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Post by amongstshadows on Oct 26, 2017 18:21:51 GMT -5
Skills can be increased through jobs, so they have some avenue to be improved, but Attributes are fixed for the game. Also many skill tests, tests pools of the ship, so it doesn't give me that big of an advantage if my cap has +4 something. Whereas it's his attributes alone that get tested. +1 yah, me too. With a merchant captain I typically go with: 14 Strength 24 Quickness 25 Fortitude 23 Charisma (+2 through Charmer) 25 Wisdom 25 Resilience has been working well for me for Captain Tests on any difficulty level on the game. Why is your quickness so much higher than your strength? Is your captain fighting in combat? Or does quickness do something I don't know about? lol
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Post by Sinocelt on Oct 27, 2017 5:28:07 GMT -5
I tend to play a Smuggler/Merchant/Diplomat, with Smuggler as my starting profession.
Merchant
14 Strength 14 Quickness 30 Fortitude 33 Charisma (inc. +3 Merchant Bonus) 30 Wisdom 18 Resilience
Health: 159 Morale: 123 Crew Combat Initiative: 22
Smuggler
15 Strength (inc. +1 Smuggler Bonus) 16 Quickness (inc. +2 Smuggler Bonus) 30 Fortitude (inc. +1 Smuggler Bonus) 30 Charisma 32 Wisdom (inc. +3 Smuggler Bonus) 20 Resilience
Health: 162 Morale: 134 Crew Combat Initiative: 24
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Post by tenbsmith on Oct 27, 2017 13:37:10 GMT -5
amongstshadows, I believe Quickness is used in some mission-based saving roles. Like pickup/delivery missions when you're trying to get by the local officials.
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Post by Sinocelt on Oct 27, 2017 14:05:23 GMT -5
amongstshadows , I believe Quickness is used in some mission-based saving roles. Like pickup/delivery missions when you're trying to get by the local officials. Ah, yes, "quickness + stealth," if I remember correctly. I always choose to bribe the officials instead, whenever possible, as I'm about as stealthy as an elephant in a ninja costume.
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Post by amongstshadows on Oct 27, 2017 16:55:37 GMT -5
I try to keep my attributes even when playing as captains that remain on the ship. My pirate Captain goes with:
Strength: 24 Quickness: 20 Fortitude: 24 Charisma: 20 Wisdom: 24 Resilience: 24
This is with Attributes set as priority A when making a template of course
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What do you guys set your attributes to when making a Bounty Hunter? I'm looking for suggestions
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Post by Sinocelt on Oct 27, 2017 18:35:38 GMT -5
No crew combat? So why invest so much in strength and quickness?
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Post by amongstshadows on Oct 27, 2017 19:50:10 GMT -5
No crew combat? So why invest so much in strength and quickness? for the attribute checks
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Post by Sinocelt on Oct 28, 2017 3:53:00 GMT -5
No crew combat? So why invest so much in strength and quickness? for the attribute checks For missions? In my (limited) experience, Charisma and Wisdom are used more often than Strength and Quickness. Can anyone else share their own experience?
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Post by tenbsmith on Oct 28, 2017 9:10:18 GMT -5
In my limited experience, I don't recall strength being used from mission checks.
It'd be cool to have a list of missions and the attributes used in each. This list might be sorted by type of mission. Type of mission might be defined by the type of contact likely to provide the mission or type of captain profession likely to receive the mission.
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Post by fallen on Oct 28, 2017 9:22:44 GMT -5
tenbsmith - there are 80 missions. A good deal of them offer checks. A good deal of them offer checks based on your Reputation (positive, negative), or on the zone stats (is there a palace, is there a bustling spice hall). It would be a heck of a table to create. Not something we can make in an automated fashion. Strength is included in Mission checks. Whenever you are trying to make a distraction at a checkpoint, starting an attention grabbing brawl, intimidating staff at a hospital.
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Post by Sinocelt on Oct 28, 2017 10:24:24 GMT -5
In my limited experience, I don't recall strength being used from mission checks. I had one just yesterday. I don't remember which skill was involved, though. In my limited experience, I don't recall strength being used from mission checks. It'd be cool to have a list of missions and the attributes used in each. This list might be sorted by type of mission. Type of mission might be defined by the type of contact likely to provide the mission or type of captain profession likely to receive the mission. If all attributes have an equal chance of being used for mission checks, then Charisma -- the only attribute that doesn't help in crew combat -- becomes even more of a dump stat for the vast majority of captains. Only if you choose a profession with several talents based on Charisma (the Merchant has three; the Smuggler and the Diplomat, only one each) will you have any incentive to boost that stat, and even then, only after boosting fortitude, and maybe resilience, and maybe even wisdom or strength. Andrew, is it how it works? Are some attributes supposed to be clearly better than others for most professions in most situations?
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Post by bobc on Oct 28, 2017 11:04:38 GMT -5
I don't bother too much with attributes for tests; they are weak dice. I prefer to have a big skill pool with a skill save talent to fall back on.
When building out a captain I go for 30 Charisma: Captains can use charisma to spot crew traits and find contacts, very usefull 30 Resilience: Maximise the chances of a death save and good for morale 30 Fortitude and 18 Strength: High hit points, always useful in ship combat where Xeno refuse to recognise the concept of a non-combat captain
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Post by Sinocelt on Oct 28, 2017 11:19:32 GMT -5
Captains can use charisma to spot crew traits and find contacts, Which talent to spot crew traits? We all have a Quartermaster, with "Perceptive Boss" as a first-level talent: When paying your crew, your intuition grants a 30% + Command Skill chance to learn hidden Trait from among your crew. Is there anything better than that?
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Post by contributor on Oct 28, 2017 11:31:06 GMT -5
If people want to go and log some of the checks on the wiki under the Skills and Attributes pages that would be really helpful. For the time being I'm putting everything on there and latter I will go back and figure out a way to clean things up and make simple (or as simple as possible). I've already noted a good number of the Spying, Blockading, Exploring and Patrolling tests, but have a long way to go on missions. So even if you're just wondering, you'll get some info from them. startraders.gamepedia.com/Skillsstartraders.gamepedia.com/Attributes
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Post by contributor on Oct 28, 2017 11:37:55 GMT -5
I'm working on those pages now. There is actually the Distracting Altercation option that tests Tactics and Strength together. These complete missions quickly and freely, but with a chance of actual crew combat.
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