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Post by drspendlove on Mar 20, 2018 11:13:08 GMT -5
A Scientist or Field researcher would be a fun addition to the game. He/She would have a primary skill in Explore, with a secondary skill in Doctor and a Tertiary skill in Navigation. It would be key to have the Explore bonus be lower than the Explorer's bonus and the Doctor skill slightly lower than the Combat Medic's Doctor skill.
Talents would include things like:
- Craft Poultice - After a successful explore result, recover 10 + Doctor skill HP to 3 x Medical rating crew members. 4 Week Cooldown
- Rapid Bandage - Crew Combat Skill (the only one they get) Heal 12 + Doctor skill HP, Remove one debuff, and give a +50% resist to bleeding for 3 turns
- Archeologist - After a successful explore result, gain up to 300 * Explore skill credits from selling a minor scientific find. 3 Week Cooldown
- Mathematician - Mathematical discovery allows you to reduce the cost of warping by 25 + Navigation fuel. 13 Week Cooldown
- Dig Site - Replace one risk card with a Refined Resource card while Exploring 3 Week Cooldown
- Hazmat Shielding - Ship Combat Skill (the only one they get) +5% Shielding +60 Radiation Resist +35% Chance to prevent crew damage for 3 turns 6 Week Cooldown
- Autopsy - Upon killing Xeno in Crew Combat, gain up to Doctor Skill Terrox Xeno artifacts. 3 Week Cooldown
- Physics Tutoring - Save versus Navigation failure. Give moderate experience bonus to crew member, increased by Navigation skill. 4 Week Cooldown
- Discovery - 40% + Explore skill of gaining an additional round of exploration on a planet upon a positive explore result. 3 Week Cooldown
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Post by fallen on Mar 20, 2018 12:27:16 GMT -5
Thanks for the feedback! Check out the high level Engineer Talents.
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Post by Cory Trese on Mar 20, 2018 12:29:07 GMT -5
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Post by Cory Trese on Mar 20, 2018 12:41:14 GMT -5
Craft Poultice is a cool Talent idea, I'm not sure we have that one on any of the beta jobs.
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Post by drspendlove on Mar 20, 2018 15:20:32 GMT -5
I've seen the roadmap link a few times, and maybe I'm missing something. Is there a list of proposed new jobs already?
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Post by fallen on Mar 20, 2018 15:21:55 GMT -5
I've seen the roadmap link a few times, and maybe I'm missing something. Is there a list of proposed new jobs already? Nope, it isn't something we've shared publicly yet -- just says "More Jobs". We do have 10 additional jobs mapped out including a space for Scientist.
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Post by drspendlove on Mar 20, 2018 15:22:56 GMT -5
Ah cool. I didn't want to be duplicating ideas you'd already thought of and waste your time if there were a way to avoid it.
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Post by Cory Trese on Mar 20, 2018 17:53:23 GMT -5
A lot of the Kickstarter and alpha testers know what's up
we love hearing new ideas!
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Post by drspendlove on Mar 20, 2018 21:23:21 GMT -5
I've seen the roadmap link a few times, and maybe I'm missing something. Is there a list of proposed new jobs already? Nope, it isn't something we've shared publicly yet -- just says "More Jobs". We do have 10 additional jobs mapped out including a space for Scientist. Ah, so Scientist was one you'd already thought of?
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Post by fallen on Mar 20, 2018 21:35:16 GMT -5
Chief Science Officer // Chief Scientist is such a class Star Traders / Templar Battleforce thing ..
Chief Science Officer Mariale Throll Chief Scientist Aldo Bastiel
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Post by Cory Trese on Mar 20, 2018 22:24:18 GMT -5
Chief Scientist Gux Thulun
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Post by Aimstrong on Mar 21, 2018 14:50:21 GMT -5
drspendlove Indy Jones ftw always no question about it ... We got the Xeno Hunter reveal a couple of days ago(which is spot on in my case for CC xenos)... hopefully new reveals will follow when concepts are sufficiently fleshed out. I personally am super excited about those. Talking about new Jobs would love themes like: - Assassin Job (rogue stealth type CC EITHER melee+ close ranged&personal OR super long range sniper only , high dodge, low armor, high crits+high pierce/glass cannon, dirty fighter with emphasis on poisons and debufs + maybe some contacts manipulation/making offers that one can't refuse etc ) - Fighter/Interceptor/Assault Shuttles Jobs (combination of 2-3 between :Gunnery or Pilot or Nav or Rifle/Sword/Pistol/Evade???) - AstroMetrics/CovertOps Job (Nav + ShipOps/Tactics + Stealth focus) or anyway something with more stealth (the Stealth skill is underutilized atm for its potential) - A Tactics Master focus equally on space combat(SC) and crew combat(CC) that is not MO (max tactics gains and maybe negociate&rudimentary doctor which focuses on range changes/mobility/enemy formation manipulation in SC&CC)... don't know if 3rd focus doctor+utility types of roles are OK with game vision. I would love to see a role that as doctor as third focus along with max utility (swiss army knife type -- jack of all trades, master of none) Anyway hot garbage inc
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Post by Cory Trese on Mar 21, 2018 15:09:38 GMT -5
Assassin is also another completed job.
Looks like some of the Talents still need improved names, and there is a bunch of gear that has to be named before it can be released.
We're working on it!
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Post by Aimstrong on Mar 21, 2018 15:29:35 GMT -5
Super long range only and accurate sniper rifle with high crit IV (God I am bad at names as well) wru Andrew
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Post by fallen on Mar 21, 2018 16:00:23 GMT -5
Xeno-Hunter, Sniper, Assassin, Scientist -- you guys are doing great. All 4 confirmed in the design doc from the beginning. I wonder if you can guess the others?
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