athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Apr 17, 2017 12:07:44 GMT -5
Perhaps give each job a second skill-save Talent (at high Job Rank) that covers their "secondary" area of expertise, whatever you perceive that to be. This way it won't OP or be redundant with their original skill-save, and offers more cross-coverage between the various jobs.
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Post by fallen on Apr 17, 2017 12:21:26 GMT -5
athios - yeah, that sounds more useful. You can see some Jobs having this already (Spy). I think the main issue I have is redundant Talents. Really don't want them in the game design.
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Post by bobc on Apr 17, 2017 12:27:32 GMT -5
Probably a rocky area for discussion since we have no idea how talents are going to be developed but looking at HoS and BF there are a fixed number of talents and the character progressess through a talant gaining profficiency. So for me there is an explorer skill save with a 3 week cool down. Later in the game instead of learning a new talent I increase my profficiency at explorer skill save such that the talent (and my experience) supports a 2 week cool down instead. I am not replacing one talent with another but spending talent points to improve the value of that one talent.
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Post by fallen on Apr 17, 2017 12:29:53 GMT -5
bobc - the Talent design of Star Traders 2 is different. Aside from their minimum level requirement (1, 5, 8, 11), Talents have no "level" like a HoS Talent (level 1 - 10). You won't replace level 1 Gut Instinct with level 2 Gut Instinct. There is only Gut Instinct. So, one way you could say it is that all Talents are level 1, and there are no level 2s.
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Post by Cory Trese on Apr 17, 2017 13:04:19 GMT -5
I do still think there is a core issue with crew generation that started this thread.
I am trying to think of a solution.
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Post by grävling on Apr 17, 2017 13:34:19 GMT -5
It wouldn't be pointless if the new high level talent caused the lower level one to have a shorter cooldown. So you would need to have it in the first place to get the benefit.
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Post by fallen on Apr 17, 2017 13:55:57 GMT -5
It wouldn't be pointless if the new high level talent caused the lower level one to have a shorter cooldown. So you would need to have it in the first place to get the benefit. Not something we will add. Buying one Talent to modify the behavior of another Talent makes it very difficulty to balance the value of "+1 Talent Point" and I would generally think that buying one Talent to reduce the cooldown of another Talent is going to be a very weak option compared to all the other Talents you might spend your +1 Talent Point on.
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Post by grävling on Apr 17, 2017 14:00:46 GMT -5
With so many high level talents right now unimplemented, it is hard to judge. But for captains that aren't finding pirates to recruit -- though I must say, I have never had a game as utterly frustrating as the one I wrote about earlier, where nobody who used pirates wasn't already hiring out some other sort of crew -- I'd sacrifice quite a bit to have a barrel roll that recovered faster.
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