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Post by Brutus Aurelius on Oct 20, 2017 10:09:28 GMT -5
I've got a couple ideas:
Bearbuilt:
Bearbuilt --> Enduring
Bearbuilt --> Hard Hitting
Bearbuilt --> Iron Spine
Bearbuilt --> Pain Tolerant, Could come from Combat victories
Bearbuilt --> Steady
Bearbuilt --> Thick Skinned, Again, could come from Combat victories
Bearbuilt --> Brute, could come from combat losses or long term low Morale
Brave:
Brave --> Driven
Brave --> Headstrong
Brave --> Intrepid
Brave --> Proud
Brave --> Risky
Brave --> Steady
Brave --> Tough
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Post by John Robinson on Oct 20, 2017 19:12:34 GMT -5
Quartermaster(8) | Welcoming Conscription | When conscripting enemy to serve in your crew after a ship victory, |
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| new crew member starts with higher Morale and do not gain new negative Traits
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How does this talent effect trait mutation? Does it mean the conscript will never develop a negative trait they don't already have? Any future mutation will always be a positive trait?
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Post by resistor on Oct 20, 2017 19:23:37 GMT -5
Quartermaster(8) | Welcoming Conscription | When conscripting enemy to serve in your crew after a ship victory, |
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| new crew member starts with higher Morale and do not gain new negative Traits
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How does this talent effect trait mutation? Does it mean the conscript will never develop a negative trait they don't already have? Any future mutation will always be a positive trait? When conscripting crew, those crew will normally develop negative traits and start with low morale. I'm pretty sure Welcoming Conscription just stops negative traits from being generated by conscription, and that it doesn't influence trait mutations after they join your crew.
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Post by John Robinson on Oct 20, 2017 19:41:40 GMT -5
resistor Makes sense. I'm always looking for loop holes. Thanks
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Post by fallen on Oct 20, 2017 23:27:27 GMT -5
Yes, Welcoming Conscription prevents the first conscripted crew and only the first crew from getting a bad mutation at the moment of conscription.
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Post by Cory Trese on Oct 21, 2017 9:33:33 GMT -5
The idea is to use that talent when you cherry pick high level Crew from defeated enemies.
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Post by John Robinson on Oct 21, 2017 19:53:03 GMT -5
The idea is to use that talent when you cherry pick high level Crew from defeated enemies. Thanks makes total sense now, great tactic especially if you want to permote to open officer slot
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Post by bobc on Oct 23, 2017 1:42:55 GMT -5
Mechsynch --> Vandal ........ Where the character does a lot of ship boarding / looting Mechsynch --> Vulture ....... Where the captain destroys a lot of ships Mechsynch --> Device Freak .. Where the character is a busy engineer or mechanic
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Post by Brutus Aurelius on Oct 24, 2017 23:27:18 GMT -5
Inspiring --> Listener
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Post by Cory Trese on Oct 24, 2017 23:46:28 GMT -5
Hmm ... looking at the list, it's easy to see how some traits will invariably lead to others ... but I was thinking you'd also want to consider encounters/events that would cause traits to appear or disappear ... Wounded in combat --> Positive Survivor Rugged Wounded in combat --> Negative Spice Addict Battle Scarred Combat Nerves Crippled Mutiny event --> Positive Loyal Reveres Authority Brave OR Mutiny event --> Negative Ill-Tempered Malcontent Skeptic But in the vein of the original topic Crippled --> Flashbacks Crippled --> Worldsick Crippled --> Frail Ex Military --> Flashbacks Ex Military --> Battle Scarred Ex Military --> Hates [faction] (where faction could be random including home faction) Vulture --> Klepto Vulture --> Observant Vulture --> Scavenger Finally, what about if you gain traits, they naturally deprecate other traits. For example - if you gain the trait "Brave", you naturally deprecate "Combat Nerves" Great suggestions -- I finished the code for these tonight. We won't have traits that naturally deprecate other traits, but the rest of it is done. For Brave vs. Combat Nerves, yes -- they will block each other in mutation. However, it won't override -- whichever one you get first you are stuck with. If you have CN, you won't get Brave.
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