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Post by Deleted on Feb 8, 2017 17:43:04 GMT -5
OK. So, some more questions about skills. I get that there are certain skills necessary to fly the ship, shoot your guns, mop the floors, etc. But what about those other skills like doctor, repair, tactics, evasion, command, intimidate, etc. I've been building my doctor pool, but going to the doctor in a space port is one of my highest expenses. You know, aside from my cigars and penchant for watching B horror movies.
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Post by fallen on Feb 8, 2017 19:38:28 GMT -5
Rewrote the section on On Station vs. On Patrol.
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Post by fallen on Feb 8, 2017 19:39:35 GMT -5
OK. So, some more questions about skills. I get that there are certain skills necessary to fly the ship, shoot your guns, mop the floors, etc. But what about those other skills like doctor, repair, tactics, evasion, command, intimidate, etc. I've been building my doctor pool, but going to the doctor in a space port is one of my highest expenses. You know, aside from my cigars and penchant for watching B horror movies. Talents can help reduce prices, but Skills will no. Your Doctor is not doing the Doctoring, you're visitng a Zendu Technologist Doctor. Other skills are used in Talents of all kinds, Missions, during space travel, during Blockade / Patrol / Explore / Spy, as well as in ship combat. I will try to write up a section about them.
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Post by Deleted on Feb 9, 2017 3:54:31 GMT -5
Thank you fallen. I shan't feel quite so blind while allocating training points. Especially since choosing the doctor job and corresponding talents now seems wasted effort. Gah. All those years of school, the late nights, those long shifts spent wiping runny noses and reattaching limbs.... Should have listened to my brother and been a spice dealer.
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Post by grävling on Feb 9, 2017 4:02:41 GMT -5
fallen in the dice section, say what happens if you roll a tie, please. Also, what can you do to modify your dice scores, so you get more strong dice.
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Post by fallen on Feb 9, 2017 11:06:32 GMT -5
Thank you fallen. I shan't feel quite so blind while allocating training points. Especially since choosing the doctor job and corresponding talents now seems wasted effort. Gah. All those years of school, the late nights, those long shifts spent wiping runny noses and reattaching limbs.... Should have listened to my brother and been a spice dealer. I would really recommend having a Doctor on board. That is actually the job I promote one of my officers to immediately, every game. Yes, the benefit is not in cheaper visits to the Technologist Doctor, but you'll pass a lot of Doctoring saves during travel, and have a lot of other great Talents to bring on board.
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Post by fallen on Feb 9, 2017 11:08:34 GMT -5
fallen in the dice section, say what happens if you roll a tie, please. Also, what can you do to modify your dice scores, so you get more strong dice. In the case of ties, the player wins (added to OP). The decision of Strong vs. Weak dice is dependent upon the exact test. We've got a section on ship operation tests in the Ship Skill Pools section, and are working on adding the details about how Command tests are made, etc.
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Post by bobc on Feb 10, 2017 4:22:24 GMT -5
Are passive talents managed the same way as skills? Does a crew member have to be On Station to use a passive talent to save a ship test?
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Post by fallen on Feb 10, 2017 11:27:15 GMT -5
Are passive talents managed the same way as skills? Does a crew member have to be On Station to use a passive talent to save a ship test? No, you can, notably, be On Patrol and still play your Talents related to ship operations.
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Post by fallen on Feb 10, 2017 11:28:53 GMT -5
bobc - added this to the OP. It is a complexity we thought it far better not to ask the player to manage -- "Regardless of whether you are On Patrol or On Station, your Talents may always be used to help a situation at hand. If you happen to have a Talent that prevents Tactics Failures or Navigation Failures, either could be used to prevent a test failure, regardless of whether you are On Patorl or On Station."
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Post by bobc on Feb 10, 2017 12:28:14 GMT -5
Thanks fallen, that covers off the question nicely. If you could check the last sentence of the rules update though; should be On Patrol. I think its time for a few beers and a lie-in, you've certainly earned them this last few weeks.
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Post by ChocoCrowbar on Feb 14, 2017 10:27:01 GMT -5
Finally understood the difference between ship skill pools and personal skill pools. Didn't know the personal still worked on patrol.
Where do the weapon, evasion and stealth skills go?
Edit: was dead wrong.
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Post by ChocoCrowbar on Feb 14, 2017 11:00:21 GMT -5
And that just leaves Stealth to figure out where it applies. Because it's not in the ship or personal skills listed on the stats screen, yet it's also no part of the basic combat jobs.
It's only found in the Spy Job. Going from STRPG, it help with a whole lot of things, like slipping by ships out in the wild.
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Post by fallen on Feb 14, 2017 12:05:30 GMT -5
And that just leaves Stealth to figure out where it applies. Because it's not in the ship or personal skills listed on the stats screen, yet it's also no part of the basic combat jobs. It's only found in the Spy Job. Going from STRPG, it help with a whole lot of things, like slipping by ships out in the wild. Stealth is personal stealth. Moving quietly and unseen. It is for Spies, Assassins, Rogues and the like. It is slipping in and out of the Spice Hall at night. It has no bearing on ship movement.
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Post by fallen on Feb 14, 2017 12:09:42 GMT -5
tenbsmith - I updated the OP with the rules. As grävling pointed out, I have misquoted rules a few times on the boards. The rules are now clearly stated in the OP, hopefully. Hoping not to spend any more time on this one, because as of the next release I will be rewriting / cutting / hacking that section into something oh so much simpler.
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