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Post by resistor on Jun 28, 2017 11:59:19 GMT -5
The Commander gets access to four crew-combat Talents on Rank 5. This seems ridiculous to me because... ...Commanders don't have any skills that directly effect combat like Evade or Pistol. ...Commanders can't get any crew-combat Talents on Rank 1, so even if I did want to use a Commander for crew combat, (s)he would be almost useless in every fight until enough XP can be accumulated for Rank 5. ...the selection of Rank 5 Talents are all useless to people who don't use Commanders for crew combat, which I think is most of us.
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Post by fallen on Jun 28, 2017 12:25:56 GMT -5
What would we do without you guys? I have slotted Damning Aim for remove and replace with something not crew combat. I have flipped Ultimatum over to Intimidate Skill, but bumped the base Morale Damage to 16. I am looking at Rallying Aura vs. Oversee to see if they could be combined into a single Talent and the empty slot filled with something else interesting. Considering a Talent to help reduce the Morale damage that will be going in for facing Xeno.
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Post by resistor on Jun 28, 2017 13:00:48 GMT -5
I have slotted Damning Aim for remove and replace with something not crew combat... ...I am looking at Rallying Aura vs. Oversee to see if they could be combined into a single Talent and the empty slot filled with something else interesting. Considering a Talent to help reduce the Morale damage that will be going in for facing Xeno. Cool! I have a suggestion for a Talent to replace one of those with. Unlike crew combat, I'm pretty sure we don't have any Talents that give a chance to resist debuffs in ship combat, so it might be interesting if one of the Commander's new replacement Talents is based around that concept. It could work something like this: " Proactive Defence Protocols - In ship combat, grants +10% Defense, and (50+Command)% chance to resist all crippling ship and crew effects".
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Post by fallen on Jun 28, 2017 14:22:06 GMT -5
Interesting. It isn't a field we have at the moment in Ship Effects, but I can see that it would be valuable and fun. Hardening yourself against enemy attacks is always good.
Especially once we fix the AI's Talent learning routine ... going to be important when they start using more fun Talents!
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Post by grävling on Jun 29, 2017 4:14:35 GMT -5
What about the Star Trader's Rallying Cry -- Buffs Ship with Protection against Damage over Time (20 Crew, Morale and Component Dmg/Turn) for next 2 Turns, Purges Ship of any Crippling Ship Effects, Restores Pilot Skill worth of Morale to 20 Crew -- which seems to be in the game for all you said we don't have in Ship Effects?
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Post by resistor on Jun 29, 2017 8:03:40 GMT -5
What about the Star Trader's Rallying Cry -- Buffs Ship with Protection against Damage over Time (20 Crew, Morale and Component Dmg/Turn) for next 2 Turns, Purges Ship of any Crippling Ship Effects, Restores Pilot Skill worth of Morale to 20 Crew -- which seems to be in the game for all you said we don't have in Ship Effects? I think what fallen meant is that we don't have any Talents that reduce the chance of acquiring crippling effects/debuffs in the first place for ship combat. Rallying Cry sounds like it reduces the effects from debuffs, rather than reducing the chances of acquiring them.
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Post by fallen on Jun 29, 2017 12:05:55 GMT -5
grävling -- good point, we do have some of this. There is definitely a difference -- protection from Debuffs vs. protection from Crew / Morale / Component Dmg. First, I think we owe it to the Talent system to look harder at the protection from Crew / Morale / Component Dmg and make sure it is used properly. If it only appears in Rallying Cry, I wonder (1) Why Rallying Cry protects ship components? (2) Why don't some Engineers / E-Techs have the ability to slow component damage? (3) Just one Talent? Come on!
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Post by grävling on Jun 29, 2017 17:37:16 GMT -5
Well, also why do Star Traders have it? I am still trying to understand what that profession really means.
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