Post by John Robinson on Jul 1, 2017 17:05:13 GMT -5
Team SIGINT
Cory Trese & fallen design characters with incredible precision. A victim of my own preconceptions.
Thinking a Spy was some kind of James Bond agent, I missed the whole point. I didn't play deep with the Spy before
posting an Rfe thread to increase stealth, and reduce electronics progression. Having devoted some effort to playing
a Spy, I sure hope my recommendation gets tossed in the circular file. Instead of rejecting electronics I fully embraced it
with fascinating results
The Spy is not an infiltrator. The Spy is an expert at orbital electronic surveillance.
A chess player who must think three or four moves ahead of events, and the people involved in them.
Anyone can become a Spy, as in chess, it takes years to become a master. This promises to be
one of the most satisfying characters to play in ST2.
This is a pure spy ship, stripped of weapons. Talents of deception, and navigation defend the ship.
A small fast ship will always be outgunned, and under armored but fast enough to escape.
A true spy never resorts to torpedoes. You may meet young spies, and old spies, but you will never meet an old spy that relies on torpedoes.
The "Bolt" +30 escape talent is kept in reserve in case of forced combat, the juror will take one round of ship damage
before escaping.
Other advantages of playing the Spy. Collecting data, while avoiding combat. Poor morale, injury, deaths, and desertions are much easier to control.
This keeps costs down but much more importantly allows the crew to develop their rank(11) talents.
This Juror Class ship build was a real gamble that payed off.
Navigators are crucial to this build. Number one Defense is Navigator Rank(11) talent "Skip off the void"
Build core personnel:
Officers
Fortune smiled on Officer-2 and 3 with the 25% chance of double XP trait. (Officer 2 was a hidden trait)
Crew
Gained +6 crew slots from barracks-3, All 6 available for specialists because fighters were dismissed.
I always hire 2 Mechanics or Engineers. For some reason no matter how deliriously happy at rank(11) one will always quit.
Ship Stats
What Worked?
Allot of really fun surprises. Here are two really important experiences.
1) Spies and Electronics techs talents, and skills mutually support the goals of this build. Excellent! match made in heaven thanks guys.
2) Careful management of Merchant captain with assistant diplomat provided plenty of cash. Sure money is nice. The most important
thing is the freedom of movement to pursue influence, contact generating, low pay missions and impromptu spying. It is also buying me time to really
deeply explorer the workings of spy craft, especially in beginning to understand how contacts are interacting with other people and factions.
The often unexpected results of the impact of who, and when I take missions. The subtlety of manipulating the entire galaxy when selling records.
All this wonderful research would be very difficult if I was chronically low on cash.
What didn't work?
1) I'm still figuring that out. The Spy is a new horizon Now that the team has reached level(32) along with intensive game study. In my own crude
manner I'm trying to stress test the game. You just never can predict how a player will manage to break the game.
2) Keep the faith and my mouth shut. Cory and Andrew are always catching me by surprise. I shoot my mouth off before taking the time to see
what they are really doing. The denizens of ST2 bring a living breathing galaxy right into my home. This is not meant to be understood overnight.
The best questions will get the best answers and help us all.
3) Intimidation skill rolls. My builds are always intimidation light. I would rather not hire a pirate because the only talent of value to me is Icy Stare.
Every time I fail an in flight intimidation test, (very abundant in number), the result is equipment or crew damage. This annoyed me, I wish my crew build had another way
to pass intimidation tests so I wouldn't waste the crew slot.
What I wish I knew?
I have 2 doctors, 1 engineer, and 1 mechanic aboard.
When I fail an in flight intimidation test are they doing anything to mitigate the damage I take from failing the test?
Recommendation:
If Cory or Andrew were just sitting around one day wondering what they could do for me. I would ask when choosing initial contacts that
the "Intelligence Officer" be replaced with the "Retired Spy"
To shorten the length of this thread. I've stored the Team leveling checklist as a spoiler.
This group does not do crew/ship combat.
It is a team of orbital spies led by a Merchant Captain.
I noticed selling records to a character will flip neg to positive rep.
It also appears to change the attitude of the Faction towards you.
Officer-1 Is a promoted Etech
Officer-2 is a promoted Navigator
Officer-3 is a promoted Etech
Talents: That only trigger "When Spicing" are being skipped, my crew almost never spices.
Spy(5) Character Insight (not used) is really cool, but only good if you take it early, you won't dismiss high level crew.
Spy(8) Data Haul Is the most important talent to take. This is how you replace bad rep with good.
Can flip non faction contact to provide services.
Replacing Ship Medical with a Spy enhancing component.
Hire a Diplomat from Politician, to increase Negotiate, and add another Upstaged Success talent.
x
I originally had a great design using Doc Spy Etech but was taking
too many failed Doctor and intimidation tests so radically changed the plan
Dumping Med module replacing with Triple-Arc Sensor array component
x
x
x
Cory Trese & fallen design characters with incredible precision. A victim of my own preconceptions.
Thinking a Spy was some kind of James Bond agent, I missed the whole point. I didn't play deep with the Spy before
posting an Rfe thread to increase stealth, and reduce electronics progression. Having devoted some effort to playing
a Spy, I sure hope my recommendation gets tossed in the circular file. Instead of rejecting electronics I fully embraced it
with fascinating results
The Spy is not an infiltrator. The Spy is an expert at orbital electronic surveillance.
A chess player who must think three or four moves ahead of events, and the people involved in them.
Anyone can become a Spy, as in chess, it takes years to become a master. This promises to be
one of the most satisfying characters to play in ST2.
This is a pure spy ship, stripped of weapons. Talents of deception, and navigation defend the ship.
A small fast ship will always be outgunned, and under armored but fast enough to escape.
A true spy never resorts to torpedoes. You may meet young spies, and old spies, but you will never meet an old spy that relies on torpedoes.
The "Bolt" +30 escape talent is kept in reserve in case of forced combat, the juror will take one round of ship damage
before escaping.
Other advantages of playing the Spy. Collecting data, while avoiding combat. Poor morale, injury, deaths, and desertions are much easier to control.
This keeps costs down but much more importantly allows the crew to develop their rank(11) talents.
This Juror Class ship build was a real gamble that payed off.
Before | After | ||||
1 | Bridge 1 | 1 | Bridge 2 | No clue what Bridge 2 gets me over 1 | |
1 | Medical Chamber | 2 | Passenger Cabin | Allows 2 passenger missions at a time | |
2 | Valiant Autocannon | 2 | Small Fuel Tank 4 | +38 fuel each | |
2 | Hellfire Torpedo | 1 | Triple-Arch Signal Array | +50% Bonus spy records | |
1 | Boarding Assault | 1 | Mass Modulator 4 | -160 Mass, -2 Jump | |
1 | Phoenix Lance | 1 | Mass Dampner 4 | -240 Mass | |
1 | Barracks(2) 18 crew | 1 | Barracks(3) 24 Crew | Max Navigator & Spy crew, add 1 diplomat, 1 doctor, 1 Pirate | |
1 | Cargo I +25 Cargo, +40 fuel | 1 | Cargo Hold III +36 Cargo, +60 Fuel | Captain is Merchant, Diplomat, more fuel/cargo = more $ & contacts | |
Total Fuel Capacity 95 | Total Fuel Capacity 191 | Pass thru enemy quads without refuel, extend spy deck play | |||
Ship Mass 3325/3400 | Ship Mass 2970/3400 | Still have significant mass for future mods |
Navigators are crucial to this build. Number one Defense is Navigator Rank(11) talent "Skip off the void"
Build core personnel:
Merchants | 2 | +1 Captain, +1 Hired |
Navigators | 5 | +4 Crew, +1 Officer |
Spies | 5 | +2 hired from retired spy, +3 Officers |
Etechs | 6 | +3 crew, +3 Officers |
Officers
Captain | Merchant | Spy | Diplomat | Bonus +10 Negotiate & Electronics +3 Doctor |
Officer-1 | Doctor | Spy | E-tech | |
Officer-2 | Spy | Pirate | Etech | |
Officer-3 | Navigator | Spy | E-tech |
Crew
6 | Crew Dogs | 3 | Electronic Techs | 4 | Navigators | 4 | Pilots | 1 | Engineer | 1 | Mechanic |
1 | Pirate | 1 | Merchant | 2 | Spies | 1 | Doctor |
I always hire 2 Mechanics or Engineers. For some reason no matter how deliriously happy at rank(11) one will always quit.
Ship Stats
Explorer | 0 (+0) | Negotiate | 36 (+10) | Officers | (4/4) | Gunnery | (89/0) | ||
Repair | 84 (+0) | Intimidate | 12 (+2) | Crew | (24/24) | Electronics | (160/22) | ||
Tactics | 85 (+5) | Stealth | 33 (+2) | Pilot | (81/12) | Navigation | (121/30) | ||
Command | 36 (+10) | Doctor | 34(+8) | Ops | (110/28) |
What about my Spy card deck?
My Team is at level(32) and can add no further talents. Just noticed this morning a really cool card has been added that I will using in my next build.
This should add 5 more cards to my deck using the same build.
Here is my Current SIGINT Spy card deck
My Team is at level(32) and can add no further talents. Just noticed this morning a really cool card has been added that I will using in my next build.
This should add 5 more cards to my deck using the same build.
New Card | Cloak and Dagger | Spy(11) | Replace risk card with mission success card |
Here is my Current SIGINT Spy card deck
Cards | Talent | Description | Crew/rank |
6 | Espionage Sweep | When Spying remove a risk card | Spy(1) |
5 | Wide Sweep | When Spying reroll a card | Etech(5) |
4 | Clink of Credits | Replace a risk with credit skim or score reward | Etech(11) |
4 | Swift Sweep | Remove a risk card | Pilot(8) |
6 | Scouring Search | Replace risk with Intel records reward | Spy(5) |
25 |
What Worked?
Allot of really fun surprises. Here are two really important experiences.
1) Spies and Electronics techs talents, and skills mutually support the goals of this build. Excellent! match made in heaven thanks guys.
2) Careful management of Merchant captain with assistant diplomat provided plenty of cash. Sure money is nice. The most important
thing is the freedom of movement to pursue influence, contact generating, low pay missions and impromptu spying. It is also buying me time to really
deeply explorer the workings of spy craft, especially in beginning to understand how contacts are interacting with other people and factions.
The often unexpected results of the impact of who, and when I take missions. The subtlety of manipulating the entire galaxy when selling records.
All this wonderful research would be very difficult if I was chronically low on cash.
What didn't work?
1) I'm still figuring that out. The Spy is a new horizon Now that the team has reached level(32) along with intensive game study. In my own crude
manner I'm trying to stress test the game. You just never can predict how a player will manage to break the game.
2) Keep the faith and my mouth shut. Cory and Andrew are always catching me by surprise. I shoot my mouth off before taking the time to see
what they are really doing. The denizens of ST2 bring a living breathing galaxy right into my home. This is not meant to be understood overnight.
The best questions will get the best answers and help us all.
3) Intimidation skill rolls. My builds are always intimidation light. I would rather not hire a pirate because the only talent of value to me is Icy Stare.
Every time I fail an in flight intimidation test, (very abundant in number), the result is equipment or crew damage. This annoyed me, I wish my crew build had another way
to pass intimidation tests so I wouldn't waste the crew slot.
What I wish I knew?
I have 2 doctors, 1 engineer, and 1 mechanic aboard.
When I fail an in flight intimidation test are they doing anything to mitigate the damage I take from failing the test?
Recommendation:
If Cory or Andrew were just sitting around one day wondering what they could do for me. I would ask when choosing initial contacts that
the "Intelligence Officer" be replaced with the "Retired Spy"
To shorten the length of this thread. I've stored the Team leveling checklist as a spoiler.
This group does not do crew/ship combat.
It is a team of orbital spies led by a Merchant Captain.
I noticed selling records to a character will flip neg to positive rep.
It also appears to change the attitude of the Faction towards you.
Officer-1 Is a promoted Etech
Officer-2 is a promoted Navigator
Officer-3 is a promoted Etech
Captain | MERCH | Diplomat | SPY |
Officer-1 | DOC | Etech | SPY |
Officer-2 | NAV | Etech | SPY |
Officer-3 | SPY | Etech | Merch(1) |
Talents: That only trigger "When Spicing" are being skipped, my crew almost never spices.
Spy(5) Character Insight (not used) is really cool, but only good if you take it early, you won't dismiss high level crew.
Spy(8) Data Haul Is the most important talent to take. This is how you replace bad rep with good.
Can flip non faction contact to provide services.
Replacing Ship Medical with a Spy enhancing component.
Captain Checklist | Job-1: MERCHANT | Job-2: Diplomat | Job-3: Spy |
XP | LVL | Job/Rank | TP | Talent | Description |
0 | 1 | Merch(1) | 0 | x | x |
50 | 2 | Diplo(1) | 1 | __Winning Compromise | Bonus $ (10% + Negotiate) each step |
150 | 3 | D2 | 0 | x | x |
275 | 4 | D3 | 1 | __Market Confidant | buy/sell > $5k (10% + Charisma) = New C |
400 | 5 | D4 | 0 | x | x |
600 | 6 | D5 | 1 | __Upstaged Success | +Contact rep/influ at end mission = Char% |
800 | 7 | Merch(2) | 0 | x | x |
1,000 | 8 | M3 | 1 | __bank | use Merch(5) |
1,200 | 9 | M4 | 0 | x | x |
1,500 | 10 | M5 | 0 | x Garner Favor | > $5k +Rep local faction = Negotiate |
1,800 | 11 | M6 | 0 | x | x |
2,100 | 12 | M7 | 1 | __bank | use Merch(8) |
2,400 | 13 | M8 | 0 | x Righteous Profits | > $5k buy/sell (10% + Negotiate) = Profit |
-------> | ---> | Spy(1) | 0 | x | x |
2,700 | 14 | S2 | 1 | __bank | use Spy(8) |
3,100 | 15 | S3 | 0 | x | x |
-------> | ---> | S4 | 0 | x | x |
3,500 | 16 | S5 | 0 | x | x |
4,000 | 17 | S6 | 1 | __bank | use Spy(11) |
4,500 | 18 | S7 | 0 | x | x |
5,000 | 19 | S8 | 0 | x Data Haul | (10% + Elect) = +$, +C Influ = Char% |
-------> | ---> | S9 | 0 | x | x |
5,500 | 20 | S10 | 0 | x | x |
-------> | ---> | S11 | 0 | x | x |
6,000 | 21 | 1 | __Secrets Unbound | Enter Orbit (10% + Elect) = faction recs | |
used bank | __High Stakes | Double records | |||
6,500 | 22 | Merch(9) | 0 | x | x |
7,250 | 23 | M10 | 0 | x | x |
8,000 | 24 | M11 | 0 | x | x |
8,750 | 25 | M12 | 1 | __Clink of Credits | |
9,500 | 26 | M13 | 0 | x | x |
11,000 | 27 | M14 | 0 | x | x |
12,000 | 28 | Spy(12) | 1 | __Generosity | |
13,000 | 29 | S13 | 0 | x | x |
14,000 | 30 | S14 | 1 | __Silver Tongue | |
15,000 | 31 | S15 | 1 | ||
16,000 | 32 | S16 | 1 | __Wide Sweep | |
Total | 36 | 13 |
x
I originally had a great design using Doc Spy Etech but was taking
too many failed Doctor and intimidation tests so radically changed the plan
Officer-1: | Job-1: DOC | Job-2: Etech | Job-3: Pirate |
XP | LVL | Job/Rank | TP | Talent | Description |
0 | 1 | Etech(1) | 0 | x | x |
50 | 2 | Doc(1) | 1 | __Medical Staff | autopass Doc Check |
150 | 3 | D2 | 0 | x | x |
275 | 4 | D3 | 1 | __Assisted Care | Reduce Doc bill = (10% + Doc) |
400 | 5 | D4 | 0 | x | x |
600 | 6 | D5 | 1 | __Life Saver | autopass 1 Death test |
800 | 7 | D6 | 0 | x | x |
1,000 | 8 | D7 | 1 | __bank | use Spy(1) |
1,200 | 9 | D8 | 0 | x | x |
1,500 | 10 | D9 | 0 | x | x |
1,800 | 11 | D10 | 0 | x | x |
2,100 | 12 | D11 | 1 | __Solace in Battle | |
2,400 | 13 | Pirate(1) | 0 | x | |
2,700 | 14 | pS2 | 1 | __Icy Stare | |
3,100 | 15 | pS3 | 0 | x | x |
3,500 | 16 | pS4 | 0 | x | x |
4,000 | 17 | pS5 | 1 | __Bank | |
4,500 | 18 | pS6 | 0 | x | x |
5,000 | 19 | pS7 | 0 | x | x |
5,500 | 20 | pS8 | 0 | x | |
6,000 | 21 | 1 | __ Menace Demeanor | ||
6,500 | 22 | D12 | 0 | x | x |
7,250 | 23 | D13 | 0 | x Secrets Unbound | |
8,000 | 24 | D14 | 0 | x | x |
8,750 | 25 | D15 | 1 | __High stakes | |
9,500 | 26 | D16 | 0 | x | x |
11,000 | 27 | D17 | 0 | x | x |
12,000 | 28 | D18 | 1 | __Faked Signature | autopass Bounty Hunter test |
13,000 | 29 | D19 | 0 | x | x |
14,000 | 30 | D20 | 1 | __ | |
15,000 | 31 | D21 | 0 | x | x |
16,000 | 32 | D22 | 1 | __ | |
Total | 32 | 12 |
x
Officer-2: | Job-1: NAV | Job-2: Etech | Job-3: Spy |
XP | LVL | Job/Rank | TP | Talent | Description |
0 | 1 | Nav(1) | 0 | x | x |
50 | 2 | N2 | 1 | __bank | |
150 | 3 | N3 | 0 | x | x |
275 | 4 | N4 | 1 | __bank | |
400 | 5 | N5 | 0 | x | x |
600 | 6 | N6 | 1 | __bank | |
800 | 7 | N7 | 0 | x | x |
1,000 | 8 | N8 | 1 | __Talk of far Worlds | Spicing (10% = Nav) = New Contact |
1,200 | 9 | N9 | 0 | x | x |
1,500 | 10 | N10 | 0 | x | x |
1,800 | 11 | Nav(11) | 0 | x Skip off the Void | autopass ship combat (2pts) |
2,100 | 12 | Spy(1) | 1 | __Espionage Sweep | remove risk card |
2,400 | 13 | s2 | 0 | x | x |
2,700 | 14 | s3 | 1 | __bank | use at Spy(5) (3pts) |
3,100 | 15 | s4 | 0 | x | x |
3,500 | 16 | s5 | 0 | x Scour Search | Spying replace risk with reward card |
used bank | 0 | x Character Insight | Landing can discover crew trait | ||
4,000 | 17 | s6 | 1 | __bank | use at Spy(8) |
4,500 | 18 | s7 | 0 | x | x |
5,000 | 19 | s8 | 0 | x Data Haul | Bonus rec $, =/- Contact rep = Char% |
5,500 | 20 | s9 | 0 | x | x |
6,000 | 21 | s10 | 1 | __ bank | Spy(11) (2 points) |
6,500 | 22 | s11 | 0 | Secrets Unbound | Enter orbit (10% + Elect) = +recs local faction |
used bank | High Stakes | Spying double recs | |||
7,250 | 23 | Etech(1) | 0 | x | x |
8,000 | 24 | e2 | 0 | x | x |
8,750 | 25 | e3 | 1 | __wide sweep | |
9,500 | 26 | e4 | 0 | x | x |
11,000 | 27 | e5 | 0 | x | x |
12,000 | 28 | e6 | 1 | __bank | |
13,000 | 29 | e7 | 0 | x | x |
14,000 | 30 | e8 | 1 | __Listening Post | Urban Land (10% + Elect) = new C |
15,000 | 31 | e9 | 0 | x | x |
16,000 | 32 | e10 | 1 | __Character Insight | |
Total | 32 | 12 |
Officer-3: | Job-1: SPY | Job-2: Etech | Job-3: Merch(1) |
XP | LVL | Job/Rank | TP | Talent | Description |
0 | 1 | Etech(1) | 0 | x | x |
50 | 2 | Spy(1) | 1 | __Sly Move | autopass Stealth check |
150 | 3 | S2 | 0 | x | x |
275 | 4 | S3 | 1 | __Espionage Sweep | Spying remove risk card |
400 | 5 | S4 | 0 | x | x |
600 | 6 | S5 | 1 | __Scouring Search | Spying replace risk with +Recs card |
800 | 7 | S6 | 0 | x | x |
1,000 | 8 | S7 | 1 | __bank | use Spy(8) |
1,200 | 9 | S8 | 0 | x Data Haul | + $ = recs sold, +/- Influ = Charisma% |
1,500 | 10 | S9 | 0 | x | x |
1,800 | 11 | S10 | 0 | x | x |
2,100 | 12 | S11 | 1 | __Secrets Unbound | Enter Orbit (10% + Elect) = +recs local faction |
2,400 | 13 | e2 | 0 | x | x |
2,700 | 14 | e3 | 1 | __High Stakes | Spying Orbit = Double records |
3,100 | 15 | e4 | 0 | x | x |
3,500 | 16 | e5 | 0 | x | |
4,000 | 17 | e6 | 1 | __bank | use Etech(8) |
4,500 | 18 | e7 | 0 | x | x |
5,000 | 19 | e8 | 0 | x Listening Post | Urban Landing (10% + Elect) = New C |
5,500 | 20 | e9 | 0 | x | x |
6,000 | 21 | e10 | 1 | __ bank | use Etech(11) |
6,500 | 22 | e11 | 0 | x Clink of Credits | Spying replace risk with $ or recs |
7,250 | 23 | e12 | 0 | x | x |
8,000 | 24 | e13 | 0 | x | x |
8,750 | 25 | Merch(1) | 1 | __Market Confidant | > $5k (10% + Charisma) = New Contact |
9,500 | 26 | e14 | 0 | x | x |
11,000 | 27 | e15 | 0 | x | x |
12,000 | 28 | e16 | 1 | __Faked Signature | autopass Bounty Hunter test |
13,000 | 29 | e17 | 0 | x | x |
14,000 | 30 | e18 | 1 | __Bolt | Ship +30 escape 3 Turns |
15,000 | 31 | e19 | 0 | x | x |
16,000 | 32 | e20 | 1 | __Character Insight | Discover crew trait when landing |
Total | 32 | 12 |