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Post by Aimstrong on Mar 27, 2018 7:58:08 GMT -5
After analyzing a thread @ Stream forum where a player refused to take a big boss explorer into his crew I came to the conclusion that if my main goals are crew combat and space combat and want to aggressively gain XP(catch-up with AI or beating AI @ XP gains) using the CC via explore method , I would choose to have as little Explore skill as possible. This would increase the chances to have -2, -3, -6 CC cards in the exploring minicard game. I know that some new jobs are in the works(XenoHunter -6 card replacement talent confirmed), but I think the game needs a talent(s) that can help players achieve this(getting -2, -3 CC cards replacement) either: -new talent @explorer or @exoscout “Scout enemies” -new talents @ the unrevealed Jobs If these talents are introduced will at least give player more incentive to get +Explorer in this playstyle. I don't know if this point of view is consistent with the game vision but it bugs me so I prefer to have a confirmation@TBs. Also any feedback is appreciated. Cheers.
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Post by Cory Trese on Mar 27, 2018 8:38:17 GMT -5
It is incorrect that you would want to have as little Explorer skill as possible.
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Post by Aimstrong on Mar 27, 2018 8:42:47 GMT -5
OK, that is good news, apparently my premise was wrong from the start. Which are the factors that help getting -2-3-6 cards currently in exploring CC? (wtb some education )
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Post by Cory Trese on Mar 27, 2018 8:44:37 GMT -5
Information here on Wiki: startraders.gamepedia.com/ExploringWe will keep trying to improve the documentation. The assumption in the core case about reducing via Explorer skill is just not accurate, per the Wiki.
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Post by Aimstrong on Mar 27, 2018 8:55:38 GMT -5
So in order to have more chances @ -2-3-6 CC I need to explore @huge planets + max danger (to increase risks) all the rewards factors can be safely ignored(no impact what so ever on chances to get what I want)? After all this time I'm still a noob at this game... damn.
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Post by Cory Trese on Mar 27, 2018 8:57:55 GMT -5
Right. Explorer skills won't change the mix of cards, just the quality of the Rewards. You want a bunch of high level Explorers to use their "Re-roll" Talents to re-roll non-combat risks. Also, you'll find that over time the XP granted from pulling reward cards > crew combat XPs.
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Post by Aimstrong on Mar 27, 2018 9:33:00 GMT -5
And I assume that this(reward factors can be safely ignored if one wants to increase the rating of negative results= increase - by -X/risk factors can be safely ignored if one wants to increase the rating of positive results=increase + by +X ) is consistent all throughout all minicard games Patrol-Blockade-Spy-Black Market. It's interesting to learn then how minicard decks are built #(number of)- vs #(number of)+ ;players have max 20% influence on the type(- or +) of card presented (1 card in 5 can be removed/rerolled with random/replaced by a dedicated card ) via talents. Well at least I learned something new today.Thanks Cory.
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Post by Cory Trese on Mar 27, 2018 9:35:59 GMT -5
I don't understand that post, but I'm glad to have had the opportunity to try to answer the parts of the question that I did understand.
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