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Post by grävling on Feb 19, 2017 0:24:12 GMT -5
I was thinking about how you would implement lazy ingame, and came up empty ...
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Post by Cory Trese on Feb 19, 2017 0:28:52 GMT -5
Lazy might cause a Crew to decline to use their passive Talents, even though they should?
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Post by grävling on Feb 19, 2017 0:30:21 GMT -5
Ooooh. Nasty.
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Post by Cory Trese on Feb 19, 2017 0:31:01 GMT -5
Not saying the game engine could even handle that, but it was the only implementation I could come up with.
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Post by grävling on Feb 19, 2017 0:32:03 GMT -5
Or gains experience more slowly, as isn't experiencing as much ....
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Post by Cory Trese on Feb 19, 2017 0:42:10 GMT -5
Or gains experience more slowly, as isn't experiencing as much .... That's raelly good
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Post by fallen on Feb 19, 2017 1:16:44 GMT -5
Lazy could join Obdurate, "Stubborn and stuck in old ways, 25% chance of not gaining XP"
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Post by resistor on Feb 23, 2017 23:33:55 GMT -5
I've thought of a different possible way to implement Lazy
Lazy: In ship skill tests, add -1 to relevant skills this crewman has.
In other words, If a lazy crewman has 4 Navigation, they will only contribute 3 in a Navigation skill test.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 24, 2017 1:30:39 GMT -5
Brilliant!
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Post by resistor on Feb 24, 2017 15:06:47 GMT -5
I've thought of a different possible way to implement Lazy Lazy: In ship skill tests, add -1 to relevant skills this crewman has.In other words, If a lazy crewman has 4 Navigation, they will only contribute 3 in a Navigation skill test. Instead of a static -1, maybe it should be based on the crewman's attributes. Lazy: In ship skill tests, this character contributes [Wisdom+Charisma]% less skill points.That way the crewman is avoiding as much work as (s)he can get away with, which is a lot funnier in my opinion.
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Post by grävling on Feb 26, 2017 13:29:12 GMT -5
Hypochondriac -- always spends some nominal amount of cash at the doctor's, even when not needed.
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