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Post by resistor on May 11, 2019 16:01:40 GMT -5
For most combat crew, I don't tolerate lower initiative then an 11-20 range. With at least 11 init, most snubber and LMGs can at least fire a second shot.
How much initiative do you think characters need to be decent at combat?
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Post by grävling on May 12, 2019 4:17:59 GMT -5
I am working on that question now. I think that combat medics need more than 20 (which is why I like combat medics who are device freaks). But I think my people may need saving from the doctor more often than other people's and I need to learn to do something else better so my doctors won't have to heal so much. I get commanders or train an officer in commander very early so I can get exceptional recruits. Then I keep hiring doctors until I get 2 that look combat medic-ish.
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Post by nerezzar on May 14, 2019 0:25:04 GMT -5
Tbh, I usually go for 13-24 as lower limit. Once you got 2 recruiting talents and 1 spare slot, you can just spam recruiting (for the free jobs like soldier and swordsman) until you get a really good recruit.
Especially in the beginning I'll take paid recruits that aren't as good, too. You simply can't spend as much money on those or you will die in ship combat.
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