poryg
Templar
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Posts: 1,723
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Post by poryg on Jul 20, 2016 23:55:28 GMT -5
I am already dead... I have drank so much vudka that they had to shoot me to death to make sure that the planetary resources of vudka remain safe.
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Post by slayernz on Jul 21, 2016 18:05:12 GMT -5
I am already dead... I have drank so much vudka that they had to shoot me to death to make sure that the planetary resources of vudka remain safe. Isn't it ironic that AA liked that particular post?!?
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AA
Templar
Torps away!
Posts: 1,382
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Post by AA on Jul 21, 2016 20:02:46 GMT -5
I am already dead... I have drank so much vudka that they had to shoot me to death to make sure that the planetary resources of vudka remain safe. Isn't it ironic that AA liked that particular post?!? Is it?
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Jul 22, 2016 11:04:20 GMT -5
Isn't it ironic that slayernz thinks it's ironic?
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Post by ntsheep on Jul 22, 2016 11:28:47 GMT -5
A friendly reminder from lab sheep 1&2,
Be careful about ironies, too many post in one thread have been known to cause paradoxes.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Jul 22, 2016 11:46:32 GMT -5
Aren't paradoxes ironic?
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Post by redartrats on Jul 25, 2016 12:46:58 GMT -5
Lame chemistry joke: if you make an acid from sulfur with a low oxidation number on sulfur, it's called sulfurous acid; if you make an acid from sulfur with a high oxidation number on sulfur, it's called sulfuric acid. So if you make an acid from iron with a high oxidation number, you get ... ironic acid?!
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Post by redartrats on Jul 25, 2016 12:51:13 GMT -5
And last I checked, paradoxes consist of two dox groups on a benzene ring, I don't see any iron there. But what's a dox group anyway? Well, adding a dox to another dox makes a redox reaction... so a dox is what you get when you only have half a redox reaction! And what's a redox reaction? It's when you get gored while trying to paint an ox red. OK, I'll shut up now. Too much chemistry going on... (not that kind of chemistry!)
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Post by Zer0Winds on Jul 26, 2016 6:55:10 GMT -5
I don't know... you seemed to be getting a little TOO into that for absolutely nothing going on?
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Post by slayernz on Jul 27, 2016 17:41:50 GMT -5
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 4, 2016 13:33:39 GMT -5
Hmm... Since I use both character and stats designer, I have got an idea.. . To make things more interesting, my crew is not allowed to mutiny.
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Post by Zer0Winds on Aug 4, 2016 14:13:12 GMT -5
My crew never mutineed. Is that a word? It is now...
Because I cheated.
Wait, I think we agreed (by we, I mean I said I didn't) I didn't cheat.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 4, 2016 14:30:29 GMT -5
It will be the word. Against Poryg the Dry is coming towards reaching 1000 weeks in deep space. His unreasonable demands make the crew die in numbers, but they will never doubt their leader. So far he allowed three contracts to expire, because he took 5 at the same time and in the opposite sides of the Quadrant, with smaller than tiny amount of time to fulfill them all. He has no enemies, hasn't ever been looted and among the few encounters he had, none ended hostile.
The crew hasn't seen a drop of refined water-fuel ever since 57.5 AE... They have never heard the sound of wild rivers flowing in wild zones... Yet his crew is loyal to him.. . The morale never dropped under 8.
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Post by redartrats on Aug 4, 2016 15:00:08 GMT -5
What difficulty level?
I guess you used custom stats to max out intimidation and vudka + 1st officer to keep morale up? Plus lots of long-range contracts to boost morale? In my last game on Impossible (not on this challenge, though, but the playing style is similar) I managed to get morale 10 a few times in spite of not buying WF for a long time. The crew seem to love long-range contracts; sometimes I get up to +3 to morale just from filling a contract.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 4, 2016 23:28:02 GMT -5
What difficulty level? I guess you used custom stats to max out intimidation and vudka + 1st officer to keep morale up? Plus lots of long-range contracts to boost morale? In my last game on Impossible (not on this challenge, though, but the playing style is similar) I managed to get morale 10 a few times in spite of not buying WF for a long time. The crew seem to love long-range contracts; sometimes I get up to +3 to morale just from filling a contract. Difficulty impossible. I don't use vudka. My cargo has been empty for more than 600 weeks now. Traveling with empty cargo, 1 solar sail and 4 crew members, my ship has been decimated to the core but the only enemies that could threaten me... Are aliens. Because I have permits with everyone, the only bother are Indy pirates, but I can just ignore them, since my cargo is empty. But you are right, I used custom stats to max out intimidation... I still haven't figured out the exact algorithm... But intimidate is a great morale helper. In practice it does this. It prevents your morale from decline for a set number of turns... Then your morale falls like normally. But if you have enough intimidate to cover your entire crew, then the morale doesn't decline at all. I have traveled 80 weeks before landing on a planet without a single water-fuel drop... And with no morale decline. However nice it looks, the fighting classes cannot make effective use of this exploit. The accidents happen like crazy, and before you know it, you lose all your crew. Which isn't nice for boarders and makes it difficult for gunners, because they need crew to support the engines and weapons. Torpers could make do without crew (I fought with 5 crew out of 45 with no problems), but in order to cover 45 crew, you need 25+ intimidate... which means 25+ charisma (I don't know exactly, it's difficult to measure with no Wf, they fall like flies), so it's not worth it, considering that I use only 12 pilot. So far I know that 55 crew can be covered with 22 intimidate. For the smallest possible ship in ST RPG (8 crew), you need 17 intimidate on impossible, 14 on normal. Or you can just fly over some red sectors and kill some crew members, you need less intimidate for 4 crew (luckily, the intimidate needed is derived from the amount of crew you currently have) An Explorer could use it if he flies to a planet that is close enough. And a merchant or smuggler will be able to use it 100%. EDIT: A For 4 crew you need only 10 intimidate, for 5 crew having 10 intimidate means a veery slow morale decline, with Pilot lv 1, damaged solar sails and being on red squares, you should manage to get to 4 crew before the morale declines. As the crew members go up, the Intimidate:crew ratio needed to stop morale from declining goes quickly down. For 4 crew it's 2.5x more intimidate, for 8 crew it's 17 intimidate... For 22 crew it's about 1.5x-1.75x more intimidate than crew.
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