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Post by Cory Trese on May 18, 2018 11:45:02 GMT -5
Hahaha ... I figured it out. Wow
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Post by fallen on May 18, 2018 12:56:58 GMT -5
Hahaha ... I figured it out. Wow Great fix to a very key class. That could explain a lot of things actually ...
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Post by resistor on May 23, 2018 23:18:26 GMT -5
...Mindful in a mind-over-body way. You know when people say "mind over body" they usually mean the mind can overcome limitations of the body... ah, nevermind here is some more suggestions and feeback Headstrong: Resistant to new ideas, 50% less chance of XP, +3 Wisdom, +3 Resilience, 25% chance of not gaining XP
Does this give a 50% or a 25% of not giving XP? Description confuses. Ex-Military: +10% All Damage I would think being in the military gives a broader set of bonuses than just damage increase. I suggest changing it to something like +5% damage, +5% accuracy, and +5% dodge. Hardened Presence: Dominant presence reduces cost of paying off mutineers by 10% Mutinys are ultra-rare for me, and they don't cost much to pay off anyway. I feel like this should give another bonus besides reducing mutiny costs, but I don't know what specifically. Magnetic: Captivating personality keeps people in your orbit, 10% + Charisma chance that crew will not abandon when at critically low Morale, only if Officer or Captain I feel like this should give a small Charisma bonus Observant: Always alert and wary of danger, reduces crew and ship damage by 10% whenever ExploringVery niche benefit. Maybe give this a small Wisdom bonus? Tank: -2 Quickness, +4 Fortitude It is weird when I get a crew member with "Tank" if they do not have enough Fortitude to get over 100 HP, because they are not really tougher than anyone else. I think this should get a bonus to armor/deflection. Tense: +3 Initiative I'm not expert on physiology, but I would think someone who is very tense should get a small Strength debuff. If their nervous system is already in overdrive, I think it would be a little more difficult to hold or push something heavy. Terrifying: Scary in the worst way, confiscates 10% more Credits whenever successfully Blockading Another very niche trait, but I got a really for a second effect to buff it. What if we gave it a +15% bonus to morale damage in crew combat. I don't think we currently have any traits that increase morale damage, and I think it is a cool idea.
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Post by fallen on May 23, 2018 23:38:37 GMT -5
resistor - thanks for the feedback! Fixed the dupe text with Headstrong (25%), added +2 Resilience and +20% Resist Debuffs to Hardened Presence, added a +2 Charisma to Magnetic. Buffed Ex-Military with suggested ideas.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on May 24, 2018 0:02:23 GMT -5
I love the suggestion for Terrifying. It also fits the theme very well.
For Tense, instead of Strength debuff, maybe Resilience debuff makes a bit more sense, as a Tense person is more likely to crack under stress.
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Post by resistor on Jul 12, 2018 13:54:00 GMT -5
fallen What if you took out Mindful's "-1 Fortitude" and gave it to Erudite. To me, Erudite sounds like a slightly weak person while Mindful does not. Don't worry, that's the last time I'm going to bother you about Mindful Rash: +15% All Damage, -10% Parry, -10% DodgeInstead of +15% damage, I think this should get an initiative bonus. Concentration: +2 Wisdom, +1 ResilienceI always thought it was strange that Concentration doesn't get any combat bonuses. Maybe it should get +5% to all accuracy. Twitchy: +4 Initiative, -5% armorThis has a metascore of 0, but is a good trait and easily worth the -5% armor. Why not give this a positive metascore? Calm: +30% To Resist DebuffsI think Calm should give a chance to ignore Morale Break. (Maybe [Wisdom+Resilience]% to ignore Morale Break?) Skeptic: +2 Resilience, +50% To Resist DebuffsI think 50% to resist debuffs is too large a bonus. If you use the Pistoleers' "Dueler's Stance" talent with this trait you will get a total of 100% chance to resist debuffs.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jul 12, 2018 18:35:38 GMT -5
I think Twitchy sounds balanced. I agree with all your other suggestions.
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Post by fallen on Jul 12, 2018 19:54:02 GMT -5
Rebalanced the Debuff resistance scores for Calm and Skeptich, great points.
Will take a look at the rest.
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Post by drspendlove on Jul 13, 2018 10:11:31 GMT -5
You could make multiple sources of debuff resistance multiplicative. Such as: 50% debuff resist and 30% from Calm = 50% + (50% * 30%) = 65% resist
You could also go the route of debuff resistance penetration that I've suggested on other traits. I don't feel super strongly about the topic though.
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Post by resistor on Aug 28, 2018 15:42:22 GMT -5
I think maybe Virtuous should have minor a drawback, like losing a small amount of morale when selling Narcotic Spice. "But, Captain, drugs are bad!" Driven seems a little OP. That Minimum morale is set at 50 can make other traits like Loyal or Fearless worthless. Maybe the minimum morale from Driven should be 35, so there is at least a chance of morale break or desertion, so those other traits aren't worthless when combined with it. Not being able to get to 35 morale also means there is no risk in not spicing or paying them.
The Calm trait feels kind of weak now that its effect was nerfed to only 10% debuff resist. I think it should get another side affect, like morale loss being reduced by 20%.
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Post by fallen on Aug 28, 2018 20:05:42 GMT -5
Some Traits are intended to be very powerful. They are also rare to get. I have fixed the exclusion tables to make sure that Driven crew don't end up with Loyal or Fearless Traits.
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Post by resistor on Feb 25, 2019 23:42:57 GMT -5
Hyperwarp Sickness trait causes HP loss during a hyperwarp jump, but if it makes jumping so painful, it should also give a small amount of morale loss as well. A similar argument could be made for causing a small amount of morale loss for Gravity Sickness.
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Post by resistor on Mar 17, 2019 23:19:11 GMT -5
Other Fascination and Wanderlust should have a +1 metascore instead of 0 because they only have postitive effects. Also, Moody should have -1 instead of 0 because it causes a bad effect. People with bad tempers aren't often fun to be around. Maybe Ill-Tempered trait should cause -2 Charisma?
Edit: Also, crew with Fearless shouldn't be able to get Combat Nerves
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Post by resistor on Apr 28, 2019 16:06:44 GMT -5
Vulture, Wanderlust, and Other Fascination should be positive traits, as they only have positive effects, but the wiki says they have meta scores of 0.
Astute Timing (+10% crit and damage) looks like just a slightly weaker version of Berserk (+15% crit and damage). I think it would be a more interesting trait if it caused -1 initiative, but gave an accuracy bonus as well. That the bark for this trait is "I don't take a shot until I am ready" supports the reasoning for it to cause -1 init.
Risky should give a small bonus to craft hit chance and damage, in exchange for a decrease in craft evasion.
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Post by drspendlove on Apr 28, 2019 16:10:21 GMT -5
Vulture, Wanderlust, and Other Fascination should be positive traits, as they only have positive effects, but the wiki says they have meta scores of 0. Astute Timing (+10% crit and damage) looks like just a slightly weaker version of Berserk (+15% crit and damage). I think it would be a more interesting trait if it caused -1 initiative, but gave an accuracy bonus as well. That the bark for this trait is "I don't take a shot until I am ready" supports the reasoning for it to cause -1 init. Risky should give a small bonus to craft hit chance and damage, in exchange for a decrease in craft evasion. I particularly agree with the Astute Timing suggestion here.
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