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Post by Alex Fury on Mar 23, 2017 11:42:40 GMT -5
So, was just doing a Spy one... I've got a guy or two with some stealth or spy jobs... Was Danger 7.. so obviously not the most friendly... But DAMN... most of the time I had the single mission-complete card and the rest were bad-event with -3 up to -6 or -7... Outside of the talents, what are the best things to boost for the minigames? I figure Exploration is obvious for doing the exploring, but the others.. not as much.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 23, 2017 12:47:38 GMT -5
Well, the obvious boosts are the card-specific Talents. Best ones are the 'upgrades' (negative-->positive), then remove (negative-->blank), then reroll (negative-->random). I think Pooled Skills + Captain Attribute come into play if you land on a negative card (ship/crew damage) that has a saving roll (and not all of them do). If you fail the saving roll, then Roll-Save Talents can trigger. If no saving roll or no Talent available, then certain ship components can buffer some of the damage. As far as I know, neither of the Devs have mentioned that Skills & Attributes have any direct effect on the Card Pool that you draw from. bobc - there is some overlap. Its a matter of rewards and risk. The best reward Blockading worlds have high Econ and high Starports. The higher risk Blockading worlds have high Military and high Government The higher reward Patrol worlds have high Population, high Law (appreciate your help), and high Econ. The higher risk Patrol worlds are larger in size (hard to canvas) and have higher Starport ratings (lots of traffic). Planet atmosphere and danger plays a big role in each operation type as well. I remember Cory had a post about all the factors that affect the Card Pool, but can't for the life of me find that thread...
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Post by fallen on Mar 23, 2017 13:13:41 GMT -5
Will try to migrate to a WIKI page.
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Post by grävling on Mar 23, 2017 14:08:14 GMT -5
Well, the obvious boosts are the card-specific Talents. Best ones are the 'upgrades' (negative-->positive), then remove (negative-->blank), then reroll (negative-->random). I think Pooled Skills + Captain Attribute come into play if you land on a negative card (ship/crew damage) that has a saving roll (and not all of them do). If you fail the saving roll, then Roll-Save Talents can trigger. If no saving roll or no Talent available, then certain ship components can buffer some of the damage. As far as I know, neither of the Devs have mentioned that Skills & Attributes have any direct effect on the Card Pool that you draw from. bobc - there is some overlap. Its a matter of rewards and risk. The best reward Blockading worlds have high Econ and high Starports. The higher risk Blockading worlds have high Military and high Government The higher reward Patrol worlds have high Population, high Law (appreciate your help), and high Econ. The higher risk Patrol worlds are larger in size (hard to canvas) and have higher Starport ratings (lots of traffic). Planet atmosphere and danger plays a big role in each operation type as well. I remember Cory had a post about all the factors that affect the Card Pool, but can't for the life of me find that thread... this one from fallen perhaps? startradersrpg.proboards.com/post/179990
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Post by bobc on Mar 23, 2017 16:23:32 GMT -5
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 23, 2017 17:25:04 GMT -5
AH! That's the one I was actually thinking about! Thanks bobc ! +1 So I guess the answer to the original question is... yes, skills do help, somehow.
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