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Post by grävling on Feb 21, 2017 1:50:45 GMT -5
Should you manage to get your weapons locker destroyed or badly damaged, what will your crew be armed with in crew combat?
(Get me to a shipyard QUICK! PLEASE no crew fights on the way!)
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Post by fallen on Feb 21, 2017 2:06:04 GMT -5
Currently, we are not including a damage check when the Weapon Lockers is pulled.
If we do add that, then crew would be armed with weaponry as if you did not have a weapon locker installed (basic).
Considering the order of events (combat starts, everyone is armed, the weapon locker is blown up, the enemy boards...) I am not sure it feels right to deprive you of weapons, but what the heck. The game has an incalculable number of layers already, why not one more ;P
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Post by grävling on Feb 21, 2017 2:17:47 GMT -5
For me was, we go exploring, we draw card that says your ship gets damaged, I check and see what it was, see, oh no, our weapons locker! run away, run away, where was that indie planet in this quadrant anyway? Nobody else around here is on speaking terms with us ...
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Post by resistor on Feb 21, 2017 2:30:23 GMT -5
Currently, we are not including a damage check when the Weapon Lockers is pulled. If we do add that, then crew would be armed with weaponry as if you did not have a weapon locker installed (basic). Considering the order of events (combat starts, everyone is armed, the weapon locker is blown up, the enemy boards...) I am not sure it feels right to deprive you of weapons, but what the heck. The game has an incalculable number of layers already, why not one more ;P Deprived of weapons? I'm pretty tools like force hammers aren't stored in the weapons locker.
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Post by grävling on Feb 21, 2017 2:33:09 GMT -5
what happens when the starter weapons locker gets damaged?
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Post by fallen on Feb 21, 2017 9:44:55 GMT -5
what happens when the starter weapons locker gets damaged? Even if you remove the last weapon locker, the ship provides basic weaponry (bad!) to everyone.
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Post by Cory Trese on Feb 21, 2017 12:14:51 GMT -5
Weapon Locker 0 is installed on every ship by default, if you need it
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Post by bookworm21 on Feb 21, 2017 12:55:19 GMT -5
Suggested name: 'Cutlery Drawer'
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Post by fallen on Feb 21, 2017 12:56:17 GMT -5
It does not appear as a component.
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Post by grävling on Feb 21, 2017 13:12:50 GMT -5
Suggested name: 'Cutlery Drawer' Rolling on the floor here. Too bad it won't show.
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Post by xdesperado on Feb 21, 2017 15:21:16 GMT -5
Captains make sure your ship has our Rout-O-Ruter kit on board. Our kits mean you never need worry again about malcontents, unwanted boarders or pirates clogging and jamming your ships corridors and airlocks. Each of our kits comes well stocked with Plunge-O-Matics and a generous supply of our patented BrainO! Rout-O-Ruter providing peace of mind and confidence that your ship will be running smooth and clog free.
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Post by John Robinson on Feb 21, 2017 17:32:42 GMT -5
Interesting Mutiny Scenario?
Crew Mutiny. Mutineers seize the armory/weapons locker. Then the game lets the Captain choose his fighters first.
Next AI picks 4 random fighters from the crew. Having seized the weapons locker they get the full benefits in armor and weapons the locker provides. Captain's fighters use armor and weapons one below the current level of the weapons locker.
Next combat screen, Captain fights it out against the Mutineers. If Captain succeeds: Until he reaches the next Starport the following effects are applied. 1) He regains full control of the weapons Locker. 2) Wounded Mutineers remain on board with negative morale effects on the rest of the ship. 3) Increases likely internal damage from sabotage 4) Dead Mutineers; Can reduce ship effectiveness if pilots etc. become understaffed you'll end up using all weak dice if you encounter negative situations before reaching a Starport.
Once the Captain reaches the next Starport: 1) The wounded Mutineers are automatically removed. 2) Spicing up the crew will be a little expensive this time. 3) Random damage from sabotage will need to be repaired. 4) Recruit replacements
Captains better pay attention and take possible mutiny very seriously. What do you folks think about this?
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 21, 2017 17:50:24 GMT -5
John Robinson, that sounds really cool. I like everything except the second #2 - since the "cost" will automatically be reflected by lower morale, no need to hike the price further. Have had multiple captains fly around with zero Water-Fuel for extended periods of time, I've seen a few mutinies, but never one that got to physical combat. I have to say, flying around with no W-F in ST2 is almost trivial compared to in STRPG.
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Post by xdesperado on Feb 21, 2017 17:57:36 GMT -5
Interesting Mutiny Scenario? Crew Mutiny. Mutineers seize the armory/weapons locker. Then the game lets the Captain choose his fighters first. Next AI picks 4 random fighters from the crew. Having seized the weapons locker they get the full benefits in armor and weapons the locker provides. Captain's fighters use armor and weapons one below the current level of the weapons locker. Next combat screen, Captain fights it out against the Mutineers. If Captain succeeds: Until he reaches the next Starport the following effects are applied. 1) He regains full control of the weapons Locker. 2) Wounded Mutineers remain on board with negative morale effects on the rest of the ship. 3) Increases likely internal damage from sabotage 4) Dead Mutineers; Can reduce ship effectiveness if pilots etc. become understaffed you'll end up using all weak dice if you encounter negative situations before reaching a Starport. Once the Captain reaches the next Starport: 1) The wounded Mutineers are automatically removed. 2) Spicing up the crew will be a little expensive this time. 3) Random damage from sabotage will need to be repaired. 4) Recruit replacements Captains better pay attention and take possible mutiny very seriously. What do you folks think about this? Considering how bad mutinies can be already think this might be a bit overboard on the negative effects. My limited experience of mutinies so far is that your likely losing a number of crew and going to have serious time in spice hall, with technologist doctor and that isn't addressing the root cause which is likely your lack of funds meaning your drastically behind on payroll. So far by the time you reach the stage that crew will mutiny your likely already in serious trouble with money issues and ship damage.
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Post by John Robinson on Feb 21, 2017 18:07:42 GMT -5
xdesperado Good points. Mutiny reflects underlying problems finally come to a head. What do you think about fighting it out with your own crew and losing control of the armory? The same screen is used for regular fights, boarding etc. Mutineers get the weapons locker. If an officer is randomly selected he or she gets to use their combat buffs, and traits. I think it would be another fun form of combat
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