Post by capthawk on Feb 25, 2016 18:04:25 GMT -5
The first mate. Affectionately dubbed Ol' Turd Lip. For many veteran players, he is dismissed immediately. It seems like he's a great Officer to have when learning the game, but dispensable after that.
What does he really do for you, besides advice that you soon know anyway after a few play throughs?
Well, depending on the difficulty level you're playing, a lot more than you might think.
I was definitely in the boot him off at first chance camp for along time. But, when I read something that either TB posts, I pay attention.
@cory Trese responded to a post advising to start game by dismissing first officer in such a way that i decided to try keeping him, especially as I was just moving up to Insane. My plan was to follow the advice, keep him until I found the right rumor with the right timing for the other Officers I wanted moving forward.
Wow, he's a huge help! I guess the differences aren't as noticeable at lower difficulties, but at Insane he's been a big bonus. Here's why:
1. Morale - this is his primary bonus, and if you're good at managing morale, you're tempted to boot him. But keeping the crew at the highest morale possible is important for performance. While you are building Intimidation to keep your armies in high morale, he's saving morale points from dropping off. Those early missions, where you barely make port before mutiny. Early operations, especially Surveillance, really drain morale too. I let him go early on one campaign, thinking I'd found the right rumor (forgot which officer I had already and went after same rumor lol). I went back to a Spy War, and morale was falling like flies without him!
2. He comes free - you don't have to hire him. Other than a starter ship, a few units of fuel, a few XP and rumors, nothing else is free in ST. Yes, he wants his 2℅ cut, but think of the savings vs hitting port every few turns just to spice up your whiny crew. Again, performance. Low morale crew is less effective for all returns as far as can tell... Operations, combat, etc. More success=more XP, rep etc
3. If you unlock his combat mutiny ability it is SO cool. I won't wreck it for those who want to discover on their own, just a hint it comes with a toast that put a smile my face for days.
4. Misc. Bonuses/plusses-
a. The more Officers you have, the better pay you get on contracts.
b. Poor man's Political Officer - on those annoying contracts that advertise as vs. Indy but aren't, his toast about the crew not liking to work against Indy doesn't appear. You still don't know who it was against without looking at where rep drops, but you know you got duped.
c. Guilt free start - your career doesn't begin by sending your last link to your father out the airlock lol
So there you have it. My defense of OTL! Seriously, just wanted to get a different view on here as there are many posts against keeping him.
What does he really do for you, besides advice that you soon know anyway after a few play throughs?
Well, depending on the difficulty level you're playing, a lot more than you might think.
I was definitely in the boot him off at first chance camp for along time. But, when I read something that either TB posts, I pay attention.
@cory Trese responded to a post advising to start game by dismissing first officer in such a way that i decided to try keeping him, especially as I was just moving up to Insane. My plan was to follow the advice, keep him until I found the right rumor with the right timing for the other Officers I wanted moving forward.
Wow, he's a huge help! I guess the differences aren't as noticeable at lower difficulties, but at Insane he's been a big bonus. Here's why:
1. Morale - this is his primary bonus, and if you're good at managing morale, you're tempted to boot him. But keeping the crew at the highest morale possible is important for performance. While you are building Intimidation to keep your armies in high morale, he's saving morale points from dropping off. Those early missions, where you barely make port before mutiny. Early operations, especially Surveillance, really drain morale too. I let him go early on one campaign, thinking I'd found the right rumor (forgot which officer I had already and went after same rumor lol). I went back to a Spy War, and morale was falling like flies without him!
2. He comes free - you don't have to hire him. Other than a starter ship, a few units of fuel, a few XP and rumors, nothing else is free in ST. Yes, he wants his 2℅ cut, but think of the savings vs hitting port every few turns just to spice up your whiny crew. Again, performance. Low morale crew is less effective for all returns as far as can tell... Operations, combat, etc. More success=more XP, rep etc
3. If you unlock his combat mutiny ability it is SO cool. I won't wreck it for those who want to discover on their own, just a hint it comes with a toast that put a smile my face for days.
4. Misc. Bonuses/plusses-
a. The more Officers you have, the better pay you get on contracts.
b. Poor man's Political Officer - on those annoying contracts that advertise as vs. Indy but aren't, his toast about the crew not liking to work against Indy doesn't appear. You still don't know who it was against without looking at where rep drops, but you know you got duped.
c. Guilt free start - your career doesn't begin by sending your last link to your father out the airlock lol
So there you have it. My defense of OTL! Seriously, just wanted to get a different view on here as there are many posts against keeping him.