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Post by xdesperado on Feb 15, 2017 2:00:26 GMT -5
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Post by fallen on Feb 15, 2017 2:08:22 GMT -5
Yes, this is absolutely correct and as intended to work. You can only use Talents in some slots. You need to move the crew back into those slots. Yes, it is possible to load up your combat crew in ways that result in some characters not firing every turn.
Also, note that you or your enemy can have crew members knocked back or pulled forward, which will cause them not to be able to attack that turn if they have no valid talents.
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Post by xdesperado on Feb 15, 2017 2:29:36 GMT -5
Yes, this is absolutely correct and as intended to work. You can only use Talents in some slots. You need to move the crew back into those slots. Yes, it is possible to load up your combat crew in ways that result in some characters not firing every turn. Also, note that you or your enemy can have crew members knocked back or pulled forward, which will cause them not to be able to attack that turn if they have no valid talents. Not trying to use a talent, just trying to shoot the snubber with basic attack. Asked previously about weapon ranges and was told they didn't have any, yet apparently the basic attack for a snubber is treated as a talent and requires that you be in a certain position.
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Post by Cory Trese on Feb 15, 2017 2:31:43 GMT -5
Looks correct. That regular attack is assigned off the weapon. How'd they end up with snubbers if they're random crew?
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Post by Cory Trese on Feb 15, 2017 2:33:14 GMT -5
Weapon grants a Talent, which has a position min/max and a target position min/max. Trained combat Talents add additional Talents, which have a position min/max and a target position min/max.
If you equip all your guys with backline guns, you're going to have a bad time.
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Post by xdesperado on Feb 15, 2017 2:37:27 GMT -5
Looks correct. That regular attack is assigned off the weapon. How'd they end up with snubbers if they're random crew? I assign weapons to all my crew based off their attributes. Doesn't make sense to me to give a Crew Dog with say 24 strength and 13 quickness a pistol when they don't have any special skills/talents with crew weapons anyways. Match the weapons with the attributes they are going to get the most from is way I see it. Looks like I'll have to go through and assign some of them Infantry blades though and hope that in one of the next versions we'll get to see what we've armed everyone with when doing selection for combat. Also can we get that "talent" information showing range put in with the weapons so we don't forget about it when assigning weapons to crew?
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Post by Cory Trese on Feb 15, 2017 2:43:16 GMT -5
Sure. We're thinking very strongly about removing the ability to equip gear on Crew.
This seems very counter productive, you're actively working against the game's best efforts to avoid invalid position setups.
In playing the game, I have never assigned a specific weapon to a non-officer, non-fighting crew member. I only learned it was possible from some post in v1.0.19
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Post by xdesperado on Feb 15, 2017 2:49:38 GMT -5
Sure. We're thinking very strongly about removing the ability to equip gear on Crew. This seems very counter productive, you're actively working against the game's best efforts to avoid invalid position setups. In playing the game, I have never assigned a specific weapon to a non-officer, non-fighting crew member. I only learned it was possible from some post in v1.0.19 My problem is despite best intentions, far to often I find myself in boarding range and all or most of my rather small ON Patrol squad has been severely injured or killed. That's when I have to call upon my common crew and officers to fill in for me and when that happens I want them equipped with the gear that's most suited to their abilities, not just armed with wrenches and crowbars or whatever. As my core crew hopefully gains levels and I start requiring fewer crew to meet my desired manning levels for ship OPs etc. I can increase the numbers of On Patrol types, but they will always be fewer in number and thus more vulnerable to having gaps due to injury/death.
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Post by Cory Trese on Feb 15, 2017 2:52:55 GMT -5
Have you given the game a chance to auto-equip them with the correct weapons for the combat and their starting position from the weapon's locker?
This is why we will almost certainly be removing equip weapons / equip armor for Crew. It just doesn't make much sense, if they're going to be randomly selected into combat then how would the player EVER be able to pre-guess the right gear for them.
I just think including that as an option is a false flag, and tricks the player into doing a bunch of absolutely counter-productive micro-management.
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Post by grävling on Feb 15, 2017 2:59:49 GMT -5
The other way to address the issue is to have the game not assign them completely randomly, but take a look at what they are equipped with, if they are, and try to assign them in slots they would like. I put wounded away-team members on-Station when they get back to ship in an effort to shield them from going out until they are healed better. (I have lots of fighters in this build, but that doesn't mean that I like getting them killed.) Should bad things come to pass such that one of my recovering away-team members gets called upon to defend the ship, he or she is going to have a very strong preference for what to fight with. And everybody else is going to have a remarkable preference for giving such a person whatever slot they desire.
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Post by Cory Trese on Feb 15, 2017 3:03:22 GMT -5
The randomness of the assignment is intentional, and serves a purpose.
We're doing away with On Patrol, so this "hiding" of people goes away I'm afraid.
We came into the alpha with a lot of features, and part of this process is trimming them down.
The game benefits from removing both on status and equipment for crew.
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Post by xdesperado on Feb 15, 2017 5:55:10 GMT -5
The randomness of the assignment is intentional, and serves a purpose. We're doing away with On Patrol, so this "hiding" of people goes away I'm afraid. We came into the alpha with a lot of features, and part of this process is trimming them down. The game benefits from removing both on status and equipment for crew. Problem is game currently gives everyone pistols regardless of stats or job. When I say everyone I mean everyone, have seen it assign pistols to Soldiers and Swordsmen because they have a few points of bonus pistol skill even if their Strength is much higher than their quickness.
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Post by grävling on Feb 15, 2017 6:48:08 GMT -5
The randomness of the assignment is intentional, and serves a purpose. We're doing away with On Patrol, so this "hiding" of people goes away I'm afraid. We came into the alpha with a lot of features, and part of this process is trimming them down. The game benefits from removing both on status and equipment for crew. Problem is game currently gives everyone pistols regardless of stats or job. When I say everyone I mean everyone, have seen it assign pistols to Soldiers and Swordsmen because they have a few points of bonus pistol skill even if their Strength is much higher than their quickness. I've seen this too. Even with recovering swordsmen whose sword skill is lots higher than the 2 points of pistol they got someplace.
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Post by En1gma on Feb 15, 2017 6:59:26 GMT -5
I appreciate the effort to simplify this aspect. In a game as complex as this, feeling the need to tend to 30+ crew and all their gear, talents, and station was more than daunting. Putting all that into the Weapon Locker makes so much sense
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Post by MintDragon on Feb 15, 2017 7:19:08 GMT -5
I like the focus on the 'on patrol'. Really don't want the prospect of 'loading up' regular crew (tedious detail), just in case. My natural inclination (preferred game direction) is to encourage > 4 on patrol, and load them all for bear (that's a lot)... In imagining playing either path, simpler = more fun (to me).
In the long game, I'd rather aim for funding/nurturing a team in waiting, leveling up, getting more skills, replacing them as the 'starters' die, making decisions on when to recruit newbies to level up. Planning for 8, as it were. Second string players for an NFL team.... (GO Steelers!) :-)
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