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Post by John Robinson on Sept 14, 2017 10:50:17 GMT -5
Change Stern Leader from automatically passing a Command test to Intimidate test. Why? Intimidation is the strongest trait you will encounter in a Quartermaster. The type of personality you can expect when signing on with a Quartermaster Captain. Quartermaster | Rank(10) | Command(3) | Intimidate(8) |
| Rank(30) | Command(8) | Intimidate(21) |
Job | Talent | Description | Quartermaster | Stern Leader | Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission. | Requested change |
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| Quartermaster | Stern Leader | Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny or during a mission |
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Post by fallen on Sept 14, 2017 11:18:25 GMT -5
Currently, the balance is that Quartermaster and Commanders have the Command-saving Talent, and Pirates and Zealots have the Intimidate-saving Talent. To move Quartermaster over to Intimidate would tip the balance to 3:1 instead of 2:2, which really puts Command at a major disadvantage (you must have a commander, only option).
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Post by fallen on Sept 14, 2017 11:28:15 GMT -5
Maybe a solution is to give Quartermaster both Command / Intimidate, but that seems too powerful.
Could switch Quartermaster to Intimidate and give Command to Military Officer.
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Post by bookworm21 on Sept 14, 2017 13:31:48 GMT -5
Who else apart from the MO can auto save tactics tests?
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Post by fallen on Sept 14, 2017 13:36:55 GMT -5
Who else apart from the MO can auto save tactics tests? Military Officer is currently alone in Tactics saves. Spy is currently alone in Stealth saves. Other, future jobs will fill in on both of these fronts (Assassin, Rogue, Bodyguard) Giving any job multiple saving Talents, especially something like Command/Intimidate, is very powerful ... probably too good. Zealot had it for a little while and it stuck out as narrowing good options for players. I could see MO getting Command & Tactics tho. Same argument John Robinson is making, Command is MO's #1 Skill.
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Post by John Robinson on Sept 14, 2017 14:42:33 GMT -5
Could switch Quartermaster to Intimidate and give Command to Military Officer. I think that would be a perfect solution. The Quatermaster has the same number of Intimidate as the Military has Command points. Military Officer | Rank(10) | Command(8) |
| Rank(30) | Command(21) |
Note: From my experience a large complement of Hyper Navigators on crew does a great job passing tactics tests.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Sept 17, 2017 0:00:50 GMT -5
John Robinson, are you requesting the change mainly because you think it would make more sense? From a strategic standpoint, if Quartermaster already gives high Intimidate, then that means you are less likely to fail Intimate roll to begin with. Having a Command-save would be good since it's his weaker ability.
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Post by John Robinson on Sept 17, 2017 2:21:35 GMT -5
John Robinson , are you requesting the change mainly because you think it would make more sense? From a strategic standpoint, if Quartermaster already gives high Intimidate, then that means you are less likely to fail Intimate roll to begin with. Having a Command-save would be good since it's his weaker ability. athios It makes more sense to me. The Quartermaster maintains control of his crew through intimidation as seen by his traits. It should be a unexpected surprise for the Quartermaster to fail an Intimidate skill test. This is where a Intimidate talent safety net comes in. Investing 10 ranks of Quartermaster in my Captain will only net an Intimidation of 8. When I play, I often fail Intimidation tests because the number is too low. My Captain's have more than one job so I don't promote all thirty levels into one profession. Certainly not the stone tablets brought down from the mountain, just one guy's opinion.
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Post by DaReaper95 on Sept 17, 2017 4:21:24 GMT -5
Would it muck up the balance to give the Quartermaster an intimidate save instead of a Ship Ops save? My experience is that there are so many crew dogs in game that there often isn't a need for double coverage on many of their abilities, and abilities from other jobs that do double up just get ignored, but that's only from my play experience.
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