Post by John Robinson on May 1, 2017 2:33:37 GMT -5
Team Design:
Take it all the way down to rock bottom, then work my way up. Slow and careful study of game elements, and how they relate to each other.
I wanted complete control of how my Captain and Officers developed. This is why experience is set to priority E.
1.) Basic Difficulty:
a. Allows me to run more teams more quickly.
b. No permanent death for Captain and Officers: This allows me to learn from what would have killed me without having to start a new team.
This is especially important when you've reached high enough ranks to test advanced talents. Your Captain and Officers can be very badly
damaged which causes it's own morale problems, and extended search for capable doctors.
c. Your Officers will never desert you.
2.) Attributes A: Priority provides the highest starting value with 52 points to spend. Starting attributes are permanent and will not be increased as you level.
Attributes are used in nearly every game pass/fail test. They are almost always standard dice. Skills determine the majority of Talent bonuses.
The Wisdom attribute is very important for successful Exploration saves. Some attributes can have a random effect, such as discovering a crew trait.
There are a few that directly affect Talent Bonuses. For example.
Merchant | Market Confident | Any trade > $5,000 (10% + Charisma) chance of finding a new contact. | |
Military | Power Play | Completing steps in a mission, increase faction Rep bonuses by Charisma % | |
Diplomat | Upstaged Success | Increase Contact Rep and influence bonuses when completing mission by Charisma % |
3.) Contacts B: ST2 thrives on the number of contacts your Captain can develop, and how quickly. The argument could be made to set Contacts to A.
Priority B will start you with 6 contacts. As of writing you also get a Bonus prince. With luck you can get contacts outside your own faction right off the bat.
4.) Skills C: As you level your Captain & Officers skills will increase with every rank in the jobs you have chosen for them. So I used all 8 to boost my Captain's negotiation skill at the start of the game.
Primary will always be a higher value than Secondary skills. You may find this link helpful while planning your team. ST2 Skills Table
5.) Ship D The Juror class is a very good test platform. Small size crew of 16 allows me to study each type, and individual traits more closely than I could keep track of with a larger crew.
Payroll, repairs, and all the regular problems of running a ship are still there but on a smaller more manageable scale. Smaller crews tend to level faster, there are fewer people to split XP with.
For the first time. In this team I eventually upgraded to Barracks-2 to bring the ship up to it's full complement of 24. This made it easy to hire characters such as pirates from my
Contacts without disturbing the balance of the ship's strong and standard dice pools. I've one more team to test, before trying one with a larger ship.
5.) Captain E: No Captain's starter pack.The Captain and Officers start at Level(1). Respec will take awhile to become available. This is the closest thing too it.
I often find crew members better suited to my team goals than my starting officers. I can promote a crew member to replace an Officer easily because I'm not losing any character levels.
This would not be true if I used the Captains starter pack. With Captain-E I can slowly methodically watch how a ship's crew develops.
What Worked?
1.) Synergy between Merchant and Diplomat cannot be beat for missions requiring negotiation skills to succeed.
There are some new missions that once only had a violent solution but now have a diplomatic option, terrific!
I highly recommend this pairing. Early game funding, and contacts were higher than any other combination I've tried before.
This worked beautifully, I really enjoyed it, and will include this pair in my next team.
The Diplomat and Merchant talents topped out early because several high level ones have not been implemented yet.
Raising ranks raises the all important skill points so keep going!
2.) Synergy between pistol wielding Military officer, paired with a sword slashing Pirate officer formed the backbone of my combat team.
I always build 2 officers that remain on ship and 2 that fight.
One big advantage fighting officers have, is the ability to use the equipment slot. Gear can be purchased to equip that can add +4 initiative and other powerful bonuses.
Initiative is often what stands between success and defeat in crew combat.
3.) Your starting crew will usually have 1 Pistoleer, and 1 Swordsman. Promoting them to officers will save you time, and you won't waste a Job rank point on something you don't want.
The roll is pretty random so you might end up with a really crappy pair of fighters. Forget dismissing them, anything you hire will be weaker.
If you are convinced they cannot be salvaged, dump the game and start over, after all you're still basically in the setup stage.
4.) Turn-1 Cull your crew : Dump the rotten apples before giving the crew it's first payday.
The first few levels come quickly, you don't want to be saddled with a bunch of negative traits while they increase in importance to the ship.
Even if you make a risky flight to find a spaceport that will offer the right recruits, it's still worth dumping them. To offset the early impact.
On turn-1 I replace short range weapons, and the boarding chamber,
with armored bulkheads and passenger cabins. This will boost your Ship Ops and Gunnery skill pools until you can find suitable crew,
or level enough of them level to fill the gap. Then you can reassess your weapon requirements.
5. Level-1 Talents In the last Twitch TB asked if any of us had tried the Swordsman's Sharp Counter talent yet?
That's when I realized a prejudice to bypass level 1 talents and save my points for something at a higher level.
I couldn't have been more wrong. My Swordsman was already a level(27) and at level(28) I selected this talent.
Wow! It's a buff that doesn't really sacrifice a turn to use, because if anyone in the first two enemy positions attacks him there will be an automatic counter attack which bypasses initiative.
All of the character talents are meant to be strong, this isn't HoS where the power of a talent raises gradually.
6.) I'm worried spice addicts if fully enforced, the cumulative effects could cause an onerous game imbalance.
It's like adding a high tax rate, without adding anymore dimension. Generating a flat feeling of financial penalty in order to play would be hard to ignore.
What Didn't Work?
1.) Splitting my Captain's rank points between Merchant and Spy. By the time we could run spy missions I had no interest in them because of the Merchant successes.
As mentioned before Merchant talents tend to top out early. So I've been experimenting with other jobs like Spy. I don't know enough about Star Traders, and may split his points
again at some future date just to discover the Star Trader captain's capabilities.
2.) I put too great a load on the Doctor. In a past game there was a Combat Medic his skills boosted her's so much that in late stages of the game it was very seldom we failed a doctor test.
I should have Split the Captain's job points between Merchant and Doctor. Not Merchant and Spy.
3.) Forgetting I had a talent perfect for a situation and not using it. Learning range limitations in ship combat. I didn't know Barrel Roll wouldn't work a range 5, it's by far the best ship defense talent in the game.
Timing my Incite Victory poorly, It expired just before we boarded! Ugggh.
What Next?
I've learned allot about the economics of running a ship. Especially how low morale = $.
1.) Create one more team: Same as above except Captain will be Merchant / Doctor. Late in the last game the Doctor was failing most of her tests during space flight in absence of storms or other
obvious external influences. Injury causes morale damage. Getting an injured crew member healed can take a long time while looking for a Zendu doctor with a high enough skill.
I've always kept my crews well paid, and spiced. It is amazing how high level crew members will jump ship at the first sign of trouble. One little fight and they run for the nearest ship to sign on with.
Ungrateful #@hy*!es Morale is hard to repair so the strategy is to prevent the loss in the first place.
2.) Take the Merchant's Generosity Talent allot sooner. It provides a morale boost bonus every time you pay the crew.
3.) After that; It's time to park the Juror in the garage and try my luck at using a larger ship. I'll be trading speed for space and damage soaking mass. Repair, payroll, medical care, and spicing will all go up.
Have I learned enough to meet this new set of challenges.
<<< I stopped playing this team when my Captain reached Level(29) because I had finished my testing goals. With $1.9 million in the bank it was time to retire. >>>
ST2 Talents table: Will give you a better understanding of why this teams talents work together in such a powerful combination.
Captain Merchant paired with Officer Diplomat. Officer Military paired with Officer Pirate
Captain(29): Merchant(22) | Officerl(30): Diplomat(14) | Officer(31) | Officer(30) | |
15 (23) Negotiate | 13 Negotiate | Military(15) | Pirate(15) | |
9 Command | 7 Command | Pistoleer(15) | Sword(15) | |
Talents | Talents | 10 Command | 10 Pilot | |
Friendly Banter | Settlement | 21 Pistols | 14 Blades | |
Market Confident | Upstaged Success | 8 Evasion | 13 (16) Evasion | |
Garner Favor | Winning Compromise | Power Play | 7 (12) Intimidate | |
Generosity | Magnanimous Victory | Expert Planning | Icy Stare | |
Wise Counsel | Overriding Discipline | Barrel Roll | ||
Incite Victory | Menacing Demeanor | |||
Boarding Rush | Rash Courage | |||
Leader in the ranks | Blade Strike | |||
Swift Retort | Strength of Steel | |||
Terrifying Accuracy | Devastating Blow | |||
Flashing Steel | Rain of Steel | |||
Aimed Focus | Sharp Counter |
Team Startup Build
Captain | Merchant | Spy | Basic Difficulty |
Off-1 | Diplomat | Doctor | No Captain's Starter Pack |
Off-2 | Pirate | Swordsman | 24 Quadrants Standard Density |
Off-3 | Military | Pistoleeer | Thulun |
Pri | Category | Name # | Attributes | | Traits | | Description | |
A | Attributes | 52 | Strength | 16 | | Gossip | +20% Chance to to learn rumor spicing |
B | Contacts | 6 | Quickness | 16 | | Charmer | +2 Charisma |
C | Skills | +8 Negotiate | Fortitude | 26 | | | |
D | Ship | Juror class | Charisma | 26 | | | |
E | Job-1 | Merchant | Wisdom | 26 | | | |
Resilience | 26 | | |
Team Leveling checklists: How each Captain and Officer developed and when.
Captain Checklist | Merchant | Spy |
XP | LVL | Job/Rank | TP | Talent | Description |
0 | 1 | Merchant(1) | 0 | x | x |
50 | 2 | Merchant(2) | 1 | Friendly Banter | Spice Plate end of mission (10% + Charisma) = new contact |
150 | 3 | Merchant(3) | 0 | x | x |
275 | 4 | Merchant(4) | 1 | Market Confident | > $5,000 (10% + Charisma) = new contact |
400 | 5 | Merchant(5) | 0 | x | x |
600 | 6 | Merchant(6) | 1 | Garner Favor | > $5,000 +Rep = Negotiate local faction |
800 | 7 | Merchant(7) | 0 | x | x |
1,000 | 8 | Merchant(8) | 1 | Righteous Profit | > $5,000 Profit bonus (10% + Negotiate) |
1,200 | 9 | Spy(1) | 0 | x | x |
1,500 | 10 | Spy(2) | 0 | x | x |
1,800 | 11 | Spy(3) | 0 | x | x |
2,100 | 12 | Spy(4) | 1 | Sly Move | Autopass Stealth test |
2,400 | 13 | Spy(5) | 0 | x | x Should have taken Generosity (morale maint) |
-------> | ---> | Spy(6) | 0 | x | x |
2,700 | 14 | Spy(7) | 1 | Scouring Search | Card Spy change 1 to intel records |
3,100 | 15 | Spy(8) | 0 | x | x |
-------> | ---> | Merchant(9) | 0 | x | x |
3,500 | 16 | Merchant(10) | 0 | x | x |
4,000 | 17 | Merchant(11) | 1 | Espionage Sweep | Card Spy remove threat |
4,500 | 18 | Merchant(12) | 0 | x | x |
5,000 | 19 | Spy(9) | 0 | x | x |
-------> | ---> | Spy(10) | 0 | x | x |
5,500 | 20 | Spy(11) | 0 | x | x |
-------> | ---> | Merchant(13) | 0 | x | x |
6,000 | 21 | Merchan(14) | 1 | Bolt | Ship +30 Escape 3T |
6,500 | 22 | Merchant(15) | 0 | x | x |
7,250 | 23 | Merchant(16) | 0 | x | x |
8,000 | 24 | Merchant(17) | 0 | x | x |
8,750 | 25 | Merchant(18) | 1 | Generosity (R5) | Pay crew morale bonus |
9,500 | 26 | Merchant(19) | 0 | x | x |
11,000 | 27 | Merchant(20) | 0 | x | x |
12,000 | 28 | Merchant(21) | 1 | Wise Councel | Autopass Negotiation test |
13,000 | 29 | Merchant(22) | 0 | x | x |
14,000 | 30 | 1 | |||
15,000 | 31 | 1 | |||
16,000 | 32 | 1 | |||
Total | 36 | --------------- | 13 | --------------------- | -------------------------------------------------------------------------- |
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Officer-1: | Diplomat | Doctor | Job-3: |
XP | LVL | Job/Rank | TP | Talent | Description |
0 | 1 | Gunner(1) | 0 | x | x |
50 | 2 | Doctor(1) | 1 | Medical Staff | Autopass Doctor test |
150 | 3 | Diplomat(1) | 0 | x | x |
275 | 4 | Diplomat(2) | 1 | Settlement | Autopass Negotiation test |
400 | 5 | Diplomat(3) | 0 | x | x |
600 | 6 | Diplomat(4) | 1 | Treat Wounded | Heal 20 + Doc (Med x 3) crew |
800 | 7 | Diplomat(5) | 0 | x | x |
1,000 | 8 | Diplomat(6) | 1 | Upstage Success R5 | +Rep % Influence Contact = %Charisma at end of mission |
1,200 | 9 | Doctor(2) | 0 | x | x |
1,500 | 10 | Diplomat(7) | 0 | x | x |
1,800 | 11 | Diplomat(8) | 0 | x | x |
2,100 | 12 | Doctor(3) | 1 | Win Compromise | (10% + Negotiate) profit each mission step |
2,400 | 13 | Doctor(4) | 0 | x | x |
2,700 | 14 | Doctor(5) | 1 | Life Saver | Saves a life combat, blockade, spy, patrol |
-------- | ---- | --------------- | --- | -------------------> | Restore HP = (Doc + 3 x Medical rating) |
3,100 | 15 | Doctor(6) | 0 | x | x |
3,500 | 16 | Diplomat(9) | 0 | x | x |
4,000 | 17 | Diplomat(10) | 1 | Banked | |
4,500 | 18 | Doctor(7) | 0 | x | x |
5,000 | 19 | Doctor(8) | 0 | xMedical Ward | Ship Victory +HP (10 + Doc) 3x shipmed crew |
5,500 | 20 | Doctor(9) | 0 | x | x |
6,000 | 21 | Doctor(10) | 1 | Banked | |
6,500 | 22 | Doctor(11) | 0 | xSolace in Bt (R11) | Purge ship & crw Doc = Morale to 20 crew |
7,250 | 23 | Doctor(12) | 0 | x | x |
8,000 | 24 | Diplomat(11) | 0 | x | x |
8,750 | 25 | Diplomat(12) | 1 | Assisted Care | Medical bill discount (10% + Doc skl) |
9,500 | 26 | Diplomat(13) | 0 | x | x |
11,000 | 27 | Doctor(13) | 0 | x | x |
12,000 | 28 | Doctor(14) | 1 | Mag Victory | Ship victory reduce -Rep by Negotiation skl |
13,000 | 29 | Diplomat(14) | 0 | x | x |
14,000 | 30 | 1 | |||
15,000 | 31 | 0 | x | x | |
16,000 | 32 | 1 | |||
Total | 32 | --------------- | 12 | --------------------- | -------------------------------------------------------------------------- |
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Officer-2: | Military | Pistoleer | Job-3: |
XP | LVL | Job/Rank | TP | Talent | Description |
0 | 1 | Pistol(1) | 0 | x | x |
50 | 2 | Military(1) | 1 | Power Play | End of mission Bonus Faction Rep = Charisma% |
150 | 3 | Military(2) | 0 | x | x |
275 | 4 | Military(3) | 1 | Expert Planning | Autopass Tactics test |
400 | 5 | Military(4) | 0 | x | x |
600 | 6 | Military(5) | 1 | Perfect Aim | Pistol +40% Acc, +10% Crit |
800 | 7 | Military(6) | 0 | x | x |
1,000 | 8 | Military(7) | 1 | bank | |
1,200 | 9 | Military(8) | 0 | xOveride Discipline | x (R) this is big ship buff see talent tbl |
1,500 | 10 | Military(9) | 0 | x | x |
1,800 | 11 | Military(10) | 0 | x | x |
2,100 | 12 | Military(11) | 1 | Incite Victory (R11) | Buff Ship +20% Board, 50% Acc/Dmg +25% Critical |
--------- | ----- | -------------- | --- | --------------------> | Restore +Command to 10 crew |
2,400 | 13 | Pistol(2) | 0 | x | x |
2,700 | 14 | Pistol(3) | 1 | Boarding Rush | Make Init +6 Initiative +10% Acc/Dmg 3T |
3,100 | 15 | Pistol(4) | 0 | x | x |
3,500 | 16 | Pistol(5) | 0 | x | x |
4,000 | 17 | Pistol(6) | 1 | Leader Ranks (R1) | Group purge cripple & buff 10% Acc, 15% P/D 3T |
4,500 | 18 | Pistol(7) | 0 | x | x |
5,000 | 19 | Pistol(8) | 0 | x | x |
5,500 | 20 | S-Trader(1) | 0 | x | x |
6,000 | 21 | Pistol(9) | 1 | Swift Retort | Attk first 2 targ. +10% Acc, +20%Crit |
6,500 | 22 | Pistol(10) | 0 | x | x |
7,250 | 23 | Military(12) | 0 | x | x |
8,000 | 24 | Pistol(11) | 0 | x | x |
8,750 | 25 | Military(13) | 1 | Terrifying Acc (R11) | Buff all team; +40 Rng Acc, +20% Dmg 3T (20 + Tactic) Morale |
9,500 | 26 | Pistol(12) | 0 | x | x |
11,000 | 27 | Military(14) | 0 | x | x |
12,000 | 28 | Military(15) | 1 | Flashing Steel | Make Init buff 10% Acc, +20% Crit 3T |
13,000 | 29 | Pistol(13) | 0 | x | x |
14,000 | 30 | Pistol(14) | 1 | Aimed Focus | +30 Rng Acc / Dmg / Crit 3T |
15,000 | 31 | Pistol(15) | 0 | x | x |
16,000 | 32 | 1 | |||
Total | 32 | --------------- | 12 | --------------------- | -------------------------------------------------------------------------- |
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Officer-3: | Pirate | Swordsman | Job-3: |
XP | LVL | Job/Rank | TP | Talent | Description |
0 | 1 | Sword(1) | 0 | x | x |
50 | 2 | Pirate(1) | 1 | Icy Stare | Autopass Intimidation test |
150 | 3 | Pirate(2) | 0 | x | x |
275 | 4 | Pirate(3) | 1 | Banked | |
400 | 5 | Pirate(4) | 0 | x | x |
600 | 6 | Pirate(5) | 1 | Barrel Roll (R5) | Buffs ship +60 Def, +10% shld 3 T |
800 | 7 | Pirate(6) | 0 | x | x |
1,000 | 8 | Pirate(7) | 1 | bank | |
1,200 | 9 | Pirate(8) | 0 | xMenace Dem (R8) | x Per mission step removes -Rep = Intimidate |
1,500 | 10 | Sword(2) | 0 | xRash Courage | Cmbt +25% Acc/Dmg +2 AP 3T advance 1 |
1,800 | 11 | Pirate(9) | 0 | x | x |
2,100 | 12 | Pirate(10) | 1 | Banked | |
2,400 | 13 | Pirate(11) | 0 | x Blade Strike | Blade 10% Acc +30% Dmg |
2,700 | 14 | Sword(3) | 1 | Banked | |
3,100 | 15 | Sword(4) | 0 | x | x |
3,500 | 16 | Sword(5) | 0 | x Skewer Thrust R5 | Attk 2 targ, +10% Acc, +2AP, +25% Crit |
4,000 | 17 | Sword(6) | 1 | Strength Steel R5 | Purge self all buff/crip +25% Par/Armor 3T |
4,500 | 18 | Sword(7) | 0 | x | x |
5,000 | 19 | Sword(8) | 0 | x | x |
5,500 | 20 | Sword(9) | 0 | x | x |
6,000 | 21 | Sword(10) | 1 | Devastating Blow | Blade attk -25 Acc -25% Parry Knock back 1 |
6,500 | 22 | Sword(11) | 0 | x | x |
7,250 | 23 | Pirate(12) | 0 | x | x |
8,000 | 24 | Pirate(13) | 0 | x | x |
8,750 | 25 | Sword(12) | 1 | Rain of Steel (R11) | Blade attk 2 targ, -20 armor, Stuns 2T |
9,500 | 26 | Sword(13) | 0 | x | x |
11,000 | 27 | Sword(14) | 0 | x | x |
12,000 | 28 | Pirate(14) | 1 | Sharp Counter (R1) | Purge crip, buff +25% Par/Arm Counter attk 6T |
13,000 | 29 | Sword(15) | 0 | x | x |
14,000 | 30 | Pirate(15) | 1 | Bravery Line | Make Init get +6 Init +15% Crit 3T |
15,000 | 31 | 0 | x | x | |
16,000 | 32 | 1 | |||
Total | 32 | --------------- | 12 | --------------------- | -------------------------------------------------------------------------- |
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