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Post by vaulkon on Feb 15, 2017 19:01:09 GMT -5
Anyone using this tactic? Start game. Fire your swordsman, soldier x2, pistoleer.
I can't seem to justify keeping them. To get into a fight for boarding you have to blast your way up to event ship resulting in casualties and damage incurring costs as a result.
By firing 4 military I can employ 4 pilots on wages allowing me to get 200% hard dice on pilot, more talents for escaping and buffing ship fights/escapee.
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Post by Deleted on Feb 15, 2017 19:12:50 GMT -5
vaulkon, that seems to be an interesting tactic provided you never have an encounter where you need to have a few redshirts around. I haven't leveled my captains much due to my other interests in the game, but it would seem that the chances of being boarded are going to increase as the game progresses. When that day comes, you'll want to have leveled, trained marines on around to defend you. The alternative could be to fail a critical mission, lose your ship, or perhaps your captain's life. Ultimately though, do what works best for you. I think no matter the strategy there will be good days and bad. You know?
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Post by Cory Trese on Feb 15, 2017 19:15:14 GMT -5
This strategy probably works better now, in phase 1, then it will in the release version of the game.
You'll see a lot more crew combat in the later phases of the alpha.
I suppose if you are a pure merchant -- no missions, no exploration and avoid fighting at all cost then having warriors on board is a waste of money.
They're not mandatory, but when you need them, they sure are nice to have.
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Post by vaulkon on Feb 15, 2017 19:26:10 GMT -5
Okay, true but at the start of the game on low credits the risks are too high and at least with this tactic as the game progresses you start to see traits building in crew which have potential to be soldiers. I currently have an electronics tech but has (2) evasion and just given traits risky (+10% damage, -10% armour) and rugged (+10% fire resist, +10% plasma shielding, +10% bio-poison resist).
Nothing more worse starting with high paid soldiers as their claimed profession that have traits that don't benefit combat.
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Post by Cory Trese on Feb 15, 2017 19:27:30 GMT -5
Hehe, people are getting way bent around these traits and attributes about the Crew. They're just Crew. They're going to die in large numbers. If you are playing on a difficulty where they don't, then you probably don't need the +10% advantages anyway.
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Post by vaulkon on Feb 15, 2017 19:31:23 GMT -5
Well the trouble is with great artwork and varying names us little startraders are going to get attached to some of our crew đ
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Post by Cory Trese on Feb 15, 2017 19:32:48 GMT -5
Well the trouble is with great artwork and varying names us little startraders are going to get attached to some of our crew đ And I desperately want that. I just don't want people to spend all their time trying to min/max attributes on starting dudes. We'll get there, higher level crew are so much better
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Post by ChocoCrowbar on Feb 15, 2017 19:35:40 GMT -5
Well the trouble is with great artwork and varying names us little startraders are going to get attached to some of our crew đ And I desperately want that. I just don't want people to spend all their time trying to min/max attributes on starting dudes. We'll get there, higher level crew are so much better I still min/max my officers, because they are my final meat shield against any future aliens.
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Post by Cory Trese on Feb 15, 2017 19:38:21 GMT -5
And I desperately want that. I just don't want people to spend all their time trying to min/max attributes on starting dudes. We'll get there, higher level crew are so much better I still min/max my officers, because they are my final meat shield against any future aliens. I encourage you to be very invested in the crew, and to min/max and promote/groom/love them. We just don't want to make players do annoying things like recruit 60 people in 5 minutes trying to find the exact min max. We'll do a pre-hire crew browse, so you can see the stats. Then we will put a hard limit on the number of crew you can review per world. Then if players really feel they MUST recruit only the top 1%, at least they have to play the game (ie, sail around, get money, do stuff) to be able to do it. At least then it isn't just grinding pointlessly in a spice hall ... because if we leave that as an optimal choice then Andrew and I have failed in an epic fashion as the game's designers.
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Post by xdesperado on Feb 15, 2017 21:27:15 GMT -5
I still min/max my officers, because they are my final meat shield against any future aliens. I encourage you to be very invested in the crew, and to min/max and promote/groom/love them. We just don't want to make players do annoying things like recruit 60 people in 5 minutes trying to find the exact min max. We'll do a pre-hire crew browse, so you can see the stats. Then we will put a hard limit on the number of crew you can review per world. Then if players really feel they MUST recruit only the top 1%, at least they have to play the game (ie, sail around, get money, do stuff) to be able to do it. At least then it isn't just grinding pointlessly in a spice hall ... because if we leave that as an optimal choice then Andrew and I have failed in an epic fashion as the game's designers. Sorry if I've given the impression that I'm endlessly grinding for only the top 1%. Might just be my not understanding the various systems fully but most of the crew I've passed over were because I either felt they were badly suited for a specific job/any job or because they showed some trait or flaw I didn't want on my crew. Looking forward to seeing the full trait system in action and learning more about how all the systems work together. Having the ability to pre-screen crew prior to hiring will be a big help and I can get behind the idea that a given planet no matter how large the population will only have so many people willing/interested in signing on as free trader crew at any given time.
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Post by Cory Trese on Feb 15, 2017 21:30:18 GMT -5
I wasn't trying to talk about any one particular user, I can only see the data in big anonymous chunks. However, the rate of dismiss has been going up steadily since 1.0.19
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Post by grävling on Feb 15, 2017 21:47:00 GMT -5
If the best way to make contacts is to hire more crew, people will go on firing binges, to make room. So having that go away should make a big difference. Also, players are learning that firing brutes sooner means that your best crew don't walk. At least I learned this, once I decided to study 'why are so many of my crew leaving despite regular pay and lots of spice?'
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Post by Cory Trese on Feb 15, 2017 21:47:33 GMT -5
If the best way to make contacts is to hire more crew, people will go on firing binges, to make room. So having that go away should make a big difference. Also, players are learning that firing brutes sooner means that your best crew don't walk. At least I learned this, once I decided to study 'why are so many of my crew leaving despite regular pay and lots of spice?' Yeah, we picked up on that in the analytics. We've already fixed I think in development.
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Post by grävling on Feb 15, 2017 21:49:55 GMT -5
Fixed == 'other crew have more of a tolerance for brutes'??
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Post by Cory Trese on Feb 15, 2017 21:55:00 GMT -5
Fixed == 'other crew have more of a tolerance for brutes'?? Sorry, no, we fixed those talents so they don't depend on the hiring action anymore. This makes them easier to use "on cooldown" and ensures no weird motivation for dismiss.
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