Post by John Robinson on Jun 5, 2017 20:32:41 GMT -5
Officer-1 Officer-2 Officer-3 Captain
Setup
> Team build & Combat Team: For a Merchant are you nuts?
The combat team design is why Team Solar Clipper works. I always promote the default Swordsman and Pistoleer the game provides. That way I still have 2 jobs to fill for each of them.
Kill Squad: 2 Officers. The Commander Blades, and Military Officer Pistoleer (I can feel Cory wincing), plus 1 Pistoleer recruit normally named Deadmeat, and a
very specially designed killer angel Soldier, always known as Sonia.
>Merchants: Who would have thought playing a merchant could be so much fun? The whole model is a masterpiece. "We're not worthy, we're not worthy", bowing on floor, to Cory & Andrew.
The balance is perfect. Merchant also provides a solid financial base to pursue all the other job types. I've got someone here at home that really want's to avoid allot of fighting,
and feels a little intimidated about jumping in. After explaining how cool the merchant and explorer are to play. I was asked to install the alpha on her laptop.
> Synergy Solar Clipper Checklist for Solar Clipper playing under v1.2.19 rules is a close match to the synergy found in my HoS Gallows Tap Dancers team.
Things can only get better as more talents get implemented.
> Autopass talents: Before deciding on officer jobs, first I decided what autopass talents to use.
I think the in-flight talents award +XP every time they trigger which can help your Captain and Officers level rapidly. Here are a few:
Then I build the team to suit my interests or experimental design.
What worked?
Just about everything! Things are finally coming together for me. I'm paying closer attention to contact's associates, this turns out to be very important as well as fascinating.
The personality and traits of who I work for has a big impact. I've got a well connected, Cult Leader. Yeah I could really go places with this contact but Cult Leaders are real trouble makers. I avoid them.
The beauty of this game is you can follow your own moral compass or lack of one.
Methods & Madness:
> No Boarding: Later I know the pot will get sweetened. We will be able to capture and keep a ship. Otherwise the risk to crew, morale, death, and ship damage is a costly Pyrrhic victory.
> No close range ship gun battles. Now that enemy ships have comparable weapon budgets to my own captain, there are no more lopsided weapon duels.
Everything is bigger than my Juror class. I fire a couple of torpedoes with high cripple rating, then use the Spy bolt talent to get out of dodge fast.
I use a pair of Dual-Laced Array (Level 7 Torpedoes) Damage 100 to 150 +60 void , 25% Critical, 60% Cripple, +16 Accuracy, Range 4-5
>Boarding as last ditch defense: If for some reason I can't escape. I have a very strong combat team. So I'll use talents, Perfected Approach, Barrel Roll, and Twitch Surge to very quickly
get into boarding range before the ship and crew takes too much punishment, then slug it out on the bloody decks.
> Skip off the Void: This is a favorite talent. I stack the crew with at least 3 to 4 Navigators to get this rank(11) talent. That's significant when you have a small crew of 18 to 24.
Repair your hyper drive before the next jump or the dice can roll the wrong way for you. This one is so good, in my next team, I'm considering promoting a Navigator to officer so I can get it faster.
I feel like I have many more play choices because of the various escape talents in the game.
> War! Waiting for a Cadar Trade or Solar war. As long as it doesn't involve another class 4 permit client. Time to tear it up. Make allot of bucks and rep very quickly.
We buy the highest Edicts allowed, then ask around to see if anybody needs a little mercenary help with the war. What a great bunch of patriots hahaha.
I have great diplomatic skills, there are lucrative missions that will also aid the war effort without blood shed. Basically it's important to choose 1 or 2 factions to let hate you.
If you don't choose don't worry the factions will do it for you. Hey why are these guys shooting at me? I never done anything bad to them.
Then really make them hate you, and find out how to help their enemies.
What didn't work for me?
>The Captain leveling: Talent points awarded at levels 30, 31 and 32 are a little too late in arriving. I think the point at Level 31 should be moved somewhere into the level 15 to 20 range.
The captain is getting double job points at 13, 15 & 19. I'm getting all those job points moving another talent point would sure help speed things up. I have to bank points to get what I want for my design
and wait longer to play it. By the time the Level 31 talent arrives I've already got my core talents from banking points, at 31 it's usually a point looking for a home.
Answers I wish I had:
I do best with "Slow build" teams.
> Will 11 talents always be the maximum for each job type?
> What will the maximum number of levels be?
What Next?
Post Level(32) Plan. No stats or talents can be increased, but the game is far from over. In fact you could argue it's just beginning. Now I can explore the other missions and contacts with a well developed team.
>Smuggling: I've dabbled but now I have a high cash reserve, and a good number of contacts, will get deeper into the Black Market features.
>Spying: Haven't had time, now I can because my 2nd Officer is already groomed with the necessary talents.
>Exploring: No this team isn't designed for that
>Diplomacy: Yep never enough contacts, so much royal b-hind left to kiss across the vast quadrants.
Here is a snapshot of what the team looks like after the Captain and Officers reached Level(32).
Setup
Pri | Category | Name # | Attributes | Difficulty: Basic no Captains pack | |
A | Attributes | 52 | Strength | 16 | Map: 30 Quadrants Maximum Density |
B | Contacts | 6 | Quickness | 16 | Cadar Syndicate |
C | Skills | 8 | Fortitude | 26 | |
D | Ship | Juror | Charisma | 26 | |
E | Job-1 | Merchant | Wisdom | 26 | |
Resilience | 26 |
> Team build & Combat Team: For a Merchant are you nuts?
The combat team design is why Team Solar Clipper works. I always promote the default Swordsman and Pistoleer the game provides. That way I still have 2 jobs to fill for each of them.
Kill Squad: 2 Officers. The Commander Blades, and Military Officer Pistoleer (I can feel Cory wincing), plus 1 Pistoleer recruit normally named Deadmeat, and a
very specially designed killer angel Soldier, always known as Sonia.
>Merchants: Who would have thought playing a merchant could be so much fun? The whole model is a masterpiece. "We're not worthy, we're not worthy", bowing on floor, to Cory & Andrew.
The balance is perfect. Merchant also provides a solid financial base to pursue all the other job types. I've got someone here at home that really want's to avoid allot of fighting,
and feels a little intimidated about jumping in. After explaining how cool the merchant and explorer are to play. I was asked to install the alpha on her laptop.
> Synergy Solar Clipper Checklist for Solar Clipper playing under v1.2.19 rules is a close match to the synergy found in my HoS Gallows Tap Dancers team.
Things can only get better as more talents get implemented.
> Autopass talents: Before deciding on officer jobs, first I decided what autopass talents to use.
I think the in-flight talents award +XP every time they trigger which can help your Captain and Officers level rapidly. Here are a few:
Medical Staff | (failed Doctor) | Expert planning | (failed Tactics) | Life Saver | (failed crew Death ) | Icy Stare | (failed Intimidate) | Aura of Command | (failed Command) |
What worked?
Just about everything! Things are finally coming together for me. I'm paying closer attention to contact's associates, this turns out to be very important as well as fascinating.
The personality and traits of who I work for has a big impact. I've got a well connected, Cult Leader. Yeah I could really go places with this contact but Cult Leaders are real trouble makers. I avoid them.
The beauty of this game is you can follow your own moral compass or lack of one.
Methods & Madness:
> No Boarding: Later I know the pot will get sweetened. We will be able to capture and keep a ship. Otherwise the risk to crew, morale, death, and ship damage is a costly Pyrrhic victory.
> No close range ship gun battles. Now that enemy ships have comparable weapon budgets to my own captain, there are no more lopsided weapon duels.
Everything is bigger than my Juror class. I fire a couple of torpedoes with high cripple rating, then use the Spy bolt talent to get out of dodge fast.
I use a pair of Dual-Laced Array (Level 7 Torpedoes) Damage 100 to 150 +60 void , 25% Critical, 60% Cripple, +16 Accuracy, Range 4-5
>Boarding as last ditch defense: If for some reason I can't escape. I have a very strong combat team. So I'll use talents, Perfected Approach, Barrel Roll, and Twitch Surge to very quickly
get into boarding range before the ship and crew takes too much punishment, then slug it out on the bloody decks.
> Skip off the Void: This is a favorite talent. I stack the crew with at least 3 to 4 Navigators to get this rank(11) talent. That's significant when you have a small crew of 18 to 24.
Repair your hyper drive before the next jump or the dice can roll the wrong way for you. This one is so good, in my next team, I'm considering promoting a Navigator to officer so I can get it faster.
I feel like I have many more play choices because of the various escape talents in the game.
> War! Waiting for a Cadar Trade or Solar war. As long as it doesn't involve another class 4 permit client. Time to tear it up. Make allot of bucks and rep very quickly.
We buy the highest Edicts allowed, then ask around to see if anybody needs a little mercenary help with the war. What a great bunch of patriots hahaha.
I have great diplomatic skills, there are lucrative missions that will also aid the war effort without blood shed. Basically it's important to choose 1 or 2 factions to let hate you.
If you don't choose don't worry the factions will do it for you. Hey why are these guys shooting at me? I never done anything bad to them.
Then really make them hate you, and find out how to help their enemies.
What didn't work for me?
>The Captain leveling: Talent points awarded at levels 30, 31 and 32 are a little too late in arriving. I think the point at Level 31 should be moved somewhere into the level 15 to 20 range.
The captain is getting double job points at 13, 15 & 19. I'm getting all those job points moving another talent point would sure help speed things up. I have to bank points to get what I want for my design
and wait longer to play it. By the time the Level 31 talent arrives I've already got my core talents from banking points, at 31 it's usually a point looking for a home.
Answers I wish I had:
I do best with "Slow build" teams.
> Will 11 talents always be the maximum for each job type?
> What will the maximum number of levels be?
What Next?
Post Level(32) Plan. No stats or talents can be increased, but the game is far from over. In fact you could argue it's just beginning. Now I can explore the other missions and contacts with a well developed team.
>Smuggling: I've dabbled but now I have a high cash reserve, and a good number of contacts, will get deeper into the Black Market features.
>Spying: Haven't had time, now I can because my 2nd Officer is already groomed with the necessary talents.
>Exploring: No this team isn't designed for that
>Diplomacy: Yep never enough contacts, so much royal b-hind left to kiss across the vast quadrants.
Here is a snapshot of what the team looks like after the Captain and Officers reached Level(32).
Captain: Level(32). Job-1 Merchant. Job-2 Doctor. Job-3 Diplomat.
Cadar Trooper (rank 2), Principal Trader (rank 4), Full Hunter (rank 3), 519 Rep (Star Hero Dedicate) grand pooh-bah of all he surveys
Zenrin Exalted Assassin (rank 10), Principle trader (rank 4), Senior Hunter (rank 4), 226 Rep (Immortal Hero)
Talents:
Cadar Trooper (rank 2), Principal Trader (rank 4), Full Hunter (rank 3), 519 Rep (Star Hero Dedicate) grand pooh-bah of all he surveys
Zenrin Exalted Assassin (rank 10), Principle trader (rank 4), Senior Hunter (rank 4), 226 Rep (Immortal Hero)
HP (147) | Morale(143) | Str(16) | Quick(16) | Fortitude(26) | Wisdom(26) | Charisma(28) | Resilience(26) | Bonus: +2 Doctor, +6 Negotiate, +2 Charisma |
5 Tactics | 14 Command | 4 Intimidate | 11 (13) Doctor | 20 (26) Negotiate |
Lvl | Talent | Effects |
2 | Wise Council | autopass failed Negotiation test |
4 | Medical Staff | autopass failed Doctor test |
6 | Market Confident | buy/sell >$5K get (10% + Charisma) chance of new contact |
9 | Righteous Profits | buy/sell >$5K get $ bonus = (10% + Negotiation) |
12 | Garner Favor | buy/sell >$5K get +local Faction Rep = Negotiate |
14 | Upstaged Success | +Contact Rep = (10% + Negotiate) for every mission step |
17 | Winning Compromise | Bonus $ = (10% + Negotiate) for every mission step |
21 | Known Trader | Trade permit discount (10% + Negotiate) & uses less contact influence |
25 | Life Saver | autopass 1 crew Death |
28 | Generosity | Bonus morale when crew paid |
30 | Jettison Cargo | Pass Pirate without fighting (must be carrying cargo to work) |
31 | Silver Tongue | Military rank discount 10% + Negotiate |
32 | Solace in Battle | Purge Ship & Crew + Morale bonus (cheer up you don't need healing) |
Officer-1 Level(32). Job-1 Doctor. Job-2 Smuggler. Job-3 Pilot(1) (she was already a Pilot officer saved the promotion fee)
Talents:
HP (117) | Morale(110) | Str(22) | Quick(25) | Fortitude(21) | Charisma(19) | Wisdom(20) | Resilience(20) | Bonus: +4 Intimidate, +3 Wisdom, +1 Resilience |
4 Pilot | 4 Electronics | 9 Command | 0 (4) Intimidate | 9 Navigation | 15 (19) Doctor | 9 Negotiate |
Lvl | Talent | Effects |
2 | Medical Staff | autopass failed Doctor test |
4 | Hideout | autopass failed Package Passenger test |
6 | Backroom Deal | replace B-market risk card with access |
8 | Life Saver | autopass 1 crew Death test |
12 | Forged Permit | autopass Military ship test |
14 | Faked Signature | autopass Bounty Hunter test |
17 | Solace in Battle | Purge ship & crew + Morale (ah come on it's just a flesh wound wuss) |
21 | Illicit Notoriety | Access B-market +1 level higher |
25 | Underworld merchant | remove B-market risk card |
28 | Criminal Contacts | buy/sell >$5K B-market get (30% + Charisma) chance of new contact |
30 | Bootleg Profits | buy/sell >$5K B-market get bonus $ = (10% + negotiate) |
32 | Insider Trading | buy/sell >$5K B-market get +Contact Rep = Negotiate |
Officer-2 Level(32). Job-1 Military Officer. Job-2 Spy Job-3 Pistoleer (he was promoted from crew Pistoleer.)
Talents:
HP (124) | Morale(105) | Str(22) | Quick(27) | Fortitude(23) | Charisma(24) | Wisdom(23) | Resilience(17) | Bonus: +2 Charisma |
9 Electronics | 8 (14) Evasion | 5 Command | 20 Pistols | 2 Tactics | 5 (9) Stealth |
Lvl | Talent | Effects |
2 | Expert Planning | autopass Tactics test |
4 | Sly Move | autopass Stealth test |
6 | Bolt | Ship +30 Escape 3 Turns |
8 | Disappearing Act | Pistol 30% Critical, Counter attack 1st 2 rows 3T |
12 | Retreating Fire | +10% Accuracy Damage, +1 Armor Pierce retreat 1 |
14 | Swift Retort | 2 targets +10% Accuracy, +20% Critical |
17 | Advance Front | -20% Accuracy, +25% Damage, +3 Armor Pierce forward 1 |
21 | Sneak Attack | Pistol +25% Accuracy +25% Damage |
25 | Power Play | %Charisma = +Rep per mission step |
28 | High Stakes | Double records when spying |
30 | Perfect Aim | Pistol +40% Accuracy, +10% Critical |
32 | Secrets Unbound | (10% + Electronics) bonus records when entering orbit |
Officer-3 Level(32). Job-1 Commander. Job-2 Pirate. Job-3 Swordsman (he was promoted from crew swordsman)
Talents:
Commander Fulla Hisself
HP (131) | Morale(104) | Str(22) | Quick(24) | Fortitude(25) | Charisma(23) | Wisdom(17) | Resilience(20) | Bonus: +10% Accuracy |
9 Pilot | 12 (14) Evasion | 5 Command | 14 Blades | 2 (4) Tactics | 8 Intimidate |
Lvl | Talent | Effects |
2 | Icy Stare | autopass Intimidate test |
4 | Aura of Command | autopass Command test |
6 | Rash Courage | +25% Accuracy/Damage, +2 Armor Pierce forward 1 |
8 | Skewering Thrust | 2 targets, +10% Accuracy, +2 Armor pierce, +25% Critical |
12 | Devastating Blow | Cripple 25% Accuracy/Parry knock back1 for 2 turns |
14 | Rain of Steel | 2 targets -20% Armor, Stuns for 2 turns |
17 | Rallying Aura | Purge team, buff team +4 Initiative , +10% Parry, (10 + Command) Morale |
21 | Barrel Roll | Ship buff -25% Damage, +50% Defense, +10% Shield 3 turns |
25 | Menacing Demeanor | Reduce -Rep per mission step |
28 | Bravery Line | Wind Init get buff +6 Init, +15% Critical 3 turns |
30 | Bladesman Rally | Buff 2 targets +25% Critical 3 Turns, restore (10 = Blades) Morale |
32 | Ultimatum | 1 target cripple -25% Accuracy /Parry/Dodge 3 turns pull forward 1 |
Commander Fulla Hisself
Ship: Juror Class
Crew levels 30 to 32. (22 out of max 24 Life support). 1 level 24 Pirate recruit.
Combat team equipped from bounty hunter, armor dealer, and fixer so I might replace the Arms Locker.
Crew levels 30 to 32. (22 out of max 24 Life support). 1 level 24 Pirate recruit.
Combat team equipped from bounty hunter, armor dealer, and fixer so I might replace the Arms Locker.
Repair | 86 (+0) | Crew dogs | 6 | M3400 Void Engine | Officers | 4/4 | |||
Tactics | 74 (+2) | Etech | 4 | Bridge | Crew | 22/24 | |||
Command | 33 (+0) | Mechanics | 2 | 2 Dual-Laced Array (level 7) Torpedoes | Pilot | 77/11 | |||
Negotiate | 29 (+6) | Navigator | 4 | Weapons Locker A4 | Ship Ops | 119/31 | |||
Intimidate | 19 (+4) | Pilot | 3 | Barracks 3 (raises crew from 18 to 24) | Gunnery | 83/24 | |||
Stealth | 5 (+4) | Pirate recruit | 1 | 3 Officer Cabin | Electronics | 105/23 | |||
Doctor | 26 (+6) | Pistol recruit | 1 | 1 Passenger Cabin | Navigation | 116/13 | |||
Explorer | 0 (+0) | Soldier crew | 1 | M3400 Hyperwarp | |||||
Small Fuel Tank 4 (brings total fuel to 133) | |||||||||
Cargo Hold III (capacity 36) | |||||||||
2 Mass Dampener 1 | |||||||||
Mass 3220/3400 |