you see a behavior in crew member that clearly exhibits a trait found in the Addictive group. If the crew member has one or more hidden traits there is a chance there is another addictive trait in their personality. It's better to get them off the ship before that crew member's level gets too high, save the time, and cost to train a new hire. Based on the TB wiki traits list. I built the Crew Personality, and traits table: When I see a certain behavior I look at the other personality traits in the group likely to appear in their hidden traits. Then I look for other behaviors that fit in other group types.
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Post by fallen on Feb 26, 2017 12:13:08 GMT -5
John Robinson - thanks for the insightful post. I think it is especially awesome how fun little crews can be -- the smaller they are, the more likely their abilities are to effect each other (discovering Traits is easier, as an example) and they actually will also gain XP faster (smaller crew, XP is spread around less). So, you can have some great advantages and great fun running a small ship. I find the smallest ship to be a great challenge in the game, but a lot of fun too!
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Post by ChocoCrowbar on Feb 26, 2017 12:18:55 GMT -5
John Robinson - thanks for the insightful post. I think it is especially awesome how fun little crews can be -- the smaller they are, the more likely their abilities are to effect each other (discovering Traits is easier, as an example) and they actually will also gain XP faster (smaller crew, XP is spread around less). So, you can have some great advantages and great fun running a small ship. I find the smallest ship to be a great challenge in the game, but a lot of fun too! Wait. Is that how xp works? A certain amount, spread out throughout the crew? Just like moral loss and HP loss?
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athios
Templar
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Post by athios on Feb 26, 2017 12:21:13 GMT -5
Great analysis, John Robinson. The only thing I would challenge is the "enemy boarding always occurs". I typically fly Frontier Liner or the 6100 mass ship. I've fought Jurors and sScout ships before, but never once had any ship get closer than Range 4.
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Post by fallen on Feb 26, 2017 12:23:11 GMT -5
Wait. Is that how xp works? A certain amount, spread out throughout the crew? Just like moral loss and HP loss? Depending on the event yes, and depending on a crew member's involvement in the event yes. But if you think of traveling events, and you have 40 crew working the ship vs. 8 crew working the ship, and they get 100 XP spread out among them (like Morale Dmg) ... very different average XP gain.
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Post by John Robinson on Feb 26, 2017 16:23:16 GMT -5
John Robinson - thanks for the insightful post. I think it is especially awesome how fun little crews can be -- the smaller they are, the more likely their abilities are to effect each other (discovering Traits is easier, as an example) and they actually will also gain XP faster (smaller crew, XP is spread around less). So, you can have some great advantages and great fun running a small ship. I find the smallest ship to be a great challenge in the game, but a lot of fun too! Great advice. I flew a scout once, and really enjoyed it. Before understanding dampners, the usefulness appeared to diminish rapidly. I had wondered why you had offered such a small ship, now I know! Time to load out a scout and give it another go. (Big play test help on this advice )
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Post by fallen on Feb 26, 2017 16:29:12 GMT -5
John Robinson - scout ships are definitely very hard, but can be very rewarding. Getting to top-tier components and top-tier crew and officers is the goal
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Post by John Robinson on Feb 27, 2017 15:58:00 GMT -5
John Robinson - scout ships are definitely very hard, but can be very rewarding. Getting to top-tier components and top-tier crew and officers is the goal Modern historians note one of the biggest turning points in today's technical ability is miniaturization. Perhaps more impact than gasoline propulsion. How much bigger would our aircraft, computers even tanks need to be inorder to support the same level of sophistication? Does anybody remember how big the first cell phones, and calculators were? I'm thinking not all upgrades to ship components need increased mass? How much would a Captain pay to get a more capable component with a smaller size?
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athios
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Post by athios on Feb 27, 2017 16:25:20 GMT -5
Oooh, that's a great idea, actually.
May be difficult to account for balance issues though. Might allow for overpowered ships. Perhaps the lighter/same weight could be counteracted otherwise, e.g. easier to damage them
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Post by Cory Trese on Feb 27, 2017 19:45:28 GMT -5
Glad we could help!
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athios
Templar
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Post by athios on Mar 2, 2018 18:31:03 GMT -5
Sorry to revive this dead thread, but I'm running into a problem with Mass Dampeners. I just bought a Vengeance class ship, which is currently in dry dock. I only had 10 remaining mass quota, so I decided to switch some 'useless' components to Advanced Mass Dampeners. I now have 1 Mass Modulator and 2 ADM4, but still only 10 remaining mass quota?!
Is this just a calculation bug caused by the fact that the ship is still in dry dock? Or MM & MD now no longer stack?
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Post by fallen on Mar 2, 2018 18:45:40 GMT -5
athios - nope, they still stack. Always have. You could try exiting to the main menu.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 3, 2018 15:06:45 GMT -5
Yes, the mass numbers were corrected once I reloaded the Captain.
Is the system not refreshing correctly after dry dock upgrade, or just a random thing that happened?
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Post by Cory Trese on Mar 3, 2018 19:04:54 GMT -5
Yes, the mass numbers were corrected once I reloaded the Captain. Is the system not refreshing correctly after dry dock upgrade, or just a random thing that happened? It refreshes correctly, of course. If you found a rare or special case where it doesn't, please share and we will fix. Otherwise, it works great. Hopefully it was a user confusion issue but if not, and we get any details, we'll fix it quick (as we always do.)
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