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Post by brentaur on Jun 13, 2020 13:12:55 GMT -5
Some eras can shuffle in order across multiple playthroughs, but if you play long enough you will always get them all eventually.
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Post by brentaur on May 25, 2020 20:10:11 GMT -5
In Recovery: +1 wisdom, +2 Resilience, gains no morale at all when spicing, but double morale from talent effects or when paid to max 90%. Replaces either drunk or spice addict traits.
Triggered by near death experiences or when gaining a larger chunk of xp (I don't know how much individual crew members get from routine stuff, but it should be high enough that it doesn't happen too often).
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Post by brentaur on May 21, 2020 18:11:50 GMT -5
Oh, man i want this! Encyclopedia of character bios!
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Post by brentaur on May 13, 2020 8:22:49 GMT -5
The talents that prevent reputation loss are easy to overlook, but they really make a difference. They will often reduce the loss to -1 or -2 instead of -5 or more. It really adds up. 1 or 2 step missions only incur losses once or twice, so you can avoid taking missions with many steps. If your ship and crew can handle it, you can always patrol worlds of the factions that don't like you to rdeuce negative rep a bit here and there. Finally, if you have the creds and a contact who offers them in that faction, buy pardons (if you can, do it at -100 or so, frequently). And then go back to running missions against them.
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Post by brentaur on May 8, 2020 9:30:24 GMT -5
True. Those are the 2 drawbacks. I was more worried about some "special case" drawback like damage to the system's quality or morale.
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Post by brentaur on May 7, 2020 15:37:37 GMT -5
Sweet. I think I was thinking about Star Wars Rebellion where if you overbuild you create an environmental catastrophy that just TRASHES that system's quality. Thank you!
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Post by brentaur on May 7, 2020 10:52:53 GMT -5
Does having more mining capability than a system has available mineral resources have any negative impact? (ie 22/20 mineral)
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Post by brentaur on May 6, 2020 10:43:44 GMT -5
If I get a good crew on a map I like I always use the first save slot right away, turn 1 before I make any changes. I frequently miss the 15 week mark due to inattention, however. Nice suggestion!
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Post by brentaur on May 4, 2020 17:00:39 GMT -5
I agree. Roughneck is a really good captain trait, just powerful enough. Junker is weak. It would probably be a pain to implement, but would be really unique, if the reward could include either repair, healing, or morale fixing depending on what the ship/crew need at the moment. Really highlight the resourcefulness and utility of the Scavenger.
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Post by brentaur on May 4, 2020 16:52:57 GMT -5
I think it's important to consider which team member really NEEDS which buff in order to be either protected enough or offensively powerful enough to contribute in the combat. I usually keep it to 1 or 2 plus irid resolve for xenos. I like knowing I can count on them firing in the first 1 or 2 turns.
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Post by brentaur on Apr 28, 2020 1:48:13 GMT -5
Nice. I love the component save talent idea. Crew dogs could also maybe have some sort of minor morale repairing talent similar to the repair on landing talents? Or possibly a talent that would reduce morale loss a little when running on an empty tank?
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Post by brentaur on Apr 26, 2020 17:05:26 GMT -5
Love this. Very helpful!
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Post by brentaur on Apr 24, 2020 23:49:58 GMT -5
If you're like me that will probably continue for a good long while. I'm still learning and adhusting my approach to things. There are a ton of guides and build threads here, and onthe Steam forums and Discord that are full of good information. I learned a TON from working on the unlocks, which pushed me to play outside my comfort zone of playstyles. In the end, STF is a Trese Brothers game, which means deep, complex, and challenging. It's intended to be played over and over and to offer a lot of room for different approaches and experimentation. There is no "best" way to play, just lots of opportunities to enjoy it. And to die and learn something and then start a new run.
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Post by brentaur on Apr 24, 2020 17:54:47 GMT -5
If you read the mission briefings carefully before you accept them you can tell if you will have to engage in ship or crew combat to complete them. After a while you'll know just by the mission titles which are which. On a lot of my playthroughs I never take ship combat missions. A lot of other missions (exploring and spying missions for instance) will require you to risk possibly ending up in combat situations (even stashing goods can lead to fights). I don't think there's a good way to tell from the payment for the missions how dangerous they are likely to be. In ship combat in particular there's a fine line between what you can safely handle and what will likely get you killed. I've been wiped out on missions that I thought my ship and crew could handle plenty of times. When playing with permadeath/on higher difficulties it is easy to get killed when deciding to risk almost anything. I lost a captain recently flying through a hostile faction's sector when i got stopped twice in a row and didn't have enough fuel left for a second skip off the void. No heavy patrol rumors or anything, just tough luck. In hindsight I wasn't under any time pressure and should have just gone the long way around...
My best advice would be to either learn to appreciate the experience of trying things out and having to restart on a pretty regular basis, or judge all choices carefully with the understanding that you could end up dying even when taking what seem like small risks. That can actually be a pretty fun way to roleplay it; it gives the game a much darker feel (more like the Walking Dead than Firefly).
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Post by brentaur on Apr 19, 2020 7:12:09 GMT -5
I've had it on Android also, but quitting and reloading has always fixed it.
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