|
Post by resistor on Jul 21, 2017 1:48:18 GMT -5
... imgur.com/2yMHJov imgur.com/3jszor3... ...Edit: Okay...that didn't work as I hoped. Do I not use the Insert Image button? or just not use the Alt Text portion of it? Or does the image file have to be in a public Imgur folder? Edit2: I am sorry that I had to post them as links. I wanted the embedded as Brutus Aurelius did. What am I doing wrong?... To display images properly, always right click on the image and click "display on a new tab". There should be a new tab opened that only has that image and nothing else. Use that new tab's url, NOT the url of the website it was posted on. You can ignore Alt Text. I don't think it does anything relevant.
|
|
|
Post by LordofSyn on Jul 21, 2017 2:18:55 GMT -5
... imgur.com/2yMHJov imgur.com/3jszor3... ...Edit: Okay...that didn't work as I hoped. Do I not use the Insert Image button? or just not use the Alt Text portion of it? Or does the image file have to be in a public Imgur folder? Edit2: I am sorry that I had to post them as links. I wanted the embedded as Brutus Aurelius did. What am I doing wrong?... To display images properly, always right click on the image and click "display on a new tab". There should be a new tab opened that only has that image and nothing else. Use that new tab's url, NOT the url of the website it was posted on. You can ignore Alt Text. I don't think it does anything relevant. It actually creates those text label tables (That was the name of a nerd band in high school ) in case it didn't show, but I thank you very much! Seems ludicrous that you have to do it that way. lol
|
|
|
Post by En1gma on Jul 21, 2017 9:54:05 GMT -5
Here's my Smuggler Template, a little different than Syn's, but this one's worked very well for me.
|
|
|
Post by fallen on Jul 21, 2017 11:44:16 GMT -5
Killer templates! Keep them coming.
We'd love to see for Spy, Explorer, Bounty Hunter and Pirate too
|
|
|
Post by LordofSyn on Jul 21, 2017 16:08:47 GMT -5
Before I move to another profession, This is the latest build I have been using for Smuggler: I have had much better luck, especially in the early game with rolls and checks. This is due to the higher attributes which get rolled more often than skills. It is not perfect and isn't designed to be. * Spy is next
|
|
|
Post by LordofSyn on Jul 21, 2017 16:36:01 GMT -5
SPY
A spy sneaks through the dark of space. Primary Skills: Electronics, Stealth, and Pistols Traits: Charmer (Charisma) and Sharp Witted (Wisdom) Suggested Contacts (and at least one reason why): Smuggler (most for sale of intel), Starport Mechanic (Discounted fuel), Spice Trader (intel, rumors), Ex-Bounty Hunter (intel), Fixer (intel), Politician (like politicians have never used spies, lol), Intelligence Officer (obvious reasons). Suggested Faction: Rychart
|
|
|
Post by LordofSyn on Jul 22, 2017 19:27:31 GMT -5
Bounty Hunter next?! ... ... ... Hahaha made you look over here.
|
|
|
Post by grävling on Jul 23, 2017 4:38:32 GMT -5
While I fully support the idea that there should be starter templates for the newbies, I think that making starter tempates based on profession is the wrong way to go. There is a relationship between which contacts you would like to take and what profession you choose, spies and explorers want to take stealth and exploration skills, and merchants really like the cargo capacity on the Galtak Freighter, but aside from that the profession doesn't really matter much. Now, when we hand them out to the newbies, they will have to be a Such and Such Profession template, but from the point of view of creators, i think it is more interesting to evaluate your choices based on what ship you want to start with.
Scout Cutter. Who wants it? Nobody.
I consider this ship to be inherantly broken for newbies. It's not much good for anybody else, either. This really ought to be a ship which, out of the box, cannot do much but is reasonably easy for an inexperienced crew to fly. It's not. You can crank your experience all the way up to A and you still get understaffed saving throws with the starter crew. The first thing you have to do is install a bigger barracks, and hire more crew. Newbies shouldn't have to face this when they are making their first flight between planets -- they have too many new things to learn as it is. Starting with a ship as hard to fly as the scout cutter is, even with modifications, is likely to doom the newbie to a very unpleasant first experience with the game, all the more so as it will be the cautious people 'who like to start small' who are likely to try to start this way. If you are doing things as cautiously and carefully as you can and you are still suffering terrible casualties and cannot fly your ship properly, the you are likely to be very unhappy with the game. Without knowing that it is the ship's fault.
But when you aren't a newbie you will discover that the scout cutter still isn't worth it. Then your crafty plan might be to quickly produce yourself a crack crew by having a very small ship. But you won't advance significantly faster than you would in a Juror, which is altogether a more pleasant experience to fly.
Juror. Who wants it? Everybody who doesn't plan on fighting ship-to-ship from the get-go.
I think this is the ideal newbie starter ship. You will probably want to trade up out of this ship at some point, but it is where you can rapidly train your crew to high levels, by not having to spread the experience around. Spies can use this ship for their entire existence, provided they are happy to run away from all fights. And the rest will be happy to have well trained crew to start as the basis of their increased roster when they buy a bigger ship. This leads to a tightly coupled pairing -- Ship is D, Experience is E. This actually performs better than a scoutship at E, Experience as D.
Paladin Cruiser. Who wants it? I don't know.
I've never understood what the reason for picking a Paladin Cruiser over a Frontier Liner, unless you just like the look of the ship more.
Frontier Liner. Who wants it? People who are uncomfortable with the lack of cargo space and armaments on a Juror.
Again, this is unlikely to be the ship you end the game with. But if you are willing to trade rapid advancement of your crew for more cargo space and armaments, then this can be the way to go.
Galtak Freighter. Who wants it? Merchants, and anybody else who wants to start the game raising a ton of money through trading. People who want a lot of smalls.
Fidelis Cutter. Who wants it? People who expect to get shot at from the get-go.
Guardian Intercepter. Who wants is? People who want to start the game going out and shooting up other ships.
I don't think that any newbies should start the game in Cautela Heavylifts or Dragoon Cruisers. Actually, I don't think that anybody should get the Dragoon Cruiser. You need a big income to support this ship that drinks fuel like a fish, and by the time you have one, wouldn't you just as soon buy a Broadsword?
-------------------------------------------------------------------------
In organising how you prioritise other things in the template, I think there is still a problem with Contacts. You really need a way to, in the template, say which starting contacts will start out in your starter quadrant, and which you will just know of who are 'out there somewhere'.
Right now I would like to prioritise:
A -- attributes B -- contacts C -- skills D -- ship (Juror) E -- experience
or
A -- attributes B -- contacts C -- ship (Galtak Freighter) D -- skills E -- experience
for all my builds, whatever the starting profession.
depending on what ship I want, but right now I swap contacts with skills, because I would rather have a few contacts but control which ones show up in my starting quadrant than more. I think this is very silly -- because I value contacts more, I am giving them a lower priority.
----
more later, Grävling
|
|
|
Post by fallen on Jul 23, 2017 10:04:32 GMT -5
grävling - great feedback! Thanks for sharing all your insight.
|
|
|
Post by xdesperado on Jul 24, 2017 3:26:08 GMT -5
Agree with grävling about the Scoutship. It is a real pain to fly. Your always either understaffed or else way overstaffed. Switching to a Barracks 2 eases the situation slightly but your still vulnerable to drastic swings in your staffing percentage from just 1 or 2 crew getting killed or deciding to leave ship. Add in even with good pilots, navigators and selection of talents that your going to get hit in combat even when all your trying to do is escape from it and the situation gets worse. Have lost my last 3 captains to random deaths incurred while trying to flee combat in a scoutship. Current captain is crossing fingers and hoping to get enough credits to buy a Juror before his luck runs out. (Need about 50k credits and he's level 16.)
|
|
|
Post by LordofSyn on Jul 25, 2017 13:04:05 GMT -5
I guess I'm the only one that likes the Scout Cutter. It isn't going to be the ship that you'll finish the game with, but I think it is fine as a starter ship.
|
|
|
Post by fallen on Jul 25, 2017 13:23:36 GMT -5
I guess I'm the only one that likes the Scout Cutter. It isn't going to be the ship that you'll finish the game with, but I think it is fine as a starter ship. I think the question is really if it is a good starter ship for first time Captains. The answer to that, I believe, is clearly no.
|
|
|
Post by xdesperado on Jul 25, 2017 13:50:32 GMT -5
Just want to bring up contacts for newbies. The starting contacts regardless of priority should all offer missions in my opinion. Contacts who don't offer missions are fine once you get going with game but for a new player giving them 1 or more that don't give missions at start may just confuse them as well as make their initial play harder.
|
|
|
Post by fallen on Jul 25, 2017 13:57:28 GMT -5
Just want to bring up contacts for newbies. The starting contacts regardless of priority should all offer missions in my opinion. Contacts who don't offer missions are fine once you get going with game but for a new player giving them 1 or more that don't give missions at start may just confuse them as well as make their initial play harder. Great feedback! Very on point, and the kind of fine tuning we need now.
|
|
|
Post by MintDragon on Jul 25, 2017 14:01:40 GMT -5
grävling I really appreciate your insight and approach to creating templates for newbies. One mechanism I'm waiting for is the ability to upgrade your ship from the start using leftover budget. I think that based on profession, a starter ship can be customized for the newbie player to give them a push in the right direction. Attributes should max out fortitude and resilience to help with survival of any game challenges. Agree that contacts should be fairly high on the A-F scale; I personally play with contacts fairly low, willing to use skills/talents/money to ferret out what I need, but new players would love to have destinations based on a variety of contacts within a few jumps from the starting sector. I'm curious about others' view, but I always play with the Captain at the lowest level (as you recommended). Due to the lack of talent saves, turnover is normally high for me til I get a few missions/crew payments completed... Wondering if a higher starting level will help in that area? It might be kinda tricky to explain to new players why high turnover isn't necessarily bad, and what people to add to the crew to 'restock'. Finally, I hope that a 'Beginner Difficulty' could be considered, or the selection of a Beginner Template that uses custom game difficulty settings that let new players basically fly around, trade, fight, run, etc... and learn the game mechanics with little penalty and high rewards. After getting their bearing, they would be bored with the lack of challenge, but I really think it's important to minimize the negative outcomes in as many parts of the game as we can for them while they are learning.... and then move to Basic Difficulty when they are ready. For someone like me (to whom ST and HoS were entirely new game genres), it took a lot of trial/error/seeking advice to even grab certain concepts of gameplay. That being said, my list would be same as your second option: A -- attributes B -- contacts C -- ship (Galtak Freighter) D -- skills E -- experience Or for more oomph in a ship they can shoot things up quickly (and upgrade impressively over time): A -- attributes B -- ship (Intercepter) C -- contacts D -- skills E -- experience
|
|