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Post by resistor on Jun 1, 2019 23:09:00 GMT -5
Ever since E-techs got more Ship Ops at Rank 1, the starting ship crew builder has been giving less crew dogs on many ships. When starting with the Cautela Heavylift, there is actually 0 crew dogs. I think there should be a minimum of 2 crew dogs so the player can have ship ops roll saves.
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Post by contributor on Jun 2, 2019 8:39:12 GMT -5
On the one hand, crew dogs are pretty much available anywhere so it's easily and immediately fixable. On the other hand, this does significantly impact new players who won't know what they're missing till they've been able to get their head around crew and saving talents a bit. There is an opportunity for a teachable moment here...or for enhanced tear collection.
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Post by tarquelne on Jun 2, 2019 9:05:27 GMT -5
I agree ... and maybe take another look at CDs?
I suggest making CD talents more desirable or powerful. If it wasn’t for the Ship Ops save I’d ditch them the moment other crew members contributed enough Ship Ops to run the ship. (Or, I guess, reduce how much other crew contribute to Ship Ops?) Its not at all unrealistic - “We just keep him around to keep a blow outs from killing us by the dozen.” - but the CDs, IMO, aren’t nearly as fun or interesting as other crew types.
Lately I’ve been giving several officers Quartermaster, to get Ship Ops saves. Extremely plausible, but, again, not particularly interesting.
I get the least use from the orbital ops re-roll Talents. I like the concept, of the Dogs being able to contribute to any orbital op, if weakly. But I’ve sworn-off Re-rolls - there’s too easily a Xeno cruiser hiding behind that Bounty Hunter card.
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Post by drspendlove on Jun 2, 2019 9:10:19 GMT -5
Rerolls can be handy if your hand has all reds. You want a chance of at least ONE green card and a removal card won't get you that. But yeah, generally they're weaker.
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Post by fallen on Jun 2, 2019 11:28:55 GMT -5
Very much agreed. Unexpected consequence. Changed generator rules to force 2 crew dogs no matter what.
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