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Post by xdesperado on Dec 7, 2018 16:36:54 GMT -5
Maybe the Ship Ops save should be level 5? Players can get a lot of that from Crew-dogs, anyway. Agree with this completely. Maybe also give Gunners and/or Mechanics a level 5 or 8 Ship OP's save, both could use a few more talents.
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Post by xdesperado on Dec 6, 2018 1:48:00 GMT -5
I want a special Cadarian job as well. Probably something that pairs well with Gunner. I only want that though, so I can prove Steel Song's Superiority once again. A Steel Song Blade Dancer would be awesome. Cadar Torp Master Skills Gunnery (they're Cadar their brains can't handle anymore schooling) Talents: 1st Push Red Button - Adds 10% accuracy, 10% crit chance for torpedoes/missiles only for 2 turns. Causes 5% component damage for 2 turns. 3 week cooldown 5th Push Big Red Button - Adds 20% accuracy, 20% crit for torpedoes/missiles only for 2 turns. Causes 10% component damage for 2 turns. 3 week cooldown 8th Push Really Big Red button - Adds 30% accuracy, 25% crit for torpedoes/missiles only for 2 turns. Causes 15% component damage for 2 turns. 3 week cooldown 11th Push Giant Red button - Adds 50% accuracy, 50% crit for torpedoes/missiles only for 2 turns. Causes 20% component damage for 2 turns. 3 week cooldown 15th Mash All Red Buttons - Guaranteed hit and crit with torpedoes/missiles only for 1 turn. Causes 25% component damage for 2 turns. Restores Gunnery Skill morale to # Cadar crew equal to half Charisma. 3 week cooldown or until fired out torpedo tube by angry captain and crew.
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Post by xdesperado on Dec 5, 2018 21:13:18 GMT -5
Thinking of a Zenrin Lawbringer (still working on a name I like). Idea is based around the Zenrin stoicism and their history as survivors that kept fighting despite the odds. They would have Intimidate(1st), Pistols(2nd), Evasion(3rd) as skills and be somewhat similar to a Zealot/MO. Might use Stealth as 3rd skill instead of Evasion to better reflect their past history as gorilla warriors not sure yet, still working on ideas for talents and trying to think what would best keep them balanced. Buffs that make use of their intimidate skill to increase accuracy and penetration might mean making Pistol skill as 3rd similar to Spy's so they don't get too OP for example. Talents would make use of their Intimidate for buffs (both personal and crew) and debuffs.
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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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Post by xdesperado on Dec 5, 2018 20:30:22 GMT -5
love the changes, especially the one click start for new games. (lets me hunt for that perfect starting crew so much faster lol)
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Post by xdesperado on Nov 27, 2018 19:51:36 GMT -5
cipher why did you give EXP a B and Skills an E on your template, seems that swapping those two would make for your Captain being much more effective long term with the bonus Skills.
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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 xdesperado on Nov 23, 2018 19:43:24 GMT -5
Would like an option to either turn off the Tutorial pop ups when starting a new captain or be given an option after they pop up to disable that pop up for future captains with a main menu option to turn them back on if desired. The skip dialogue buttons are great but still find the extra clicks to pass through tutorial stuff I've already seen many times before annoying, especially since a number of the pop ups still require multiple clicks before you get to the skip dialogue button.
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Post by xdesperado on Nov 22, 2018 20:06:31 GMT -5
Getting the same pay for salvage at end of ship combat regardless of game difficulty setting, traits and talents for crews and enemy ship type I destroy after winning the fight.
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Post by xdesperado on Nov 21, 2018 18:16:18 GMT -5
Not sure if it would break game balance but a possible solution would be to allow all ships to have the same max officer count. Small ships would have to sacrifice weapons or other components to be able to house 7 officers but then it's players choice and would allow you to freely move your officers at least between any ships you own as long as they have been outfitted with the required number of officer quarters.
Another option though probably harder to implement would be for you to select officers to leave on your larger ships while they are in Dry Dock (they'd basically be ship tending, making sure that systems were all in order and ready for action when the captain returns and want's to take the ship out of port.) Would also provide a chance for some interesting rumors like; Starport closed on (where your ship is docked) and your a few jumps away running missions with your smaller ship. Do you rush back and try forcing your way in to recover the ship or hope the officers (and your docked ship) can ride out whatever has closed things down.
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Post by xdesperado on Nov 21, 2018 17:50:32 GMT -5
Currently you only can get up to 5 officers on small/medium ships. This not only limits who you promote/keep as officers, but also effects how well you can do some other things. If I go with a crew combat team, they may be short on dice pool for being successful in a number of missions. Example being early story line missions having good negotiate skill with a save or two for it would be very useful but on a small ship with limited officers I either make a dedicated "face" or a crew combat officer. Hard choices are fine and getting players to focus their endeavors is good, but forcing them to sacrifice what are almost critical abilities is frustrating.
Another issue with not having higher officer count small ships available is that it severely limits the usefulness of the Dry Dock. Having a small fast ship available to run quick missions, while also having a large ship with lots of cargo/special modules/weapons etc. to support other activities when time isn't a critical issue sounds great. Unfortunately I either have to limit myself to 5 Officers with my larger ships or else end up firing officers any time I decide I want to run my faster smaller ship. With ST Classic we could pretty freely move between various ships all outfitted for various rolls which was great. Currently with ST Frontiers it's decide what ship you want to run forever and that's it other than possible variations on the same ship or hull size.
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Post by xdesperado on Nov 21, 2018 17:26:54 GMT -5
Have tried this a few times after someone posted about the bonus rep/credits on the Discord and can only report on one person.
Took first set of missions from all three (Erik, Zetta, Val) and completed them.
Talked to each of them to get their offers for continued missions.
Took Zetta's offer that locks me out of other two's chains.
Talk to Calagan to report Erik and Val's activity.
Told him about Val and he interrupts to summon his spymaster, complete talk.
At that point can't report on Erik or Zetta to him.
Not sure what happens if you take one of the other's mission chain and try reporting or if reporting on Erik first allows you to then report on others as well, need to test those as well myself I guess.
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Post by xdesperado on Nov 11, 2018 22:39:45 GMT -5
Noticed it after the trial ended but before I'd actually gone to see Estelle. Not sure if it appeared earlier than that. Will watch for it with my next captain/s and get a screen shot.
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Post by xdesperado on Nov 7, 2018 12:19:02 GMT -5
Pretty sure she deserted due to moral damage from a recent fight but not 100% positive. Will try to send you save game later though I was able to make that go away by hitting dismiss for her on the one filter she was showing up in so mot sure if save file will be any help.
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Post by xdesperado on Nov 7, 2018 6:07:58 GMT -5
Currently have a crew member who abandoned ship a couple ports back that still shows up under some filter options for crew. Roster size is listed correctly, and she doesn't appear in the full roster view, but I had given her a red star as a note to myself to get a replacement for her because she had the Rigidly Lawful trait. (I'm a Smuggler/Spy captain so that trait is rather bad for crew lol). Anyways when I called up the list of red star crew to see who I needed to recruit was surprised to see her pop up still. She was a Swordsman and doesn't show in the fighters filter or full crew filter, just the filter for red star crew.
Playing on PC WIN 10
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