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Post by captaincrankypants on Mar 3, 2013 17:15:26 GMT -5
I thought the Rouge Traders make sure you leave a pretty corpse after the Polish Aliens bollish you off. Definite alien anxiety.
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Post by rabidbite on Mar 7, 2013 12:59:04 GMT -5
OK that is it.
I am +1 exalting Starfixer.
He asks questions that I want answered and does it doggedly. He edits and works his butt off to better our gaming experience. He came in and truly helped define bonuses and disadvantages. He came in and has constantly provided workable solutions to hard fought encounters.
Dude. I'm in awe at your tenacity and dedication.
rabid
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Post by Deleted on Mar 7, 2013 13:24:43 GMT -5
OK that is it. I am +1 exalting Starfixer. He asks questions that I want answered and does it doggedly. He edits and works his butt off to better our gaming experience. He came in and truly helped define bonuses and disadvantages. He came in and has constantly provided workable solutions to hard fought encounters. Thanks. I wish everyone felt the same way about me The amount of time I put into ST is nothing compared to Cory. I mean if you see some of the codes, like the boarding code for ST, its like 100 pages long. The amount of time spent and the complexity is rediculous for a cellular game, especially by 2 people.
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Post by rabidbite on Mar 7, 2013 14:10:21 GMT -5
The Alien Hunter, aka Veteran Officer Rumors: * Alien attacks on a planet rumor Found * Wilderness area of a planet Bonuses: * Increased alien encounters for Dead Planet Patrols. * HUGE salvage values for alien ships (250,000) * Bonus to fighting narvidians/aliens (helps only closing distance, gun, ram, torp. Provides boarding bonus vs narvidians/aliens ONLY with hold cargo goods). * Bonus to be able to loot Torpedoes. * Higher pay for assassination/destroy contracts. Disadvantages: *Apparently these bonuses don't apply vs Space Hulks. *Reduced Crew Morale vs non-aliens. Cargo to improve bonus: Artifacts (Remember Artifacts also give those tons of advantages to aliens.) A few questions on this officer:* Bonus to fighting narvidians/aliens (helps only closing distance, gun, ram, torp. Provides boarding bonus vs narvidians/aliens ONLY with hold cargo goods). Is the Fighting bonus for gun: increased damage or to HIT with guns? Is the Fighting bonus for ram: increased damage or to HIT with ram or to reduce the damage to our OWN ship when we ram an enemy ship? Is the fighting bonus for torp: increased damage or to HIT with torps? The bonuses for boarding actions versus aliens: Still require artifacts? Increased CHANCE for boarding transition? (first attack), Reduced damage to captain? Increased damage to enemy captain? Increased damage to enemy crew? Increased damage to enemy ship? Increased Ship Upgrade bonuses when fighting NARVS/Aliens? A few questions running around my head rabid Read more: startradersrpg.proboards.com/index.cgi?board=rules&action=display&thread=2750#ixzz2MslS2Mly
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Post by Deleted on Mar 7, 2013 16:27:35 GMT -5
Xeno vet probably provides board bonuses vs aliens anyways, but artifacts are supposed to help alot. And I know he provides damage bonuses (increased damage) vs aliens. But for the other questions like chance of hit and HP damage... Based on what I've observed, I haven't noticed a difference for board with the vet at all from looking at the damage numbers on the bottom of the screen. Whether the damage bonus he gives isn't shown on the bottom of the screen or whether its something else (bonus only for certain aliens, only increases HP damage for boarding, artifact bonus gets negated with the artifact chamber etc), I don't know for certain.
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Post by callidus on Mar 15, 2013 18:34:34 GMT -5
I've got a question or two about the military officer: Just how big is the bonus to boarding? And how of an effect do weapons have on his bonuses?
Asking because my current captain, a military officer, who has a military officer on board and 40 weapons in the hold has a habit of boarding ships with captains ten levels or so above him(level 22). And thus far despite defeating over 50 ships by boarding, he;s yet to be wounded on combat, on difficulty crazy.
I'm actually starting to wonder if my captain is just sitting on the bridge while his military officer does all the fighting.
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BlastGT1
Templar
[ Heroes of Steel Supporter ]
Turning ships into shards with Alchemy
Posts: 920
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Post by BlastGT1 on Mar 16, 2013 13:17:44 GMT -5
He is:
Captain Pol Tree, King of Chi'kaans!
_______________________________
"Issue the standard Cadar greeting, Ensign." "But sir, that's one of our allies!" "I know that, Ensign. We're confirming that the treaty is still in effect!"
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Post by Deleted on Mar 16, 2013 14:27:23 GMT -5
No he's not. Board strength puts a huge emphasis on weapons at earlier levels. Crew numbers and warrior skill also play a huge role at all levels. If you have a lot of all three, you'll dominate in boarding.
MO provides a board bonus, increased with weapons. It isn't so huge though that it would make the difference from losing to dominating. MO's bonus is just that, a bonus.
Think of it this way. Let's say your board power was displayd by a number. And let's say warrior increased board attack by 2/warrior skill, crew numbers increased your board attack by 1/crew number and weapons increased your board attack by 3/weapon. The MO might increase your board attack by an additionl 10 or 20, but with 100 warrior skill and 200 crew, that's gonna be the driving force. The MO helps, sure, but definetly not to the point where it'll make up the need to have high warrior, crew and weapons. Those are by far the most important.
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Post by pjfontillas on Mar 19, 2013 15:05:59 GMT -5
Would be nice to add tips on how to use each officer effectively, or what officers you like to pair together to fit your play-style.
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Post by callidus on Mar 20, 2013 12:04:31 GMT -5
No he's not. Board strength puts a huge emphasis on weapons at earlier levels. Crew numbers and warrior skill also play a huge role at all levels. If you have a lot of all three, you'll dominate in boarding. MO provides a board bonus, increased with weapons. It isn't so huge though that it would make the difference from losing to dominating. MO's bonus is just that, a bonus. Think of it this way. Let's say your board power was displayd by a number. And let's say warrior increased board attack by 2/warrior skill, crew numbers increased your board attack by 1/crew number and weapons increased your board attack by 3/weapon. The MO might increase your board attack by an additionl 10 or 20, but with 100 warrior skill and 200 crew, that's gonna be the driving force. The MO helps, sure, but definetly not to the point where it'll make up the need to have high warrior, crew and weapons. Those are by far the most important. Ah, so 80 crew, 40 weapons, and a warrior skill higher than his level are the reason for his success. I'll still keep him on board though, for all I know his bonus is saving me a fortune in doctor's fees. ;D Thanks.
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Post by Deleted on Mar 20, 2013 12:32:29 GMT -5
Would be nice to add tips on how to use each officer effectively, or what officers you like to pair together to fit your play-style. There is no universal officer combo for play-styles. There isn't a single, optimal "military officer" play-style officer combo or a single "merchant" play-style officer combo. Its different for everyone. For example, as a board-based BH, one could get MO, Templar and Bodyguad as they all help boarding. But if your constantly getting rammed or gun the enemy before boarding, you might want a Pilot. If you're participating in spy wars often, you might want a spy. What's optimal is different for every player and what they put the biggest emphasis on. How to use each officer most effectively? Well, most officers have specific cargo that increase their bonuses. which was mentioned in the officer descriptions found earlier in this thread, as well as what each officer helps the most for. Other than that, a Pilot would be most effective with a QUICK ship and an MO would be most effective with a boarding upgrade. If you have specific questions with details, it'll be easier to answer your questions
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he
Curator
Posts: 41
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Post by he on Apr 6, 2013 14:12:28 GMT -5
In a much earlier thread I was reading something about officers having a level equal to what yours was when you hired them, is this still true on 5.0.17? If so, how significant is the level of the officer in determining bonuses? (How often do I need a new one? ) If not, hurrah!
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Post by Deleted on Apr 8, 2013 8:42:42 GMT -5
Would you mind providing a link to this thread?
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Post by pjfontillas on Apr 9, 2013 10:12:04 GMT -5
Would be nice to add tips on how to use each officer effectively, or what officers you like to pair together to fit your play-style. There is no universal officer combo for play-styles. There isn't a single, optimal "military officer" play-style officer combo or a single "merchant" play-style officer combo. Its different for everyone. For example, as a board-based BH, one could get MO, Templar and Bodyguad as they all help boarding. But if your constantly getting rammed or gun the enemy before boarding, you might want a Pilot. If you're participating in spy wars often, you might want a spy. What's optimal is different for every player and what they put the biggest emphasis on. How to use each officer most effectively? Well, most officers have specific cargo that increase their bonuses. which was mentioned in the officer descriptions found earlier in this thread, as well as what each officer helps the most for. Other than that, a Pilot would be most effective with a QUICK ship and an MO would be most effective with a boarding upgrade. If you have specific questions with details, it'll be easier to answer your questions That's along the lines of what I was looking for. As a Merchant, I have a Pilot, Mechanic, and Spy (which was useful at first for both knowing when there are no more useful info and not paying 100 but now that I've amassed a fortune its primary use is the former). I was interested in what other people have when they play Merchant/Smuggler/Explorer. e.g., someone could have suggested the officer that tells you if there is a trade embargo on the planet you're on; but I prefer taking the time to check embargoes before departing from each planet anyways to prevent going to those planets in the first place, so that officer is rather useless to me. That and I'm rank 21 with everyone, so I don't even have to worry about embargoes anymore. Once I hit level 50 I plan on attempting alien hunting, and I have several ships I prepped for it. One with 410 crew but Slow/Low and one with 180 crew but Fast/Quick. But I was hoping to see what veteran alien hunters use and figure out how I could adapt that to my play-style (boarding, ram protection upgrade, guns/torp rarely used, 1:1 level:Pilot/Stealth, 1:1.3 level:Strength, 1:0.5 level:Intimidation). As for using officers effectively I saw the cargo bonuses and have 10% and sometimes more but I didn't know if there was a certain threshold where adding more wasn't useful. e.g., just how much spice would be good for Pilot? If my hold was 100 and I hit the 10% cargo with 10, I get +10 Pilot bonus, would it be worth it to get +100? Is +10 even useful on Crazy difficulty? Stuff like that. I know it's a lot but I figured it was best asked in an active thread about officers.
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Post by Deleted on Apr 9, 2013 14:16:44 GMT -5
There are mutiple questions in your thread.
For spy, she's useful for surveillance, surveillance contract pay and saving credits for buy rumor. You can tell if there are no good rumors left without a spy if you press buy rumor and get a useless text or advice. So if that's your only reason for having a spy, drop the spy. What's best for merchant. Well it depends on many things. For actual trading, political is best because she increases negotiate, which is the main skill for determing trade based factors like price, trade transaction time, reputation, urban landings and surrender. Political officer also warns of embargoes but you said that doesn't matter. The tradesman isn't as useful, helping with trading only for reputation for trading in embargoes our trade alliances. If he does anything else it hasn't been said on the forum.
For deep space travel it depends. Mechanic is best for reducing accidents which significantly increase fuel and to repair costs money and time. Pilot reduces base fuel consumption and reduces accidents to a lesser degree as well as encounters. First Mate reduces encounters and accidents (not as much as mechanic), prevents morale loss and helps if mutiny breaks out. Mechanic and pilot also help for urban landings.
Pilot is also the best officer for short and med range combat (gun ram advance)
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