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Post by drspendlove on Feb 24, 2019 18:58:48 GMT -5
For the wiki, what is the base critical chance?
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Post by drspendlove on Feb 24, 2019 9:06:27 GMT -5
Huh, I thought they took sub-1 turn but not 0. Having 5+ quantity take 1 turn really hurts topping off cargo space with low cost/low profit goods, unless you only grab 4 of each.
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Post by drspendlove on Feb 24, 2019 8:46:35 GMT -5
Below where the initiative range is displayed for a crew member, it would be nice to see the base critical hit chance (Come to think of it, what is the minimum? 5%?) increased by the Tactics skill of the crew-mate, any gear they have on, and any traits that impact it.
Additionally, it would be great to see the critical damage bonus range as well. The (20 + Skill)% to (40 + Skill)% formula probably isn't too widely known but is a nice benefit of high weapon skill characters. It would also be helpful if/when you include gear that increases the magnitude of critical hits. You'd probably only want to display the critical damage bonus for weapons currently equipped, which would include both Blades and Pistols for dual-wielding characters.
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Post by drspendlove on Feb 24, 2019 8:40:52 GMT -5
Spy talent for replacing a Black Market risk card with an Intel card This would be good. It could be fun as a level 8 talent (they have a ton of 5s and 11s) that gives a good amount of intel (better than the normal Black Market intel card) but with a Government rating-based chance of having an FDF combat with it. (Like 10% chance at 10 Gov't rating I'm thinking.) That drawback could leave you able to have a shorter cooldown and still have it balanced. FDF fights are nasty with high Government and Military ratings and they cost faction rep. It'd give players more reason to consider the Government rating of a zone. If you raise the chance to 20% or 30% at Government = 10, maybe minimize the rep loss, or remove it entirely.
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Post by drspendlove on Feb 24, 2019 8:32:45 GMT -5
If it happens, I'd steal 2 points from the Evasion progression to put into Rifles. I'd worry about over-buffing this job.
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Post by drspendlove on Feb 24, 2019 8:29:29 GMT -5
That might be a good idea. An alternative middle-of-the-road option would be to make the damage to the hyperwarp doubled. This would basically limit you to 1 SotV before repairing but wouldn't make a massive difference to Flash Charge. Flash Charge's damage could be triple? Maybe just triple them both, making Flash Charge incur moderate damage but SotV would always result in 100% damage.
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Post by drspendlove on Feb 23, 2019 13:51:13 GMT -5
Oh, I didn't know about that thread or had forgotten.
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Post by drspendlove on Feb 23, 2019 12:18:54 GMT -5
This could be shifted to +2 with a +1 contact rep attached.
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Post by drspendlove on Feb 23, 2019 12:14:26 GMT -5
The Black Market card game doesn't have a wide variety of cards possible. I propose a small, new one at a meta-score of +1:
"Backroom Extortion": Lesser members of the seedy underworld are willing to grease your palms to maintain the secrecy of their role and curry your favor. (Small credit reward, increased by Bandit trait)
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Post by drspendlove on Feb 23, 2019 12:09:44 GMT -5
The "Captain damage" card deals a moderate amount of HP damage to the Captain when drawn. It is listed as a -3 meta-score card when attempting to access a Black Market. But... I never care about this result. It just means I take a quick trip to a hospital and return. Losing my illegal goods is a -2 meta-score card and I worry about that one far more. Am I missing some dire threat here? Or should the meta-scores be swapped?
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Post by drspendlove on Feb 22, 2019 8:57:43 GMT -5
Yeah, I'm thinking something is genuinely wrong here. I can't fathom selling at a significant loss into an A+. However, I doubt there's enough data here to reproduce.
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Post by drspendlove on Feb 22, 2019 7:25:30 GMT -5
I would argue that a bayonet would decrease accuracy of the ranged portion of the weapon. If a bayonet is heavy enough to penetrate armor, it is likely enough to offset normal firing balance. But as this isn't likely to enter the game, it seems moot.
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Post by drspendlove on Feb 22, 2019 7:20:19 GMT -5
Alright, I'll make a note about the first item then. The third item doesn't seem worth documenting if it is set to change (probably with the small fighter combat coming.)
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Post by drspendlove on Feb 21, 2019 23:32:25 GMT -5
I liked the title for this one, by the way.
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Post by drspendlove on Feb 21, 2019 16:52:08 GMT -5
Some questions about how Gunnery is used in the game currently:
1. For Attack Dice Pool calculations, does gunnery skill from unused* weapons affect the number of dice available? *Weapons not currently being fired this round.
2. I heard that Gunnery skill between 100% and 200% staffing increases critical hit chance. If this is true, how does that extra staffing contribute to critical hit chance?
3. It seems that with larger gunnery skill pools, certain (generally more powerful) ship crippling effects are triggered rather than their (typically) weaker alternative. What is the equation that determines the choice of crippling effect, assuming one is rolled at all on a given hit?
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