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Post by tenbsmith on Feb 10, 2017 15:15:51 GMT -5
I'm on turn 220 or something. An officer leveled up and I assigned them the Doctor job. I still seem to fail all Doctor rolls. How much doctor do I need for it to be helpful? Can I only get this through crew?
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Post by xdesperado on Feb 10, 2017 15:39:16 GMT -5
I'm on turn 220 or something. An officer leveled up and I assigned them the Doctor job. I still seem to fail all Doctor rolls. How much doctor do I need for it to be helpful? Can I only get this through crew? You have to watch close but the game tells you how many dice your rolling and how many the AI rolls. Many of the rolls not just for Doctor but other skills as well have the AI rolling very large dice pools of both Strong and weak Dice. One way to help counter that is with talents that give automatic passes on failed rolls. To that end when I start a game I select one crew to promote and they are my Medical specialist that will get both the Doctor and Combat Medic jobs for 2 guaranteed successes early game as each has a talent that allows that.
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Post by fallen on Feb 10, 2017 18:40:04 GMT -5
One of the main difficulty factors against Doctor is the Danger rating of the Quadrant you are in.
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Post by xdesperado on Feb 10, 2017 18:42:49 GMT -5
One of the main difficulty factors against Doctor is the Danger rating of the Quadrant you are in. This makes getting a large enough dice pool to win rolls consistently difficult which is why I dedicate one officer to being my Med expert and taking both the early talents from Doctor and Combat Medic jobs that allow automatic successes.
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Post by fallen on Feb 10, 2017 22:59:06 GMT -5
xdesperado - absolutely. The way you are playing the Doctor saving talents is highly recommended and the work of a wise captain.
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Post by grävling on Feb 11, 2017 2:40:47 GMT -5
But is it advisable to make your Combat Medic and your Doctor the same person? I thought you wanted your Combat Medic to be always-on-patrol and your doctor to be always-on-station ?
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Post by Deleted on Feb 11, 2017 2:55:13 GMT -5
But is it advisable to make your Combat Medic and your Doctor the same person? I thought you wanted your Combat Medic to be always-on-patrol and your doctor to be always-on-station ? Right? Or perhaps my understanding of "patrol" and "on station" is flawed. If the doctor is on patrol because he's also the combat medic, then ship rolls will not include him. Reversng this so that the combat medic is on station, deprives the red shirts the life saving attentions only a skilled combat cutter can provide. I mean, how many namby-pamby surgeons could perform a double bypass with "guns and grenades blasting sharp through the air" *? * Sorry for the obscure Don Mclean quote, but I've always wanted to work that line into a conversation.
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Post by grävling on Feb 11, 2017 3:17:19 GMT -5
Actually, more fundamental question. Why is On-Station vs On-Patrol selectable by the player at all? Presuambly, if the game just put all of the fighter-sorts on-Patrol and everybody else on-Station I'd lose out in some way. But I don't know what. That's all I am doing right now. What do I need to learn to do?
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Post by bookworm21 on Feb 11, 2017 4:08:32 GMT -5
You always want at least 4 people on patrol in case you get boarded.
If you don't have enough 'on patrol' crew then the remaining slots are filled randomly - possibly including your captain or another officer you can't afford to risk
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Post by grävling on Feb 11, 2017 5:03:59 GMT -5
Yeah, I know that ... I guess my question is more properly, aside from the terrible situation where your fighting-sorts all were massacred, and you hand your on-station survivors military gear, saying "Good luck. Remember, even if you cannot act like real soldiers, at least you can look the part. I will hire real combat troops when we next reach port." -- aside from that is there every any reason to put combat sorts on station, or technicians on patrol?
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Post by xdesperado on Feb 11, 2017 5:12:59 GMT -5
Yeah, I know that ... I guess my question is more properly, aside from the terrible situation where your fighting-sorts all were massacred, and you hand your on-station survivors military gear, saying "Good luck. Remember, even if you cannot act like real soldiers, at least you can look the part. I will hire real combat troops when we next reach port." -- aside from that is there every any reason to put combat sorts on station, or technicians on patrol? Basic crew probably not. Officers with special skills/abilities possibly.
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Post by Deleted on Feb 11, 2017 5:40:46 GMT -5
Personally, I try not to use any miserable space dogs as troopers, except as meat shields. Instead, I always designate a soldier as an officer so that I can train him in several jobs. And as for how to consider my fighting folk, they are marines and don't have any skills as sailors so they are never on station. Additionally, I try to maintain a minimum of 6, preferably 8 though that is hard to swing, military types, one of which I prefer to be an exo-soldier.
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Post by tenbsmith on Feb 11, 2017 8:35:34 GMT -5
I seem to recall one of the TBs posting that ship staff 'On Patrol' still contribute to the ship... I think they either add to the skill pools or their talents are available.
Update: Crew members On Patrol contribute only Traits and Talents to the ship. NO skill points are contributed to any group pool. SEE startradersrpg.proboards.com/thread/14606/st2-rules-explanation-threadBTW, there's a medical ship upgrade, something like Medical Bay, but it doesn't say anything about how it effects the Medical skill pool. Has anyone tried that?
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Post by fallen on Feb 11, 2017 11:21:19 GMT -5
But is it advisable to make your Combat Medic and your Doctor the same person? I thought you wanted your Combat Medic to be always-on-patrol and your doctor to be always-on-station ? Almost all of a Combat Medic's Talents are oriented toward combat. All of a Doctor's Talents are oriented toward saving people on and off the ship, but only one combat Talent. You could combine them, but you're Combat Medic is going to be far more survivable if they are a Pistoleer+Combat Medic or Spy+Combat Medic or something that lines up better and makes them useful in combat. However, having a Doctor+Soldier is also great, because they you can bring their very strong healing Talent into combat, and just rely on the Soldier aspect. tenbsmith - sorry, that is not correct. Check the Rules Explanation thread. If a character is On Patrol they do not lend their Skills to the Ship Skill Pools (Ship Ops, Electronics, Pilot, Nav, Repair, etc). However, their personnel skills (Doctor, Tactics, Intimidate, Negotiate, etc) are still in use. They are on the ship, available to help, but they are not manning the controls. However, all Talents are always available, regardless of Station/Patrol. startradersrpg.proboards.com/thread/14606/st2-rules-explanation-thread?page=1
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Post by Cory Trese on Feb 11, 2017 11:25:47 GMT -5
This has been an interesting discussion. Stuff to think about.
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