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Post by Cory Trese on Jul 20, 2017 15:22:01 GMT -5
Star Traders 2 will ship with a set of pre-made templates. We want new players to have an easy time getting into the game.
Providing default templates, and good ones, will be crucial to this.
Right now we are thinking we will provide the following templates: Pirate, Explorer, Spy and Bounty Hunter.
What will differentiate them, aside from profession, is up for discussion.
Do you have a Template for one of those builds you think is ideal? Why? Would it be ideal for a new player?
Discussion includes which professions, the A/B/C/D/E split out for template, the ships/attributes/skills and so on for each template.
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Post by fallen on Jul 20, 2017 15:24:29 GMT -5
You could also just post your JSON files
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Post by En1gma on Jul 20, 2017 16:41:16 GMT -5
Whelp, there goes my evening I'll start working on one for the Smuggler, three only one I've really been able to do anything with...
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Post by LordofSyn on Jul 20, 2017 18:51:21 GMT -5
You could also just post your JSON files How would we post those? I am sure I could upload mine to my Google Drive account?!
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Post by Brutus Aurelius on Jul 20, 2017 19:46:13 GMT -5
I tend to use this for my BH templates. The Contacts picked give a wide variety of services to get jobs, sell captured cargo, repair the ship and spice the crew. Evasion helps in a combat oriented Captain like the Bounty Hunter, and the Paladin Cruiser is small enough to be easy to run and upgrade, while still being able to bring good weapons to bear in ship combat.
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Post by fallen on Jul 20, 2017 20:24:30 GMT -5
You could also just post your JSON files How would we post those? I am sure I could upload mine to my Google Drive account?! Easiest to post a picture as Brutus Aurelius did.
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Post by En1gma on Jul 20, 2017 20:33:03 GMT -5
Anyone else also think it could be interesting to have a Random Class Generator where it literally just spits you into the game with whatever it feels like?
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Post by Brutus Aurelius on Jul 20, 2017 20:38:41 GMT -5
Anyone else also think it could be interesting to have a Random Class Generator where it literally just spits you into the game with whatever it feels like? It would make for an interesting challenge
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Post by fallen on Jul 20, 2017 20:41:58 GMT -5
Anyone else also think it could be interesting to have a Random Class Generator where it literally just spits you into the game with whatever it feels like? It would make for an interesting challenge Not something we'll add now. We have to focus on the core features. Thanks for posting a template, Brutus AureliusWould love to see other player's template ideas!
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Post by LordofSyn on Jul 20, 2017 21:14:32 GMT -5
It would make for an interesting challenge Not something we'll add now. We have to focus on the core features. Thanks for posting a template, Brutus AureliusWould love to see other player's template ideas! I was trying to figure out a way to upload the .Json file when I was pulled away for a family event. I'll be adding some templates very soon.
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Post by fallen on Jul 20, 2017 22:13:56 GMT -5
LordofSyn - awesome! Realizing now that the JSON is heavy handed for what we need. We did design that screen specifically so that you could just post a single screenshot and capture an entire Captain build!
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Post by resistor on Jul 21, 2017 0:01:02 GMT -5
My suggestion for Explorer...
A) Skills - 7 Doctor, 3 Command, 3 Intimidate, 10 Explorer New players won't initially know to get officers with skills Doctor, so there is extra Doctor, Command, and Intimidate to help them pass those tests.
B) Ship - Fidellis Cutter Lots of mass for experimenting with upgrades.
C) Experience Experience is high enough that a new player can get to 100% ship skills relatively quickly.
D) Contacts - Retired Explorer, Smuggler Smuggler Contact offers a place to sell records that the player will find while exploring, gives missions that don't require special components (passenger cabins, etc.), and allows the player to experiment with Black Market.
E) Attributes - 23 Wisdom Extra Wisdom increases Exploration rewards.
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Post by MintDragon on Jul 21, 2017 0:36:13 GMT -5
Wonderful thread idea ... going to give this a bunch of thought. Be back soon...
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Post by LordofSyn on Jul 21, 2017 0:36:16 GMT -5
I had to make an Imgur account to share the snip clip pictures. Before I begin, I think it is very important to address the template priorities themselves. To anyone in the Alpha, I think it is a learning curve on how to use this. Those who are unfamiliar with tabletop RPGs may be taken aback by the way the template priorities work. Even I was unsure of how to build the templates at first because of my own misconceptions. Shifting the priorities around, one will see that changing the priorities also changes the range of bonuses within those priorities. This is not unlike Shadowrun's setup (to use an example). A Rank will always give the biggest bonus to whatever portion of the template is in the slot to E being little to no bonus, respectively. I honestly believe you should have an outline for the Captain you're willing to build. Nothing major in any way, more of a concept in your own mind. That being said, some things will always provide the best benefits for all captain types.
While I won't start with what is the best build for each Captain profession, I will say what I think is the least important to favor in your templates.
*Profession: This can and should probably always be your E rank item for your characters. I say this because they will start at Rank 1 and you'll be building them up along with your officers and the rest of your crew anyway. <b> The only reason you may want to have Profession higher than rank E is if you intend to play on the higher difficulties as you'll very likely need the better ranked Talents to start with. Even then, you'll probably want to put this no higher than rank C. </b>
*Ship: This is only important if you need a decent amount of firepower onboard your ship to start with, or a large cargo hold to start with. I say this because, with some luck, (a lower difficulty ?!), and a decent template; your captain can survive long enough for you to buy a new (upgraded) ship.
*Contacts: This is the toughest one to figure out how to prioritize at first and is made even tougher because you never know the personalities you'll get.
That leaves Attributes and Skills. This is where I made my mistakes early on as I played the mini game (of my own design) of trying different template builds to see what I could get the most out of. I wish now that I had kept far better notes during this process, not thinking I would have to wipe away earlier captains and templates with each nearly new game build update. I would usually prioritize skills over attributes thinking that they were going to be rolled far more than attributes and I was so very wrong. That is what I hope is the biggest take away from everything I post and it will be something I will be highly stressing in my Interactive Let's Play videos at the game's official launch.
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Post by LordofSyn on Jul 21, 2017 0:43:24 GMT -5
Smuggler Build 1 (as of 1.3.7) imgur.com/2yMHJov imgur.com/3jszor3This was actually my first attempt at playing as a smuggler per se. I had tried with earlier builds, but never really played the Captain as a smuggler proper, more because I didn't pay close enough attention to the little hints that are in the profession archetype description. I also used my older formula of prioritizing skills over anything else. Edit: Okay...that didn't work as I hoped. Do I not use the Insert Image button? or just not use the Alt Text portion of it? Or does the image file have to be in a public Imgur folder? Edit2: I am sorry that I had to post them as links. I wanted the embedded as Brutus Aurelius did. What am I doing wrong? Edit3: I even went back and changed the folder to hidden in stead of secret, and it didn't change the inability to view these images on my laptop, even after I refreshed. I am at a loss. I don't understand what I am screwing up here.
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