athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 27, 2017 16:06:35 GMT -5
Just bear in mind that with anything involving RNG, regardless how good the odds are in your favor, you can still fail a roll. Especially as the Turn count progresses and difficulty ramps up. Not quite s50 like grävling, but case in point, I failed a Ship Ops roll of s 31+16 vs s 16+31. Twice.
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Post by John Robinson on Mar 28, 2017 3:31:23 GMT -5
fallen grävling 's example is awesome. I never would have thought of stacking merchants like that. I know you can recruit a pirate, exo-scout, and merchant. I don't know if you can recruit doctors, commanders, and spies. What surprised me about my ship was Tactics 36[0] didn't loose many of those saves but remained wondering where such a high value could have come from. My Ship Stats: (I left 2 crew slots open for diplomats but had trouble being in the right place with enough influence on a contact) My Officers Top Left: Spy Rank(25), Pistoleer(6) | Top Right: Doctor Rank(20), Elec Tech(12) | Lower Left: Captain Smuggler Rank(26), Pistoleer(10) | Lower Right: Explorer Rank(23), Commander(8) |
** Note: I think it would be very helpful if the Spy Officer could flip leveling of Electronics with leveling of Stealth. 50 points of negotiation means never worrying about a negotiation test. John Robinson - if you study grävling 's post, you can see where I was coming from in not underestimating strong dice. She has 50 Negotiation Strong Dice. The enemy weak dice get rolled over in a tidal wave of successes. Basically, if you don't build your crew and officers for Negotiation success, don't expect Negotiation success. There is no way your Captain can carry every test alone. If your Captain was a Smuggler + Diplomat, maybe, but still, you need more than one person to "specialize". And if you aren't specializing in something, don't expect to succeed! Hope that helps be clear about my post! fallen I Finally! understand what you were trying to tell me. I wanted each officer to be a specialist in their own jobs. Smuggler, Doctor, Spy, Explorer. This design provided a wide array of card game discards, and ship encounter saves with fake permits etc. It appears the explorer was the only one that turned out like I hoped. I've got to stop looking at this game through HoS tinted glasses. I went through the guardrail and plummeted down the cliff again. (sorry about that, lousy breaks on this model!). Thanks! Cory Trese , bobc , grävling , athios , Officer Genious How many times can I guy say thanks? Well here I am again. Thanks everybody for pitching in again to help me figure this out.
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Post by grävling on Mar 28, 2017 5:05:48 GMT -5
You recruit diplomats. Not merchants. Those are diplomats I have. No place to recruit doctors, combat medics, engineers, spies, commanders, military officers and merchants as far as I know. I too would greatly enjoy it if the Spy officer leveraged stealth, and not electronics because so many professions have electronics as part of them, so you are rarely short (and if you are buying a few more etechs is easy). Spying is hard to get. But perhaps more spying is to be got with special gear that isn't created yet?
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
|
Post by athios on Mar 28, 2017 8:57:42 GMT -5
What surprised me about my ship was Tactics 36[0] didn't loose many of those saves but remained wondering where such a high value could have come from. Judging from your 63 point in Navigate, those Tactics points are probably from your Hyperwarp Navigators. ** Note: I think it would be very helpful if the Spy Officer could flip leveling of Electronics with leveling of Stealth. see here startradersrpg.proboards.com/post/181673/thread
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