Post by drspendlove on Jun 23, 2018 15:34:11 GMT -5
Name: Demolish Cover Type: Crew Combat (Attack) Usable from ranges 1 (closest), 2, and 3 Requires: Rifle (Cannon/Rocket Launcher/Flamethrower, whatever you have in the works?) Init Cost: 1.5x weapon cost Hits targets in range 1 (closest), 2, and 3 Effect: Weapon Attack deals -75% Damage with +10% Penetration to all three targets. Applies debuff making grenade avoidance impossible, and -20% Dodge, for 2 turns
Talent: Forward Thrusters Type: Ship Combat Job: Pilot? Level: 11? Usable from distance 5 only Grants buff to self: +20 Range change, -50 Escape, +15% Defense, +20% Shielding, Lasts 4 turns 3 Week Cooldown
Analysis: Grants a significant net penalty to escaping, forcing you to double down on your combat strategy for a long time after it is used. Because it can only be used at range 5, it is likely most valuable at or near the start of battle. The range change bonus keeps your foe from simply escaping quite as easily while also permitting you to close the distance with greater success. The defense bonus tries to be somewhat competitive with other buffs such as Evasive Maneuvers. However, this talent isn't purely another "dodge all the attacks" talent. The shielding bonus is where it shines, granting a massive boost for a long time. This is to help you close to short distance without taking too much crew damage along the way.
Post by drspendlove on Jun 25, 2018 13:39:36 GMT -5
Name: Flashbang Type: Crew Combat (grenade) Job: (Unreleased?) Usable from: front rank only Initiative Cost: 16 Effect: Attempts to impact front two targets with debuff of 50% Stun, -50% All Accuracy, -50% Parry for 1 turn. +10% Accuracy to this attack.
Analysis: Another grenade-based attack. This one is pure debuff -- no morale/hp damage. It also lasts an extremely short time, making it only useful if you're close to the first crew member to act. The debuff it imparts shuts down attackers by severely dropping their accuracy to pitiful levels while causing them to miss half of their actions and be vulnerable to any followup sword strikes. Because this is such a short term effect and still costs the usual 16 initiative, I propose an accuracy bonus to this attack to make it a little more worthwhile.
False Flag, Spy 15, encounter talent - sacrifice a stack of Intel records to recalculate hostility as if you were a member of (sacrificed stack's) faction with (sacrificed stack's size) rep.
Black Ops (could use a better name), Spy 11? Smuggler 15? - negotiate for an extra 15+(2xstealth)% profits on illegal mission payment. Doesn't stack with military rank or edict and doesn't work for legal missions.
I just want sabeteur and smuggling missions to be more profitable
A set of talent ideas probably for bounty hunter, spy, and perhaps some future stealth melee class based around killing people who it would be perfect for?
On crew combat victory: The crewmember sneaky sneks through the enemy ship, dealing significant damage to an enemy officer (including the captain). The crewmember has a chance of taking damage as well. Or is guaranteed to take some.
In ship combat: Execute a boarding attempt which draws out an enemy officer into the fight. Idea is Brutus's.
On encountering hostile ship: Give up a set of intel records in your possession in order to bribe/blackmail the enemy ship into reducing its hostility. Perhaps more effective if the records relate to the ship's faction, or perhaps it's a requirement.
Just realized you already suggested the first one. Great idea! lol
The Imperial Ace Pack These are a pack of talents to help expand officer/captain choice selection. Some officers benefit greatly from stacking certain skills (intimidate, negotation, electronics, etc). The general aim of this group is to make an officer who excels in piloting valuable. Stacking Death's Dance with Incite Victory will give experienced crews with an ace pilot an easier way to disable a ship or gain an edge in close ranges. Maniacal Approach will give extra boarding talents to pirate crews so they can board more often in radiation gun ranges. Angled fire gives more options to captains on how they build their ship to survive an engagement.
Ship Combat Name: Angled Fire Rank: 11 Job: Pirate or Pilot Range: 4-5
The pilot manuevers the ship to take incoming fire at better defensive angles, reducing penetration and increasing glancing blows. Lasts 3 turns. +(1/2 Piloting) Void resist +(1/2 Piloting) Radiation resist +%(1/2 Piloting) Armor +%(1/2 Piloting) Shield -5% Defense
Erratic angles and excellent approach boosts launch speeds and defenses of boarding shuttles. Launch a boarding attempt against enemy ship.
Name: Death's Dance Rank: 11 Job: Pilot Ship Combat Range 1-2
Perfect and bold piloting reduces enemy fire and provides small windows of fire on critical enemy systems. Lasts 3 turns. -25% damage -25 escape (possibly not needed, but showing that the pilot is essentially hugging the opposing ship) +%(1/2 Piloting) Crit +%(1/2 Piloting) Defense +%(1/2 Piloting) Boarding +(1/2 Piloting) Range Change
Card Games Name: Hunting Grounds Rank: 8 Job: Pirate
During blockade of a system, increase reward by 10% + Piloting skill.
Victory Name: Pirate's Life Rank: 8 Job: Pirate
Enforce looting laws and distribute loot to those who deserve it most. Gain 5+Intimidate morale boost to 10 crew members.
Boarding Name: Savage Boarding Rank: 5 Job: Pirate
An experienced pirate knows how to cripple their foes and spread terror. Apply a mechanical debuff and terrorize the enemy crew with threats. **If random debuff doesn't fit or make sense it can be replaced with the normal effect from Sabotage (1 component takes dmg). Applies 1 random ship debuff (engine debuff, hull vent, etc) OR 1 random ship component takes 30-80% damage Terrorize crew (+25 morale damage a turn, 3 turns)
Post by drspendlove on Jul 12, 2018 10:57:22 GMT -5
Name: Heroic Fame Type: Landing Bonus (competes with repair-on-land talents, not 1 fuel landing cost talents)
When landing on a planet with a population of at least X and with at least 100 reputation with the resident faction, gain up to Command / 2 Reputation.
(20 Week Cooldown)
The long cooldown prevents heavy (ab-)use of this. It shines as another reason to have high Command but doesn't impact reputation when it matters most, closer to 0. Instead this is a way to get slightly better deals with contacts over time, especially those that highly factor in faction reputation into their effective calculation.
e.g. Weapons smuggler - supplying weapons or weapon components to low Security worlds e.g. Anarchist/Viva Le Revolution - supplying explosives or weapons through Black Market to high Gov, high Law worlds e.g. some Doctor talent - supplying advanced meds or prosthetics to ??