|
Post by johndramey on Mar 6, 2017 19:53:51 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. I guess I can see where you are coming from on that, but I find the opposite to be true. I like having at least one navigator and pilot officer, since they will (hopefully) always be with me and will generally be much higher level then the crew. Having an officer who will not jump ship contribute their high level skills to my ship is nice, and I can fill in extra stuff that I want (usually exploring) with special hires from contacts.
|
|
|
Post by fallen on Mar 6, 2017 19:59:14 GMT -5
Both are extremely valuable. I love having a Pilot officer who can provide a lot of the Skill and higher level Talents.
|
|
|
Post by bobc on Mar 7, 2017 3:27:00 GMT -5
I think that ship size is a consideration too; on a big ship with lots of crew you can soak up losses a lot easier than on a small ship. Playing small ships I like to have Pilot, Navigator and E-Tech officers to maintain core ship skills. I learnt this when my navigator figured it was more fun to hang out in the Spice Hall than go flying and it took me 3 weeks, double fuel and 20% component damage on the next warp jump.
|
|
|
Post by grävling on Mar 8, 2017 4:18:10 GMT -5
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. I'm liking it when I can stick doctor on a 'crew dog who already had doctoring points' promoted to officer. It means that, as time goes by, I can get away with having many fewer crew dogs. I like the talents of other positions more than I like those of crew dogs, so it is nice to be able to get more of them.
|
|
|
Post by Cory Trese on Mar 8, 2017 12:57:25 GMT -5
It seems like the Skills you'll focus the least (Doctor) are more important to stack Skills. You'll have 1 Job probably providing the skill, so having bonus Officer points can be really helpful.
Less so valuable for something like Pilot where you might have 8 jobs in the crew providing it.
|
|
|
Post by grävling on Mar 8, 2017 13:03:03 GMT -5
What I am curious about is to what extent will boarding parties need to be able to heal each other. A Pistoleer/CombatMed/Doctor may be the hottest doc in the quadrants, but if two boarding party members are next to death, you may wish you spread healing around more. Or maybe that is just silly -- we will find out by doing.
|
|
|
Post by tenbsmith on Mar 8, 2017 16:24:14 GMT -5
The standard skill pools--Pilot, Ops, Gunry, Elctric, Nav--are easy to fill with crew. When promoting officers it is good to select those who can provide bonuses to harder to fill pools (e.g., Doctor).
This also applies to selecting skill points for your captain. My recent build gave the captain a bunch of stealth for this reason.
|
|
|
Post by Cory Trese on Mar 8, 2017 16:27:03 GMT -5
We should make sure that there is a job that specializes in AoE heals and another job that focuses on single target. That's a very good distinction.
|
|
|
Post by Brutus Aurelius on Mar 8, 2017 16:39:36 GMT -5
We should make sure that there is a job that specializes in AoE heals and another job that focuses on single target. That's a very good distinction. Maybe have Combat Medics do AOE, and Doctors do single heals?
|
|
|
Post by fallen on Mar 8, 2017 16:56:33 GMT -5
Combat Medics are a fighting class, taking healing and killing on the road.
A ship's Doctor stays in the medical bay and is a surgeon. They only have 1 combat Talent.
To me, AoE heal seems like a huge unbalancing factor. Making healing too powerful will remove viability of many other crew combat builds. Also, the enemy would use it and everyone would cry about that alot.
|
|
|
Post by grävling on Mar 8, 2017 17:07:35 GMT -5
But if you want to stuff more Doctor points into your Combat Medic or Doctor, one way is to give them both jobs. Since they have to be officers anyway, at least for now. Maybe the quadrants will produce a medical school?
|
|
|
Post by fallen on Mar 8, 2017 17:57:20 GMT -5
As we work on contacts in phase 2, more specialist jobs will become recruitable as crew, yes. #Phase2
|
|
|
Post by Brutus Aurelius on Mar 8, 2017 17:58:01 GMT -5
As we work on contacts in phase 2, more specialist jobs will become recruitable as crew, yes. #Phase2 What's the plan in terms of timeframe for phase 1? How long do you guys want to wait before phase 2?
|
|
|
Post by fallen on Mar 9, 2017 2:27:01 GMT -5
No ETAs, basically.
|
|
|
Post by resistor on Mar 20, 2017 1:59:23 GMT -5
Crew-dog/Mechanic/Engineer
Crew dogs start with +2 repair, which helps contribute to certain Mechanic and Engineer talents.
|
|