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Post by xdesperado on Feb 24, 2017 22:52:49 GMT -5
One skill test is made, if that fails then a talent gets used if available. So having multiple crew with same automatic success of failed skill tests can be quite useful. Pilot 1 is on cooldown for his auto success but pilot 2 or 3 still has theirs available and will use it.
Note certain skills get tested much more frequently so you want to have high base dice pool to try passing test and several auto pass talents as backups.
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Post by grävling on Feb 24, 2017 22:54:24 GMT -5
So if I need to make a save, and the odds against making it are very, very difficult I would send my entire Piloting staff into cooldown (and still fail)? So if you know you failed a save, you also know that all the people who could have made it must be in cooldown now, else they would be trying it? I'm really confused now. If you try to make a save with your Pilot Skill Pool and fail, then one Pilot with the Talent steps forward and the save passes. The Pilot does not step forward and re-roll the attempt, it just passes. Therefore, it is impossible that more than one Talent would go into cooldown when a Pilot Skill save is attempted. Does that help? Ah. saves are '100% guaranteed to work' not 'there is some chance that this will work'?
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Post by fallen on Feb 24, 2017 22:58:26 GMT -5
grävling - the Talent provides a 100% chance of success. You can go a long way to make your ship happy, healthy, and successful by getting 100% coverage of Skills in the game. Get at least one saving Talent for every Skill, and you'll see a lot more smoother ride in missions, travel, and more.
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Post by grävling on Feb 24, 2017 23:14:25 GMT -5
grävling - the Talent provides a 100% chance of success. You can go a long way to make your ship happy, healthy, and successful by getting 100% coverage of Skills in the game. Get at least one saving Talent for every Skill, and you'll see a lot more smoother ride in missions, travel, and more. I am seeing that -- just attributed it, wrongly, to that my crew had put more points where they needed them as they progressed.
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Post by fallen on Feb 25, 2017 1:03:00 GMT -5
Hard to answer when so many talents are still not actually implemented. Yes theoretically I have more options on how to spend my talent points, unfortunately rather pointless to spend them on talents that aren't actually usable at this point. Thanks for the shove in this direction. Working hard tonight to get more Talents implemented. Just finished 5 more, including some exciting ones that can restore HP and Morale during ship combat. Will keep grinding away on these!
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 25, 2017 1:55:40 GMT -5
Hard to say for me too. I guess I'm a slow-progresser... I'm currently playing my highest level Captain (just 11). In previous builds I only went up to around 6-7 since I usually start game at level 1.
I certainly notice the additional talents coming up for my Pilots/Navs and it is coming in handy. My spy captain + officer can spy with reasonable confidence now (5 talents to help), and getting the second tier talents were a very significant boost in my professional success. At my current difficulty, I don't think it's a big deal if things were like before, but the new progression levels will definitely help at higher difficulties, and will help newbies survive while they are still learning the intricacies of the game.
I don't think there is any drawback to new progression levels, since the enemies also share it, right? Everything should still be balanced.
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Post by fallen on Feb 25, 2017 2:15:08 GMT -5
athios - that is correct, it is shared. The main thing I was hoping to hear was that people felt like they were able to pick Talents and not feel railroaded into a single set because there were not enough options. Clearly, implementing more will help
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Post by bobc on Feb 25, 2017 8:18:54 GMT -5
And, as to your question -- I am happier that 'time to pick a new talent' time comes more frequently in the game. But I am not so happy with 'and get to pick a new profession' does as well. I regret the choices I made for officer second jobs, aside from 'I know a need a doctor and diplomat' to the point that I am just not taking those choices until a whole lot later. What seems a necessary choice when you and your crew are all around level 4 doesn't seem so hot an idea when you are all level 7, or 10 even. Wait until you are level 7 before letting officers get job 3, perhaps? You do not have to spend your officer job points straight away. I usually save third jobs (and 5th officer) at least until the crew is squared away in case I recruit any any promising officer candidates. This will all go away at some point anyhow because there is going to be a re-spec option for officers which I believe will enable you to retrain any jobs and talents that you have given the officer.
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Post by xdesperado on Feb 25, 2017 18:44:45 GMT -5
www.dropbox.com/s/iy4cf59811z8efo/20170225_153741.jpg?dl=0Glad that more talents are getting implemented for next. As you can see running out of usable talent options for Pilot and some other jobs. Note that is a character level 15 pilot level 8 crew members available talent choices. At present Swift Route is only implemented talent she doesn't have after spending her latest talent point. Think the number of talent points you get from leveling up is about right and the variety of choices once fully implemented will also be solid.
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Post by fallen on Feb 25, 2017 19:13:16 GMT -5
xdesperado - thanks for the feedback. Our focus is on working our way up the Talent tree atm
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Post by Officer Genious on Feb 25, 2017 19:33:55 GMT -5
Speaking of officers, I still disagree that we must start the game with so many premade for us. I'd still much rather prefer to promote ALL of them myself than have it done for me and then have to fire them later... Just seems unnecessary.
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Post by ChocoCrowbar on Feb 25, 2017 20:14:08 GMT -5
Speaking of officers, I still disagree that we must start the game with so many premade for us. I'd still much rather prefer to promote ALL of them myself than have it done for me and then have to fire them later... Just seems unnecessary. Agreed. Almost never use my preset captains, even though they have incredible attributes. It hurts to fire them.
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Post by fallen on Feb 25, 2017 20:48:38 GMT -5
Speaking of officers, I still disagree that we must start the game with so many premade for us. I'd still much rather prefer to promote ALL of them myself than have it done for me and then have to fire them later... Just seems unnecessary. I am sure over time we will add more options for the expert player. Sorry that our focus right now is on other priorities.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 25, 2017 22:47:52 GMT -5
The starting officers can be very useful depending what traits they come with. Unless you are planning on making an entire troop of Fighter Officers, most typical officers will have their original profession "wasted" since you will typically use officers to access the rare jobs/talents that you cannot hire through Settlements and Contacts.
Plus, another benefit of the default officers is that they are "free". That's $2500 a head. A big deal when you are just starting out.
I am curious what you are all replacing starting officers with? To gain what? If just talents, isn't it easier to re-roll your starting crew?
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Post by grävling on Feb 26, 2017 0:08:23 GMT -5
What am I replacing starting officers with?
I want to get Doctor, Stealth and Evasion on my boarding crew. And also have Gadget Freaks become boarders, when I am fortunate enough to have them. Now I usually have one or two people who are quite good at this, but they typically are Crew Dogs or Hyperspace Navigators or other Ship Op types. So if I want to train them up into fighters, I have to make them officers. Which means I sadly have to let go some perfectly great people I would have been pleased to have as Pilots, Gunners or whatever their first job is, just because I need their officer cabins.
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