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Post by maddemiurg on Nov 25, 2018 17:00:08 GMT -5
Didn't find a thread for new job ideas so here it goes:
1. Combat tech
A support "caster" crew combat job designed to provide alternative "healing" mechanics based on Repair and give some utility to high Electronics (high rank Spies and starting Engineer officers with good stats) in crew combat.
Primary Skill: Repair Secondary Skill: Electronics Tertiary Skill: Pistols
Special mechanic: Combat drone. Certain talents are marked as "drone" talents. They are ongoing effects that move your combat drone to a specific position and it stays there providing some benefit (in practice it's just a special status effect). These effects can not be removed but can only be active on a single target at a time (if the drone is moved all active effects are lost). They end automatically if the combat tech is killed.
Talents:
Rank 1.
Shield Drone 12 ini, single ally Applies 10+Repair damage absorption, refreshed at the beginning of each turn as long as it's active.
Spotter Drone 6 ini, single enemy -2 ini, -15% dodge debuff
Guided Shot weapon ini, single enemy affected by your drone Pistol attack. +10% damage and critical, add 1/2 Electronics to your Pistol skill.
"Pass Electronics test"
"Pass Repair test"
Rank 5
Defense Matrix 12 ini, single ally affected by your drone 20+Repair damage absorption, +30% deflection
Holofield 6 ini, self only buff Halves the damage from the next hit and immediately expires
Tactical Scanners
On init
-2 ini to all enemies for 1 turn
Tech Savvy 6 week cooldown Reduce cost of goods purchased on High Tech planets by 10 + Electronics %
Dismantle Weapons 6 week cooldown, on ship victory Recover weapon components up to Repair skill when salvaging a human ship
Rank 8
Distraction Field 6 ini, single enemy affected by your drone, lasts 1 turn Affected target must reroll all successful hits
Fire Support 10 ini, single enemy affected by your drone, lasts 1 turn Whenever the enemy takes damage, he suffers additional 30-60 ballistic damage from the drone (soak is applied separately and these attacks never penetrate). Drone attacks count as ranged and use owner's stats, but Electronics is used in place of weapon skill.
Barrage 3 weeks cooldown Enemy ship suffers -10% accuracy and damage from the first attack that hits and further -5% from each subsequent one on this turn for 3 turns
Rank 11
Arc Grenade 12 ini, available in p1-p2, grenade Attacks p1 enemy dealing 15-30 damage and reducing ini by 4. Chains to the next enemy behind the target on successful hit, affecting up to 4 enemies this way. 1/2 Electronics is added to the weapon skill to determine accuracy
Tech Collector 9 weeks cooldown When scavenging, replace a risk card with an equipment (weapon, armor or specialist gear) card
Guns Blazing 9 weeks cooldown, ship encounter Start combat with +2 RP for 1 turn. Chance of minor damage to weapon modules.
Rank 15
Gadget expert 3 weeks cooldown 20+Electronics% price reduction/price increase when buying/selling specialist gear. Gains an extra specialist gear slot (doesn't stack with Device Freak)
Feel free to reuse any ideas as standalone.
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Post by xdesperado on Nov 25, 2018 18:18:43 GMT -5
maddemiurg like basic idea and could see myself taking this as third class on Captain/Officer. Suggest that Arc Grenade and Tactical Scanners get swapped however with some adjustment. Arc Grenade is I high end attack that potentially threatens all enemies, however feel 16 ini cost is a bit steep since it's far from guaranteed to hit multiple targets. Make it cost say one and a half equipped pistol makes it more appealing even as a higher level talent while the increased talent level reflects the potential threat of the attack. Making Tactical Scanners a lower level talent is due to it expiring every turn and providing such a small debuff (though granted that debuff hit's all enemies.) Every turn only one on ini talent per team will fire and so it becomes hard to justify taking it when your other CC team members likely have their own on ini abilities that you want to see fired by time you can gain this at higher level. Love Gadget Expert at level 15, definitely provides real incentive at least for me to take this job up that high of rank.
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Post by maddemiurg on Nov 25, 2018 20:23:33 GMT -5
maddemiurg like basic idea and could see myself taking this as third class on Captain/Officer. Suggest that Arc Grenade and Tactical Scanners get swapped however with some adjustment. Arc Grenade is I high end attack that potentially threatens all enemies, however feel 16 ini cost is a bit steep since it's far from guaranteed to hit multiple targets. Make it cost say one and a half equipped pistol makes it more appealing even as a higher level talent while the increased talent level reflects the potential threat of the attack. Making Tactical Scanners a lower level talent is due to it expiring every turn and providing such a small debuff (though granted that debuff hit's all enemies.) Every turn only one on ini talent per team will fire and so it becomes hard to justify taking it when your other CC team members likely have their own on ini abilities that you want to see fired by time you can gain this at higher level. Love Gadget Expert at level 15, definitely provides real incentive at least for me to take this job up that high of rank. Yeah it's definitely not balanced perfectly as I just pretty much wrote it down out of my head . I agree that Tac Scanners are bit underwhelming for rank 11 so moved them to an earlier level, although I wouldn't underestimate slowing down the whole enemy team, even if for a bit. 16 ini is standard for grenades and I don't think it makes sense for it to scale with weapon ini as the damage and effects are fixed. Arc Grenade is pretty powerful if it hits everyone as it drains 16 ini in total + deals damge, then again it's not super likely to happen as it needs 4 successful attack rolls, with each hit after the first one requiring multiple successes in a row, so moving it up to 11 and reducing ini cost to 12 might be ok although it has the potential to be OP on a character with really high electronics and pistols. It's just a concept anyway, exact numbers should be examined more carefully if anything like this actually happens.
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Post by resistor on Nov 25, 2018 20:46:36 GMT -5
A combat drone job is a cool idea, but I'm not sure it fits the setting. Humans in Star Traders have a certain technophobia that is perhaps ironic for a spacefaring civilization. Combat drones that are directly controlled by their operator might not technically violate Shalun law, but I imagine they'd be heavily restricted if not outright banned on most worlds, so they would be extremely hard to get. Didn't find a thread for new job ideas so here it goes... There is one here: startradersrpg.proboards.com/thread/15560/st2-job-suggestions
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Post by maddemiurg on Nov 25, 2018 21:19:19 GMT -5
A combat drone job is a cool idea, but I'm not sure it fits the setting. Humans in Star Traders have a certain technophobia that is perhaps ironic for a spacefaring civilization. Combat drones that are directly controlled by their operator might not technically violate Shalun law, but I imagine they'd be heavily restricted if not outright banned on most worlds, so they would be extremely hard to get. Didn't find a thread for new job ideas so here it goes... There is one here: startradersrpg.proboards.com/thread/15560/st2-job-suggestionsGoogle wasn't enough to find it and forum search seems borked for me :/. Anyway I think it's old enough to be considered a necro. The general idea was to have an alternative support class that can absorb rather than heal damage and put Repair/Electronics to use in CC. I thought the drone would be a pretty cool unique gimmick as a movable status effect used to channel some powers, but I could base it on some other mechanic as well. If it's just heavily restricted though, I can see this being a thing as a "rare" job. The drone definitely doesn't have an AI. Another "tech" combat specialist idea I had was Demolition Expert, I'll post it a bit later.
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Post by fallen on Nov 25, 2018 23:27:53 GMT -5
Thanks for posting such cool ideas! We've got a bit more roadmap to get through and we'll be circling back looking for new jobs that weren't in the OG designs
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Post by maddemiurg on Nov 27, 2018 20:03:56 GMT -5
Cool!
Another idea:
2. Shock trooper
Frontline Rifle class (currently only Soldier has a decent number of rifle abilities for p1) focused on tanking and suppressing enemies.
A clarification on the "damage absorption" mechanic above and here - damage absorption acts like temporary hp. It's not stackable, if a new absorption effect is applied when another one is still active, the greater of the two values is selected to determine current absorption.
Primary skill: Rifles Secondary skill: Tactics Tertiary skill: Evasion
Rank 1
Assault Shielding On init Grants 20 damage absorption and 20% deflection for 3 turns
Counter-fire 2x weapon ini, available in p1-p2, targets p1-p3 Rifle attack with +25% accuracy. If it hits, the target enemy gets "counter fire" debuff for 1 turn. Whenever he attacks, he immediately takes a shot from the shock trooper. Counter-fire has a 50% chance to end after each attack
Take Cover 10 ini, self Get 20 + Tactics damage absorption, retreat 1 slot
Onslaught 1x weapon ini, available in p2-p3, targets p1-p2 Rifle attack, advances 1 slot, applies -25% accuracy and damage for 3 turns on hit.
*Pass Tactics test*
Rank 5
Surgical Strike 3 weeks cooldown Increase chance to board void engine section by 10 + Tactics%. Lasts 3 turns. (This is a relative increase, at 5% chance to board void engine and 30 Tactics the resulting chance would be 5*1.4 = 7%)
Rapid Deployment 6 weeks cooldown When completing steps in a violent mission, reduce step completion time to 1 day
Adrenaline Rush 6 ini, self Reduce all initiative costs by 3 this turn. Increase all initiative costs by 3 next turn
Smoke Screen 12 ini, available in p1 and p2, all allies p1 and p2 gain +15% dodge. p3 and p4 gain +25% dodge. Lasts 1 turn
Rank 8
Tactical Supremacy 1.5x weapon ini, available in p1-p2, attacks p1-p3 Rifle attack, gain 10+Tactics damage absorption on hit
Flashbang 16 ini, available in p1, attacks p1&p2 Grenade, -4 ini, -25% accuracy and damage, 5 + Tactics morale damage
Rank 11
Press the Advantage 6 weeks cooldown, boarding Immediately triggers a bonus round of boarding. You can't use any boarding talents during the bonus round.
Shrug it Off 8 ini, self Remove all debuffs, restoring 10 morale and HP for each
Rank 15
Executioner 1x weapon ini, available p1, attacks p1-p3 Rifle attack, refunds initiative cost on kill
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Post by Cory Trese on Nov 28, 2018 0:42:01 GMT -5
Very cool!
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Post by cipher on Nov 28, 2018 6:22:30 GMT -5
I think having Exo-Scout and Soldier as starting class would be very good
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Post by brentaur on Nov 29, 2018 9:56:16 GMT -5
I really like the shock trooper!
Is there a plan for an alternate pilot class for fighters?
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Post by fallen on Nov 29, 2018 10:51:10 GMT -5
I really like the shock trooper! Is there a plan for an alternate pilot class for fighters? Yes, there will be "Fighter Pilot"
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Post by maddemiurg on Nov 29, 2018 21:58:49 GMT -5
Another one:
3. Mastermind (not too happy with the name)
ST:F system has a pretty big inclination towards specialization, especially for combat roles imo. Jobs only progress in 2-3 skills and it's really rewarding to just stack one or two that have the most synergies for a given build. This is an attempt to create a "jack of all trades" job that would make crazy combos viable and be decent enough standalone, hopefully without being completely overpowered.
Skills:
Primary: Tactics Secondary: Command
Rank 1
Joker 9 weeks cooldown Reroll a card in any card game
Inspire Competence 3 week cooldown 30+Command% chance to pass any skill test. Triggers only if no other saving talents are available
Mimic Maneuver 3 week cooldown Copy the last talent the enemy ship used in combat
*Pass Command test*
*Pass Tactics test*
Rank 5
Adaptive Tactics 6 week cooldown Copy the last talent you used in ship combat
Skilled 3 week cooldown Can use 1/2 character level in place of any base skill in a skill dependent talent if higher. Any skill bonuses are applied on top of it
Guidance 6 ini, single ally Reroll all failed skill checks for one turn
Risk Assessment 9 weeks cooldown Remove a risk card in any card game
Rank 8
Improvisation 6 ini, self Add Tactics as weak dice to all your attacks. 50% chance to learn a talent used in combat provided you're equipped with compatible weapons. Talents are learned until the end of combat only. Lasts 3 turns.
Post Op Analytics 13 weeks cooldown increase combat experience gain by 10+Tactics%
Maintain Orders 6 week cooldown In ship combat, extends duration of all active buffs by 1 turn
Rank 11
Precognition 8 ini, self +15% parry and dodge. Roll initiative twice and take the higher result. Lasts 3 turns.
Meticulous Planning 13 weeks cooldown Replace a risk card with a mission success card in any card game
Rank 15
Master Tactician On init All allies can use your Tactics score if higher for the turn
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Dec 4, 2018 18:28:44 GMT -5
maddemiurg , wow those are some really amazing ideas! A lot of potential there. I especially like - Tech Savvy
- Guns Blazing (should restrict to only fire if enemy is hostile, and ship class is heavier than or equal to yours)
- Counter-fire
- Rapid Deployment
- Press the Advantage
- Master Tactician
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Post by fallen on Dec 5, 2018 0:31:24 GMT -5
+1
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Post by xdesperado on Dec 5, 2018 20:36:11 GMT -5
Wondering if Faction specific jobs are still a possibility? If so I may have an idea for one.
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