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Post by bobc on Mar 6, 2017 12:30:32 GMT -5
I first hunt for people with the Brilliant or Sharp Witted traits (+50%/+25% chance of double XP). I can typically find 0-3 in the starting crew. Interesting approach going for the XP bonus talents. It would be nice to know where the bonus comes from though. I've been assuming that the XP pool from a game event is a fixed amount, so if some crew are getting extra then some must be getting less.
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Post by Brutus Aurelius on Mar 6, 2017 13:13:27 GMT -5
I first hunt for people with the Brilliant or Sharp Witted traits (+50%/+25% chance of double XP). I can typically find 0-3 in the starting crew. Interesting approach going for the XP bonus talents. It would be nice to know where the bonus comes from though. I've been assuming that the XP pool from a game event is a fixed amount, so if some crew are getting extra then some must be getting less. I imagine that it just doubles the XP that was allocated to the crew member, without taking any from others.
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Post by ChocoCrowbar on Mar 6, 2017 13:29:02 GMT -5
My captain is a Merchant Diplomat, dedicated to being a smooth talker for contracts and negotiations, to get that extra 30% pay on contracts.
My First mate is a Bounty Hunter Commander. He's the one who executes the contracts that the captain accepts. He also leads the combat crew in battle.
Second mate is a Pistoleer who scouts and spies. He's the one who finds the contract, and doesn't lose it. Also helps out with combat, because no one can handle a pistol like he can.
Third mate is the doctor. Still trying to figure out what to stick to this, cause he does do something, but the crew is just tired of all the shots he gives out.
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Post by tenbsmith on Mar 6, 2017 13:29:41 GMT -5
I've been playing a Merchant, and doing stuff similar to johndramey and athios. For each officer, I take one Job almost straight to level 5--Doctor, Spy, Explorer--this allows me to do a bit of Spying and Exploring on the side. I really like athios' break down of skill saves. I'm going to take that into account with my next captain.
Here's an off-beat approach I tried, the third job for one of my officers is Crew Dog. This allows me to have one less Crew Dog on my ship. I'm trying to address the problem of having so many Crew Dogs, that many of their Talents are never used. I often have a similar issue with Gunners, but to a lesser degree.
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Post by Brutus Aurelius on Mar 6, 2017 16:40:44 GMT -5
My captain is a Merchant Diplomat, dedicated to being a smooth talker for contracts and negotiations, to get that extra 30% pay on contracts. My First mate is a Bounty Hunter Commander. He's the one who executes the contracts that the captain accepts. He also leads the combat crew in battle. Second mate is a Pistoleer who scouts and spies. He's the one who finds the contract, and doesn't lose it. Also helps out with combat, because no one can handle a pistol like he can. Third mate is the doctor. Still trying to figure out what to stick to this, cause he does do something, but the crew is just tired of all the shots he gives out. Doctor doesn't have a lot of Jobs that stack well with it. You could stack Commander for the Command bonus, or Combat Medic if you really want to pump up Doctor dice. Usually my Doctors are Crew Dogs that have a high Doctor bonus.
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athios
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Post by athios on Mar 6, 2017 16:47:39 GMT -5
There are some Talents that give bonus based on Doctor Skill, so might as well double up on the Combat Medic. Will also give you a second Doctor skill save Talent. Here's an off-beat approach I tried, the third job for one of my officers is Crew Dog. This allows me to have one less Crew Dog on my ship. I'm trying to address the problem of having so many Crew Dogs, that many of their Talents are never used. I often have a similar issue with Gunners, but to a lesser degree. Oooh! That's brilliant! I can combine with my current approach. This could free up 2 slots so I can hire actual Diplomat and Exo-Scout instead of having officers moonlight as one. Thanks for the tip! +1
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Post by Brutus Aurelius on Mar 6, 2017 16:51:48 GMT -5
There are some Talents that give bonus based on Doctor Skill, so might as well double up on the Combat Medic. Will also give you a second Doctor skill save Talent. Here's an off-beat approach I tried, the third job for one of my officers is Crew Dog. This allows me to have one less Crew Dog on my ship. I'm trying to address the problem of having so many Crew Dogs, that many of their Talents are never used. I often have a similar issue with Gunners, but to a lesser degree. Oooh! That's brilliant! I can combine with my current approach. This could free up 2 slots so I can hire actual Diplomat and Exo-Scout instead of having officers moonlight as one. Thanks for the tip! +1 I usually prefer to have an Officer take on those specialized jobs, because I know that unless they die in ship or crew combat, they will stay with me, and keep those vital Talents on my ship.
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athios
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Post by athios on Mar 6, 2017 16:56:02 GMT -5
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Post by grävling on Mar 6, 2017 16:58:47 GMT -5
So promote the diplomats and exo-scouts you hire to officers. This is working for me.
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athios
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Post by athios on Mar 6, 2017 17:08:56 GMT -5
No no, the point being that my Officers are Job-focused on something else, so a 3rd-job Diplomat & Exo-Scout will each only be Job Level 1. If they stay on as regular crew, they will keep job-leveling and unlock higher level Talents.
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Post by ChocoCrowbar on Mar 6, 2017 17:54:30 GMT -5
As a Captain of a Bounty Hunter Crew, I'm finding my combat crew likes to die or after close to dying, jettison off before landing on a planeg (guess they really want off the ship after the battles).
I found a good swordsman with doctor, a sneaky pistoleer, a tactical soldier, and an exploring soldier.
Maybe having my officers being all fighters helps out with the huge drop in moral after fights.
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Post by Brutus Aurelius on Mar 6, 2017 18:16:57 GMT -5
No no, the point being that my Officers are Job-focused on something else, so a 3rd-job Diplomat & Exo-Scout will each only be Job Level 1. If they stay on as regular crew, they will keep job-leveling and unlock higher level Talents. But Officers get more Talents overall anyway, so it evens out
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Post by grävling on Mar 6, 2017 18:25:10 GMT -5
I am currently working on the idea that, as a general principle, you never want an officer job skill wasted as a Navigator, Pilot, Crew Dog, etc. Which means you want to swap out the officers you start with, unless they happen to come with some neat abilities. So if I am building the all-officer boarding party, I want to start with exo-scouts and pistoleers. If, on the other hand, I am treating the boarding party as literal cannon-fodder, I want my officers to start out as diplomats.
When I get more serious about ship fighting, this may change, but for now I am not finding the high level skills of people you can hire in the spice district to be nearly as useful as the high level skills of bounty hunters, merchants, diplomats and those not commonly available.
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athios
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Post by athios on Mar 6, 2017 18:53:35 GMT -5
As a Captain of a Bounty Hunter Crew, I'm finding my combat crew likes to die or after close to dying, jettison off before landing on a planet (guess they really want off the ship after the battles). I found a good swordsman with doctor, a sneaky pistoleer, a tactical soldier, and an exploring soldier. Maybe having my officers being all fighters helps out with the huge drop in moral after fights. Couple Talents that might help in your situation: Pirate - Talent during ship combat - Furious Prodding (purge Crew Crippling effects; restore INT to crew morale) Commander - Talent during ship combat - Steady Hands (+20% Def, +5% Shld. 3 turns; purge Crew Cripple; 10 crew get CMD Morale) Commander - Talent after ship capture - Loyalty Rousing (10 crew get 10+CMD Morale) Doctor - Talent during ship combat (I think?) - Field Surgeon (heal 20+Doctor HP to [medical rating x3] crew) Read more: startradersrpg.proboards.com/thread/15279/captain-dummys-talent-reference#ixzz4aanSc3iG (Thanks John Robinson !)
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athios
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Post by athios on Mar 6, 2017 18:57:37 GMT -5
No no, the point being that my Officers are Job-focused on something else, so a 3rd-job Diplomat & Exo-Scout will each only be Job Level 1. If they stay on as regular crew, they will keep job-leveling and unlock higher level Talents. But Officers get more Talents overall anyway, so it evens out No, but my point was that my Officers would not spend any more points on a 3rd job, so regardless how many Talent points or Job Ranks I get, the 3rd job is still going to be Job Level 1. Anyway, this will all take some experimentation. I'm still "stuck" in early game (mainly Level <12), so I'm thinking by late game, having high level Crew Dogs will be rather important — assuming they don't all die off at some point.
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