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Post by fallen on Mar 15, 2018 20:52:37 GMT -5
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Post by uglymug on Mar 17, 2018 17:37:38 GMT -5
I like the idea of extremely negative traits to give the "discover contact and crew traits" talents a bit more value. For example:
Scheming (Crew) - Automatically triggers a munity once x crew members are at low morale
Saboteur (Crew) - %Chance per month to plant a bomb which does x damage to ship components and crew. Automatically dismissed afterwards.
Hidden Agenda (Crew) - %Chance to desert and do x rep damage to local faction (pretty much what happened with Valencia)
Turn-Coat (Contact) - %chance to trigger a crew battle on certain mission steps, switches allegiances to faction that player has the lowest rep with and disappears from players list.
Welcher (Contact) - %chance to refuse mission payment (maybe Intimidation saves?)
I really like the idea of being betrayed by my crew or sold-out by my contacts and perhaps needing certain talents to help prevent that from happening.
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Post by drspendlove on Mar 17, 2018 19:58:10 GMT -5
The big betrayal traits are kinda scary to me. Maybe make them rather low probability and only on crew that you pressed into service?
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Post by drspendlove on Mar 17, 2018 20:16:00 GMT -5
Spastic: +10% Damage & +10% Critical chance when under 60 Morale
Morose: Loses an extra 1 to 4 morale whenever he/she takes damage
Grizzled: +4 Fortitude, -2 Initiative EDITED: Due to new initiative system.
Optimist: +1 Charisma, 25% chance of ignoring morale damage
Enthusiastic: 40% chance of ignoring morale damage
Quixotic: -3 Wisdom, 60% chance of ignoring morale damage
Kleptomaniac: Gain 2-6 morale when committing acts of piracy/theft
Martial Artist: +3 Blades, +10% Parry, -3 Pistols, -3 Rifles
Patient: Does not lose morale when others are paid and he/she is not. +2 Wisdom
Fatalistic: -5% chance of surviving death saves
Allergic: Takes an extra 5-10 damage when taking any damage while exploring.
Bookworm: +2 Doctor, +2 Wisdom, -2 Strength
Celebrity: Gains an extra +1 faction rep when Acknowledging friendly ships.
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Post by Aimstrong on Mar 18, 2018 6:18:09 GMT -5
Crew/Officers: Trickster – Positive and negative trait mutations are more emphasized (sort of Professional that goes both ways) This next one is a bit wishful thinking/it's just put here for the sake of what it represents Misanthropic - +4 Wisdom +5 Initiative -2Strength -2Charisma +X Morale for his patients when heal is applied -X Morale for his captain(or one of the officers/himself).Values of stats to be balanced(this is more a concept). Wouldn't be cool if the heals could have +critical hit chance(always saves patients)? --Dr House fans I'm looking at you
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Post by drspendlove on Mar 23, 2018 8:13:49 GMT -5
Impostor Syndrome: Salary never increases beyond $30 credits, -5 Fortitude -1 Wisdom (rare)
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 23, 2018 11:25:54 GMT -5
Inspired by drspendlove:
Stockholm Syndrome - will always side with the Captain during mutiny (only appears on Conscripted Crew), -OR- - gain +3 morale when working against this crew member's home Faction (only appears on Conscripted Crew)
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Post by drspendlove on Mar 24, 2018 14:20:40 GMT -5
Crafty: Bribes cost 10% less (stacks up to -30%) Bazaar Rat: 0.75% Discount on rare trade goods (stacks up to -3%)
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Post by drspendlove on Apr 4, 2018 13:35:40 GMT -5
Battle Breather: Initiative cost of the "wait a turn and recover a little HP/Morale" is 2 lower and recovers 1 more of each than usual.
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Post by LordofSyn on Apr 6, 2018 7:22:16 GMT -5
As a lazy daydreamer, I'd like to point out that I start with too many negatives. Pls fix. Not a bug - you're perfect as you are. All those hardworking focused people - what do they have to show for their efforts. They come up with practical solutions for every day things. Us daydreamers - we come up with fantastical solutions to problems that might not even exist in reality. I say that we, lazy daydreamers, use far more of our creative urges than those more practical than us. Yes!!!!!!
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Post by drspendlove on Apr 12, 2018 8:27:06 GMT -5
Loner: Combat bonuses when last crew member standing, -2 Charisma (Combat bonuses are +50% chance to resist debuffs, +20% Parry, +20% Dodge, +20% All Accuracy)
Antsy: +1 Initiative, +2 Quickness, -10% Melee Accuracy
Cover Lover: Takes 30% Less damage from grenades. (Applied before armor)
Mind over Matter: +12 Max Morale, +2 Wisdom, -5 Fortitude
Matter over Mind: +12 Max HP, +2 Fortitude, -5 Wisdom
Chatty Kathy (or just Chatty if the whole thing is too "cute"): +4 Charisma, -2 Initiative
Vicious: Ignores 25% of enemy's resistance to debuffs (additive, so a 50% resist becomes 25% not 40%)
Inspiring: All allies have +1 initiative; +1 Charisma (self)
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Post by drspendlove on Apr 23, 2018 11:48:29 GMT -5
Easily Bored: Suffers an additional 3-6 morale loss when delayed during any card game. (While we're at it, it'd be nice to know how much morale is lost in those situations to begin with.)
Bloodthirsty: Gains 3-6 morale when entering crew combat from a card game. +2 Strength
Tidy: +1 Resilience, Gains 2-4 morale when repairing ship components
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Post by fallen on May 2, 2018 10:44:37 GMT -5
Thanks for all the suggestions! Pile of new Traits coming soon
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Post by resistor on May 4, 2018 12:19:01 GMT -5
Knowledge Lover: Gaining XP also grants half its value in morale points
(Maybe XP from crew combat should be excepted from this?)
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Post by fallen on May 4, 2018 15:24:04 GMT -5
Knowledge Lover: Gaining XP also grants half its value in morale points (Maybe XP from crew combat should be excepted from this?) That's pretty wild.
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