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Post by Sinocelt on Sept 18, 2017 1:55:53 GMT -5
I dunno, I like "Doctor" quiet a bit, compared to "Heal" "Heal" wouldn't work either. There should be some internal coherence in naming. With regard to Skills, that means making all of them nouns (e.g., Navigation, Piloting), rather than some being nouns (e.g., Evasion, Gunnery) and others being verbs (e.g., Navigate, Pilot). More precisely, I propose: ● Blades ● Command ● Electronics ● Evasion (not Evade) ● Exploration (not Explore) ● Gunnery ● Intimidation (not Intimidate) ● Medical Care (or Medical Support, or Healing, or even Doctoring, but not Doctor*) ● Navigation (not Navigate) ● Negotiation (not Negotiate) ● Piloting (not Pilot*) ● Pistols ● Repair (or Repairs?) ● Rifles ● Ship Ops ● Stealth ● Tactics ----- * Both because all Skills in this list should be nouns and because a Skill and a Profession shouldn't be named the same; that's bound to cause confusion now and then.
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Post by Cory Trese on Sept 18, 2017 10:41:04 GMT -5
Sorry, my bad. This thread is only about default Templates.
I'm working on re-doing some of them, specifically around Experience priority, and Skill points spending.
I think providing default Templates with VERY clear designs (ie, match the skills to profession skills exactly) is best.
Anyway, please keep posting here about Templates and improvements to the default templates.
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Post by Sinocelt on Sept 18, 2017 11:37:49 GMT -5
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Post by Cory Trese on Sept 18, 2017 12:35:41 GMT -5
5 Negotiation, 5 Command, and 5 Tactics is probably the safe way to go, but I like the 10/3/2 or 9/3/3 setup as well.
None of the Templates today use A/B Skills/Attributes, so that's something we can consider.
Maybe we want to swap Traveler into something closer to what you're suggesting
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Post by Sinocelt on Sept 18, 2017 13:22:04 GMT -5
5 Negotiation, 5 Command, and 5 Tactics is probably the safe way to go There are three reasons to invest more in Negotiation: 1. It's the Merchant's primary skill: it tops at 21, whereas Command tops at 10 and Tactics at 8. Investing more in Negotiation would make that hierarchy clearer to the starting player, which is what you wanted. 2. It's the linchpin skill to succeed in the diplomatic missions offered by the Politician contact, and when the game starts the Captain will be the only person aboard with that skill. 3. It helps steering the players toward the aforementioned diplomatic missions, which they're best equipped to succeed. Maybe we want to swap Traveler into something closer to what you're suggesting It's a possibility. Negotiation is also the Smuggler's primary skill (though it tops at 17, not 21). In STF as in the real world, merchants and smugglers are two sides of the same coin. A smuggler is just a merchant that has joined the Dark Side. In history, as will be the case in the game, respectable merchants often weren't against a bit of smuggling, whereas smugglers could turn into honorable merchants if there was some profit in it. My Templar Battleforce captain would be horrified to discover that one of my STF captains, a Merchant in good standing, once tried to sell some Xeno artifacts!
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Post by Sinocelt on Sept 19, 2017 7:33:26 GMT -5
A more subtle build here, since it helps orientate the player toward a second job. A. Skills● 10 Exploration because it's the Explorer's primary skill ● 10 Negotiation to orientate the player toward a negotiation-focused second profession (Smuggler, for instance, for whom Electronics is also a profession skill) ● 2 Electronics because it's the Explorer's secondary skill ● 1 Tactics because it's the Explorer's tertiary skill B. AttributesTreasure hunters need to be tough both mentally and physically when exploring the wilderness, but also charming and savvy to weave the web of contacts necessary to sell their finds. C. Contacts● The Retired Explorer can offer Explorer missions and introduce the captain to Exo-Scouts (which can make excellent officers or crew members for an Explorer captain; this can also serve to hint at the player that Exo-Scout might make for a good second or third profession). ● The Smuggler can offer Smuggler missions as well as access to the black market for the artifacts the Explorer brings back. It also serves as a hint for the player that Smuggler might make for a good second or third job. Were it not the case, I'd replace this Smuggler contact (which is kinda redundant with the Fixer contact below) by a Prince contact. ● The Fixer can offer Smuggler missions, access to the black market for the artifacts the Explorer brings back, and specialist Gear for the Explorer's second Gear slot. ● The Intelligence Officer can offer Spy missions as well as military Gear for the Explorer's second Gear slot. D. ShipThe Juror is a good starting ship, mostly because of its long range. (Should we swap the priorities of Ship and Contacts, the Galtak Freighter would be my choice.)
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Post by Sinocelt on Sept 19, 2017 9:26:50 GMT -5
Like the previous template, this one helps steer the player toward a complementary second job. A. Skills● 10 Evasion because it's the Bounty Hunter's primary skill and because you'll need a high Evasion if you throw your captain into crew combat ● 10 Rifle because it's the Bounty Hunter's secondary skill and because you need a reason for your captain to enter crew combat ● 1 Navigation because it's the Bounty Hunter's tertiary skill ● 1 Exploration to nudge the player toward Exo-Scout as a second or third job B. AttributesEqually high Strength and Quickness, so that the new player won't risk equipping the "wrong" rifle. High Fortitude and Resilience to survive difficult situations, notable crew combat. Charisma and Wisdom as dump stats. C. ShipThe Paladin Cruiser is heavily armed. A xeno hunter may need that! D. Contacts● The Retired Bounty Hunter gives access to weaponry, Bounty Hunter missions, and the highest edict. ● The Retired Explorer gives access to Explorer missions and Exo-Scout recruits (which can serve to hint at the player that Exo-Scout might make for a fitting second or third profession).
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Post by Sinocelt on Oct 6, 2017 11:00:00 GMT -5
I'm better at designing profession combos than basic templates, I do fear, but I'll say one thing: the Juror may be the best starting ship, at least for a beginner, because it runs cheap. It has the best starting fuel range of any ship, and its small size make it easy to man (you don't even need a full crew) and repair. It also lets you start with leftover money to face contingencies. I usually start with a Galtak Freighter, but I think that when the Steam beta launches, I'll soar in a Juror.
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Post by contributor on Oct 30, 2017 8:53:42 GMT -5
I was just looking at some of the default templates and found something a bit odd. The BH template says it prioritizes HP and Ship, but Attributes are D with Strength being 10 and Fortitude being 14. That's not exactly a recipe for a beefy Capt. Unless maybe there's some way to get HP I don't know about.
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Post by fallen on Oct 30, 2017 10:04:35 GMT -5
XP.
We need to improve the font's rendering of U, V, X.
I just hate the idea of hand editing those characters.
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Post by Sinocelt on Oct 31, 2017 5:05:49 GMT -5
I was just looking at some of the default templates and found something a bit odd. The BH template says it prioritizes HP and Ship, but Attributes are D with Strength being 10 and Fortitude being 14. That's not exactly a recipe for a beefy Capt. Unless maybe there's some way to get HP I don't know about. That's something I mentioned on September 13. At the time, it was even more confusing, because on the right side we also had " Profession: Pirate (C)" (for instance), so there was no easy way to know what HP or XP could refer to. When the switch was made to " Experience (C): Pirate" (for instance), then by comparing the left and right side of the template screen it became obvious to me that it was supposed to be XP, not HP. The ol' version:
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Post by fallen on Oct 31, 2017 10:09:41 GMT -5
Why are we posting old screenshots of bugs that were fixed months ago? Is it helpful
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Post by En1gma on Oct 31, 2017 10:57:30 GMT -5
One for a Military Officer: Attributes and Ship for priorities. Keeps the Exp in the middle on the road, for that early game help.
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Post by amongstshadows on Oct 31, 2017 18:25:26 GMT -5
En1gma - I would drop Charisma down since only 1 MO talent uses Charisma. Perhaps bring it down to 24 in order to increase Fortitude to 30. I also believe using a Military Commander contact rather than a Politician would be better for a MO who's supposed to be about that military life
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Post by resistor on Nov 19, 2017 20:51:19 GMT -5
En1gma - I would drop Charisma down since only 1 MO talent uses Charisma. Perhaps bring it down to 24 in order to increase Fortitude to 30. I also believe using a Military Commander contact rather than a Politician would be better for a MO who's supposed to be about that military life 30 Charisma is actually a good idea for MO captains because Charisma is used in determining how good the cards are that you get in Patrolling.
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