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Post by xdesperado on Feb 15, 2017 7:19:32 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 Thing is if you want to ignore it currently you can, if your a micro management type like me you can tweak with your entire crew.
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Post by MintDragon on Feb 15, 2017 8:55:40 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 Thing is if you want to ignore it currently you can, if your a micro management type like me you can tweak with your entire crew. I see. And one of the things I love about TB games is options. 👍
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Post by Cory Trese on Feb 15, 2017 12:14:48 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. Bummer. I wonder if this is a side effect of all that forced micro. We'll just keep trying to improve and analyzing the data. 745 Crew were forced into combat in the past 2 days, I'm going to take a careful look right now at exactly which weapon and slots they got. I might go back over the entire alpha, but the data is less valuable from 1.0.19
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Post by Cory Trese on Feb 15, 2017 12:17:13 GMT -5
Also, the game isn't looking at Strength vs. Quickness for weapons! Sorry, that's just not possible.
The game has to focus on slot / position and combat viability.
Randoms in crew is a penalty -- the player is under-prepared for the situation they face.
Pistols are an appropriate thing for a Crew to grab. Maybe someday we'll get to the point where we want to nuance that selection so deeply as to inspect individual crew for Attributes, Skills and Traits but right now it's super overkill.
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Post by fallen on Feb 15, 2017 12:51:16 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. There must be some confusion. A so called "Basic Attack" IS a Talent. All Talents are limited by the positions in which they can be used and in which positions they can target.
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