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Post by fallen on Jun 9, 2017 13:29:34 GMT -5
We'd like to have more Rank 1 Talents for jobs. Currently, there are a number of Jobs that only offer 4 Talents at Rank 1.
Please suggest other Talents, especially for the following Jobs:
- Crew Dog - E-Tech - Gunner - Hyperwarp Nav
Please understand we are not going to be able to add all your ideas, but they may end up in the game in some form or another!
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Post by Brutus Aurelius on Jun 9, 2017 18:48:56 GMT -5
Here are a couple of my suggestions:
Crew Dogs:
Jury Rigger: Able to prolong the life of failing equipment, pass Repair saves
Career Sailor: Made a lot of friends over the years, reduce Hostility of enemy Ship
Gunner:
Rapid Fire: Optimization of fire controls allows for more firepower, increase Dmg for 3 turns
Perfect Aim: Knowledge of ship architecture allows for better Armor penetration, increase Crit chance for 3 turns
E-tech:
Focused Scan: Expertise in knowing just where to focus sensitive equipment, extra Records when Spying/Exploring
Optimized Deflectors: on the fly redirection of power allows for more reactive defense systems, Increase Shielding and Radiation Soak for 3 turns
Navigator:
Familiar Suns: Personal knowledge augments charts, remove risk card from Patrol
Shipping Lockdown: Knowledge of trade routes aids Blockades, remove Risk card
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Post by fallen on Jun 9, 2017 21:51:47 GMT -5
Killer suggestions, thanks for tossing out such a good list!
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Post by grävling on Jun 10, 2017 0:41:05 GMT -5
Is it possible to get talents that reduce cooldowns?
Well-organized: 50% chance that a just-fired talent will not require a cool-down. (This talent will cool down instead.)
It's the sort of level-1 talent you could add to a lot of jobs.
I'd also be very interested in a Jr version of 'Skip Off the Void'. You notice other ships sooner than they notice you, which gives you a chance to avoid the encounter altogether. If you blow this save, their hostility increases, since they think you have something to hide.
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Post by resistor on Jun 10, 2017 0:56:39 GMT -5
What I think crew-dogs need is a talent that is still beneficiary to put points into, regardless of how many you points in it the player already has.
Would it be possible to get a talent that slightly increases the XP gains of the entire crew? I imagine it would be sort of like the Sharp Witted trait, except it it would be a talent that applies to everyone's XP gains.
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Post by bobc on Jun 10, 2017 9:38:14 GMT -5
Awesome ideas there Brutus Aurelius , just the inspiration I needed, thanks Gunner: - Master-at-Arms: Charisma + Wisdom chance of ending a mutiny peacefully and with no concessions Combat Trainer: After successful ship combat recounts heroic tales of previous encounters to any crew who will listen; non-commisioned crew get bonus XP Ships Armourer: Reduces price of special equipment / armour from contacts by 10% + gunnery skill Crew Dog: - Combat Trauma Councillor: Organises illicit below-decks party to de-stress after successful crew / ship combat or mission; +10 morale to non-commisioned crew Ship Master: Is able to mis-direct enemy vessel searches through knowledge of ships internal structure preventing seizure of mission cargo or contraband E-tech: - Targeting Jammer: Jams enemy targeting systems / sensors during ship combat causing them to fire blind; enemy misses for 3 turns, + increased chance to escape Sensor Specialist: Reduces damage to any specialist equipment when spying by electronics skill %
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Post by John Robinson on Jun 10, 2017 20:00:27 GMT -5
This isn't a rank(1), but the other suggestions really fired up my imagination.
The Combat Medic currently has only one rank(11) talent. How about this?
Combat Medic | 11 | Boarding Spikes | Ship Boarding attack range 1, cripples up to 10 crew with +16 bio-poison, -10 morale for 3 turns. Your ship must have boarding module equipped |
The idea: Ship attack: When the Boarding Module attaches to the enemy hull, the Combat Medic fires a gas carronade through the hull breach, loaded with armor piercing spikes containing bio-gas that punch through multiple interior compartment walls. Logic: Only the Combat Medic is trained to handle these deadly munitions, and small the small caliber carronade. The colorless, order-less gas causes the morale loss.
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Post by grävling on Jun 11, 2017 12:25:15 GMT -5
I know a Rank 1 Crew Dog Talent I would like to have:
'Respect and Admiration': When your fighting crew comes back from a mission -- so this could be a post combat talent for the crewdogs -- the nebbishes aboard ship indulge in a little hero-worship and general admiration of the combat team. Improves *their* morale, so they don't skip town next time you hit a planet.
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Post by Cory Trese on Jun 11, 2017 12:42:18 GMT -5
Cooldown blocking Talents cannot be added, sorry.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jun 13, 2017 14:54:00 GMT -5
Crew Dog: - Ship Master: Is able to mis-direct enemy vessel searches through knowledge of ships internal structure preventing seizure of mission cargo or contraband E-tech: - Targeting Jammer: Jams enemy targeting systems / sensors during ship combat causing them to fire blind; enemy misses for 3 turns, + increased chance to escape I love these two! Ship Master should probably only have a % to fire though... Targeting Jammer seems overpowered as described. Maybe causes reduced enemy accuracy instead of guaranteed miss?
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Post by fallen on Jun 13, 2017 14:57:23 GMT -5
Yeah, I think a standard reduction to accuracy would be a big win. Ship Master already exists in the Smuggler's Talent list, which is where I think it belongs. it's called Hideout. startraders.gamepedia.com/Smuggler
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Post by grävling on Jun 13, 2017 15:39:22 GMT -5
The real problem with gunner is that, unless you want Twitchy Trigger and Supremacy of Firepower, to remove risk cards when you are patrolling and blockading, which is a perfectly fine reason to want a gunner, there isn't any compelling reason to put him on the ship. His gunnery (shooting the enemy) skills are good, but not as nice as the Pilots' Devestating Approach. Giving the gunner more gunnery skills is unlikely to be the answer, though, as there are only so many of them you can use in a battle, especially since you really will want to be using your e-tech or pilot skills.
I'm wondering if we actually want the job at all. If we got rid of the profession, and distributed the Gunnery talents around -- and I am thinking that the crewdogs would catch most of them -- would we be happier? The question that needs answering is 'what does a gunner do when there is nobody around that needs shooting'? I'm not coming up with a good answer for that. In the age of sail, the sailors manned the guns. The gunners -- who were warrant officers, not command officers -- repaired them, maintained them and took care of the ordinance. Which looks sort of crewdoggish to me. In the ST2 world, what do gunners do?
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Post by fallen on Jun 13, 2017 16:00:04 GMT -5
Gunners run the gunning compartments. In the age of sail, the different technological components to run a ship and fire a gun were a a little simpler. Definitely not a Job we will be removing. It is a job on our list to rebalance to make sure that Gunners are bringing better Talents to the table, which will probably also mean a down-balance for Talents in Jobs like Pilot.
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Post by grävling on Jun 13, 2017 16:15:17 GMT -5
But do they do anything else? There is a problem is with having a profession that is only good for one thing, and that a thing, even if (like me) you like ship combat a whole lot, you don't do that often. If our gunners were also our engineers, or our mechanics we could make better use of them simply because they were more versatile as a profession.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jun 13, 2017 19:29:10 GMT -5
I think it could be argued either way. For example, what do combat crew (BH, Soldier, Pistoleer, Swordsman) do when you aren't in crew combat? Nothing! They were hired to fight, and that's all they do. No one's gonna ask, "Hey Soldier Boy, why don't git over here and help swab the deck?" — at least, no one still alive anyway.
Gunners are there to man the Guns because no one else knows how to do it properly. Crew Dogs only help support Gun operations, but can't handle it on their own.
Anyway, this is getting a bit off topic. We could start another thread on this if we want to discuss further.
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