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Post by tonkatsu on May 10, 2017 15:48:42 GMT -5
tonkatsu - hopefully the WIKI page can shed some light on it - startraders.gamepedia.com/Skill_PoolsIn short, Ship Skills are Pooled and used for ship operations. But they are also used for Talents. Whenever a Skill is used in a Talent, regardless of what type of Skill it is, it uses the individual skill unless it is specifically mentioned. For example, Skip Off the Void Talent specifically mentions "the entire crew's Navigation Skill". It literally may be the only one. That's smashing, thank you very much! I'm just learning ST2 at the moment and am trying to wrap my head around the mechanics before trying at harder difficulty levels. I'm planning on making a table that beginners may find useful- you have been very helpful for this!
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Post by tonkatsu on May 10, 2017 16:09:36 GMT -5
tonkatsu I think you may be looking at this backwards. The idea is not to find combinations of officer jobs to stack so they can support each other. I think that engineer+mechanic support each other very well, and it is silly to have combat jobs combined in the same officer that boost different weapons -- so stick bounty hunter on your rifle using soldiers, and not your pistol using spies -- but otherwise it is a bad idea to stack things. The benefit you get from having a some more points of commander in an officer has two commander increasing jobs is tiny compared to the devestation you suffer when that officer dies in combat and suddently you have almost no commander points at all. So I want my doctor and my comander to be separate people, for exactly this reason. Hi Graveling, Thanks very much for the advice! At the moment I am just operating at normal and am trying to get the best performance from my (currently indestructible I think) officers and captain while trying out runs with different captain types: explorer, merchant, psychopath, etc. Because my officers appear to be quite safe ( I've currently only lost crew on a few runs) and can progress until level 18+ without dying I'm working off the principle of having each officer a specialist in a single skill (with supporting attributes) so that I can maximise the benefit from skill/attribute leveraged talents. I totally dig advice about spreading the risk- I imagine that at brutal level officers don't last long enough to afford a captain this luxury!
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Post by grävling on May 10, 2017 16:30:14 GMT -5
Brutal actually isn't that bad -- except that I have a terrible record in getting officers killed when in ship combat with scoutships.
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Post by tonkatsu on May 10, 2017 16:36:24 GMT -5
Brutal actually isn't that bad -- except that I have a terrible record in getting officers killed when in ship combat with scoutships. It terrifies me!
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Post by grävling on May 10, 2017 16:37:34 GMT -5
I will ask you again if it still does, in, ah, about 6 weeks. You did get to this party a bit late ....
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on May 10, 2017 16:44:43 GMT -5
Even on Impossible it's reasonably doable to retain high-level officers/crew as long as you try to avoid combat and your ship is built to soak damage. You can even do lots of crew combat provided that your crew has decent protective buffs and healing ability. In general, there is just an expected degree of turnover that becomes the new norm. Of course, all this may change once the enemy learns how to upgrade their ships. Having specialists versus spreading skills out should become less of a concern now that many more classes of specialists (Doctors, Diplomats, Pirates, etc.) are available for recruitment from Contacts. This allows you have some backup skill capacity in the regular crew to tide you over in case your key officer for a skill area gets killed. --- Punishing <-> Challenging <-> Comfortable <-> Boringtonkatsu - Pay attention to how you're feeling as you play. If things are getting a bit too comfortable/easy, it's time to move up a difficulty!
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Post by tonkatsu on May 10, 2017 17:14:09 GMT -5
Even on Impossible it's reasonably doable to retain high-level officers/crew as long as you try to avoid combat and your ship is built to soak damage. You can even do lots of crew combat provided that your crew has decent protective buffs and healing ability. In general, there is just an expected degree of turnover that becomes the new norm. Of course, all this may change once the enemy learns how to upgrade their ships. Having specialists versus spreading skills out should become less of a concern now that many more classes of specialists (Doctors, Diplomats, Pirates, etc.) are available for recruitment from Contacts. This allows you have some backup skill capacity in the regular crew to tide you over in case your key officer for a skill area gets killed. --- Punishing <-> Challenging <-> Comfortable <-> Boringtonkatsu - Pay attention to how you're feeling as you play. If things are getting a bit too comfortable/easy, it's time to move up a difficulty! Yes I know- I want to get my head around the mechanics before moving up a notch. I usually play ST and 4X on hard
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Post by Officer Genious on May 10, 2017 17:33:07 GMT -5
Even on Impossible it's reasonably doable to retain high-level officers/crew as long as you try to avoid combat and your ship is built to soak damage. You can even do lots of crew combat provided that your crew has decent protective buffs and healing ability. In general, there is just an expected degree of turnover that becomes the new norm. Of course, all this may change once the enemy learns how to upgrade their ships. Having specialists versus spreading skills out should become less of a concern now that many more classes of specialists (Doctors, Diplomats, Pirates, etc.) are available for recruitment from Contacts. This allows you have some backup skill capacity in the regular crew to tide you over in case your key officer for a skill area gets killed. --- Punishing <-> Challenging <-> Comfortable <-> Boringtonkatsu - Pay attention to how you're feeling as you play. If things are getting a bit too comfortable/easy, it's time to move up a difficulty! Yes I know- I want to get my head around the mechanics before moving up a notch. I usually play ST and 4X on hard I know how you feel. You should also consider playing a few different classes at different difficulties. I'm struggling with the spy now, but I made a very successful smuggler and military officer on the same difficulty.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on May 10, 2017 17:41:53 GMT -5
Yeah, don't get too obsessed with getting the "perfect" setup/strategy because it may not work well with other Professions or Difficulties. Exploring more Professions will help you develop a balanced approach.
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Post by Sinocelt on Sept 14, 2017 18:18:22 GMT -5
Can't you use a skill even if you haven't invested points in it? Otherwise, how could my captain use a pistol?
Having many weak skills will give you more options . . . to fail rolls. So I prefer to focus on a few strong skills.
Commander: Command (+2), Intimidation (+1), Tactics (+1) Diplomat: Negotiation (+3), Intimidation (+1) Merchant: Negotiation (+2), Command (+1), Tactics (+1)
Three professions, only four skills:
Command: +3 Intimidation: +2 Negotiation: +5 Tactics: +2
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Post by fallen on Sept 14, 2017 18:26:50 GMT -5
If your Captain fires a pistol, he uses his pistol skill of 0
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Post by Sinocelt on Sept 14, 2017 18:30:57 GMT -5
If your Captain fires a pistol, he uses his pistol skill of 0 Yup. Same with the other skills, then? They can be used, they just give a +0 bonus?
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Post by fallen on Sept 14, 2017 18:46:41 GMT -5
If your Captain fires a pistol, he uses his pistol skill of 0 Yup. Same with the other skills, then? They can be used, they just give a +0 bonus? I'm not sure what it means. Rifles, yep, fire them with 0. When a Command Skill is made by the crew, you use the total of the Skill for all crew and officers. So yes, almost everyone contributes +0. Then you roll whatever total you have. So, if it helps to think of them as being used, then "yes" Check out the WIKI sections on Skill Pools and Skill Bonuses: startraders.gamepedia.com/Star_Traders_Wiki
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Post by Sinocelt on Sept 15, 2017 5:21:31 GMT -5
1. Hm. But ... a) When I go to a palace to negotiate, do I bring my whole crew with me? b) Cannot Intimidate be used to squelch a mutiny? What happens then? Do only the Intimidate dice of the non-mutineers get pooled? And what of anti-mutiny talents? Do you only have access to them if the talent holder isn't one of the mutiners?
2. Seeing all the pooled numbers on the crew page would be nice. As with the ship "piloting 100%" (etc.), it would allow us to better assess the strengths and weaknesses of our crew.
3. And how can you shoot with a pistol skill of 0? Do attributes matter? The Wiki only mentions attributes with regard to HPs, MPs, and initiative, not accuracy, damage, or critical chance.
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Post by fallen on Sept 15, 2017 10:06:49 GMT -5
a) Anyone who has good Negotiate is allowed to participate. If you have a Diplomat crew member, they attend. You'll notice that Ship Ops, Pilots, etc have no Negotiate so no, they won't attend. b) If a character is in mutiny, their skills and Talents are not available to you. c) Check out the ship status page, all pools are displayed there. d) Yes, there are other factors involved in shooting -- your weapon accuracy, your attribute (check the weapon, it lists the attribute AND skill it uses), Talent accuracy bonuses, etc.
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