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Post by Cory Trese on Feb 27, 2017 19:40:21 GMT -5
Thanks for all the great suggestions!
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Post by resistor on Mar 1, 2017 1:23:28 GMT -5
Perhaps "trait-izing" political, um, philosophy is not a really good idea. Some people consider their political beliefs to be extremely important to them. Why not represent that in the trait system? The only good reason I can think of is to avoid the Trese Bros seeming like they are endorsing a particular political view through positive trait bonuses, but this can easily be solved by giving any traits about political beliefs downsides as well as bonuses. For example, the Libertarian trait suggestion I made could have its possessers lose morale on high Gov worlds, while they would gain morale low Gov worlds.
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Post by grävling on Mar 1, 2017 4:42:38 GMT -5
and if you wanted to dodge the bullet of having a hundred humourless libertarians coming here to discuss political philosophy in the ST2 world (to be met with a different hundred humourless communists, who also have opinions along those lines) you might decide to call it 'anti-authoritarian'. I would think that people who wanted to escape high gov worlds and run away to space and adventure would not be that hard to find in a crowded universe. I'll bet some of them find the somewhat military nature of a Star Trader ship to be rather more authoritarian than they wanted either.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 1, 2017 19:49:40 GMT -5
[Curious] Grease Monkey — chance of minor repair on a damaged component based on assigned station
[Curious] Butterfingers — chance of minor damage to a component based on assigned station
[Agile or Veteran] Trigger Happy — +X Initiative, -X Accuracy, chance to accidently shoot an ally in front during Crew Combat (trait not available for characters with melee Jobs)
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Post by grävling on Mar 1, 2017 20:14:50 GMT -5
[Agile or Veteran] Trigger Happy — +X Initiative, -X Accuracy, chance to accidently shoot an ally in front during Crew Combat (trait not available for characters with melee Jobs) Oh no, athios my friend, that trait looks custom made for a 'mutate after a near death experience' on a combat specialist to me.
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Post by grävling on Mar 1, 2017 20:22:13 GMT -5
I don't see Hypochondriac here. Maybe I wrote it, and forgot to post it? Maybe I posted in the wrong thread?
At any rate the idea is that this one always wants a trip to the doctor, so whenever you go visit one to see who needs healing, a hypochondriac will always show up, needing a nominal amount of healing -- even if already over the HP healing limit of the doctor. You can spend the money, but they won't get any healthier. On the other hand, if you _don't_ spend the money, their morale will drop.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 2, 2017 14:00:53 GMT -5
Yes, you definitely posted it before. I remember reading it.
Btw, that sounds evil, lol.
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Post by mandomaniac on Mar 2, 2017 20:16:41 GMT -5
Homesick- double morale loss and half morale gain outside of quadrant containing homeworld, double morale gain and half morale loss inside quadrant containing homeworld
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Post by grävling on Mar 3, 2017 4:58:32 GMT -5
According to fallen there already is a Homesick trait, though not in the table I see, which makes crewman more likely to desert when they reach their home quadrant (or home planet, I forget)
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Post by bookworm21 on Mar 3, 2017 9:11:00 GMT -5
According to fallen there already is a Homesick trait, though not in the table I see, which makes crewman more likely to desert when they reach their home quadrant (or home planet, I forget) I think that might be not a trait, just a factor in the 'desertion likelihood equation'
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Post by fallen on Mar 3, 2017 16:28:05 GMT -5
That is not a trait, that is just a nature of how crew members consider desertion.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 3, 2017 17:34:05 GMT -5
[whatever Grouping is opposite of Hardy] Hemophiliac — doubles duration of Bleeding
[Curious] Nosey — chance to lower morale of random crew; chance to discover traits of random crew
[Addictive?] Prankster — chance to increase own morale but lower morale of random crew; may cause minor injuries
[?] Latent Potential — 10% chance of half XP gain before Level 10, 35% chance to double XP gain after Level 10
[?] Hidden Potential — +5 bonus to dominant skill of primary job; trait has high resist to discovery
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Post by mandomaniac on Mar 3, 2017 19:09:02 GMT -5
I have had some ideas about mutinies today that became a couple of trait ideas,
I don't have a great name for this first but I just like the idea...
[Wolf/deceiver/hidden traitor] increased chance to start a mutiny, decreased chance to join a mutiny, ALWAYS starts a mutiny when this trait is discovered
[Puppetmaster] bonus tatics, negotiation, and charisma, rolls charisma check during a mutiny to pull [tatics] crew members to own side
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 6, 2017 17:40:20 GMT -5
[Addictive] Superstitious — Doubles Morale loss when out of Water-Fuel Gotta have my daily drink of radioactive Water-Fuel, man! (do people in ST2 still do this??)
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Post by resistor on Apr 22, 2017 2:14:10 GMT -5
"Hates Syndicates", "Loves Syndicates", "Hates Clans", and "Loves Clans" could be added. They would work like the "hates/loves faction" traits, except they would take effect on any faction of the particular faction type, rather than just one particular faction.
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