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Post by Brutus Aurelius on Feb 11, 2017 20:57:51 GMT -5
We proved Neptunes were better at killing Xeno. KILL IT WITH HEAVY LEVIATHAN AMMO
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Post by tenbsmith on Feb 12, 2017 16:12:16 GMT -5
Extreme & Long Range: Navigation, Tactics, Ship Speed, Command Other Ranges: Pilot, Tactics, Ship Agile, Command If you want to optimize your ability to control range (change or maintain it), then focus on Tactics and Command, since these Skills contribute across ranges. Unlike Pilot, Navigation, Ship Speed and Ship Agility which only apply to one or the other.
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Post by tenbsmith on Feb 12, 2017 16:25:20 GMT -5
Cory Trese, do you know if Tactics and Command contribute weak or strong dice to range control in ship-to-ship combat? This has implications fro what I said above...
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 12, 2017 17:02:42 GMT -5
Sharp Steering and Evasive Maneuvers definitely very good. Note that you can swap out one of your Medium-sized compartments to a Peak Velocity Matrix (+10 Range Change). Not entirely sure if this has been implemented though. To increase your Pilot & Navigation needs (strong dice), you can swap out all your Officer Cabins into Scout Bridges or Bridges. If you just want to raise one or the other, then Pilot/Nav Assist Modules are good.
I'm currently experimenting with converting my Merchant captain's Frontier Liner into a Torping machine: Bridge, 4 Scout Bridges, 2x Level 7 Torps, a Level 7 Missile, Peak Velocity Matrix, etc. Some more changes pending once I get more credits.
Going to try going on a rampage. I'm only level 4 on Challenging though, so not sure if my experience will reflect high-difficulty reality.
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Post by fallen on Feb 12, 2017 17:06:20 GMT -5
athios - the Peak Velocity Matrix is implemented. Nice ship build, must have an insanely high pilot / nav rating. I think you've pointed out a bug we have -- multiple bridges is not something that any ship should have, especially since they add +1 Officer slot. That is basically "Captain only". Sorry about that. We're going to disallow that in the next release. You will be able to pack lots of Nav / Pilot assist modules and different types.
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Post by Cory Trese on Feb 12, 2017 17:07:50 GMT -5
I will increase the available boosters so that you don't have to use multiple scout bridges.
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Post by xdesperado on Feb 12, 2017 17:52:34 GMT -5
athios - the Peak Velocity Matrix is implemented. Nice ship build, must have an insanely high pilot / nav rating. I think you've pointed out a bug we have -- multiple bridges is not something that any ship should have, especially since they add +1 Officer slot. That is basically "Captain only". Sorry about that. We're going to disallow that in the next release. You will be able to pack lots of Nav / Pilot assist modules and different types. I've been adding Scout bridges to my ships as a way to increase the Strong dice and eat up the larger dice pools from crew leveling up. Much like adding higher grade weapons to make more efficient use of high gunnery skill. Might be something to look into balance wise, adjusting the skills various jobs give, finding I'm needing lots of Crew Dogs to cover ship OPs but that I often have a huge excess of Gunnery and Electronics despite having very limited numbers of Gunners, E-Techs and Mechanics. Last ship I had 2 Gunners, 3 E-Techs, 2 Mechanics and like 10 Crew Dogs. I was at 110% for ship ops and had at least 4 of every Crew Dog Talent, meanwhile had like 180% Gunnery and Electronics but only had a handful of the Talents from Gunner, E-Tech and Mechanic with little to no duplication of talents. Think the other jobs such as E-Tech or Mechanic need to give some Ship Ops skill so you can better balance the skills and talents along with a look at better upgrade options to get larger ship skill soaks.
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Post by fallen on Feb 12, 2017 18:12:00 GMT -5
Thanks for the feedback on the balancing! We will take a look.
Removing the ability to install multiple Bridges will just mean that you need to install the other Booster ship components which were intended to be used to increase your Ship Pools. Multiple bridges is a bug.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 12, 2017 18:43:45 GMT -5
That's alright, as long as there are other semi-equivalent options. I would actually love to see more upgrades with secondary/special effects other than just getting Strong dice.
Btw, I'm loving the Missile weapons! : D
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Post by xdesperado on Feb 12, 2017 18:48:34 GMT -5
Thanks for the feedback on the balancing! We will take a look. Removing the ability to install multiple Bridges will just mean that you need to install the other Booster ship components which were intended to be used to increase your Ship Pools. Multiple bridges is a bug. Agreed that multiple bridges is a bit unrealistic, however current officer quarters offer no soaks so they just take up ship space yet are necessary. Perhaps add some Command Station/quarters that can replace basic officer quarters. Example: Command Pilot Station houses 1 officer and soaks X Pilot X Electronics. Command Tactical Station houses 1 officer and soaks X Gunnery X Electronics And so on. Note this may not be as much of an issue once we can change ships/design ships etc. But currently the limited amount of available slots means selecting upgrades is rather tough especially if looking to bolster the skill soaks while not gutting a ships ability to perform certain missions. While a bit of give and take is necessary to keep things balanced also need ways to keep stuff functional at least minimally for a variety of endeavours.
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Post by fallen on Feb 12, 2017 19:56:28 GMT -5
xdesperado - cool ideas. Once we actually get the basic set of upgrades all in, we'll start looking at exciting hybrids.
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Post by grävling on Feb 12, 2017 21:43:28 GMT -5
xdesperado - cool ideas. Once we actually get the basic set of upgrades all in, we'll start looking at exciting hybrids. YAY YAY YAY ... this is so cool. Note: I've been playing an explorer captain. I seem to have enough electronics skill for 3 ships of my size, but I cannot find anything good to swap out to take advantage of this. Suggestions?
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Post by Cory Trese on Feb 12, 2017 21:57:54 GMT -5
Ship upgrades can also give ship combat effects, just like magical items. We just haven't used that feature outside of testing yet.
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Post by fallen on Feb 12, 2017 22:28:33 GMT -5
Actually, we have and they are for sale --
Targeting Matrix Defense Pattern Matrix Interlocking Sensor Matrix Peak Velocity Matrix Radi-Shield Pulse Booster Void-Shield Pulse Booster
It's great to have 4 hands on this team!
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Post by Cory Trese on Feb 13, 2017 2:29:52 GMT -5
I see your sweet ship upgrades and raise you 6 more with totally uncreative names
Pilot Assist Module 2 Pilot Assist Module 3 Pilot Assist Module 4 Nav Assist Module 2 Nav Assist Module 3 Nav Assist Module 4
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