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Post by Sinocelt on Sept 17, 2017 10:55:38 GMT -5
"[[Category:Gameplay Reference]" appears below the table because of a missing closing bracket in {{:Job_Skill_Reference}}.
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Post by fallen on Sept 17, 2017 11:54:26 GMT -5
Fixed
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Post by Sinocelt on Sept 27, 2017 9:18:40 GMT -5
I updated the opening post, including the linked table.
● I weeded out the weakest of the "balanced combos." ● I added "imbalanced combos." ● I attached a blurb to each combo.
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Post by Cory Trese on Sept 27, 2017 10:53:22 GMT -5
These are just awesome.
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Post by resistor on Sept 27, 2017 11:10:57 GMT -5
The Knight Errant (Explorer/Swordsman/Zealot) sounds really interesting. I hadn't thought to build a character like that.
I disagree with the way Treasure Hunter (Explorer/Smuggler/Merchant) is built. I would replace either Smuggler or Merchant with Exo-scout for extra Exploration cards and skill points.
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Post by Sinocelt on Sept 27, 2017 11:43:41 GMT -5
The Knight Errant (Explorer/Swordsman/Zealot) sounds really interesting. I hadn't thought to build a character like that. This idea came from the conflagration of two needs: 1. Build a flavorful sword-centered character. 2. Make "zealot" a little more palatable. The Knight Errant (Explorer/Swordsman/Zealot) sounds really interesting. I hadn't thought to build a character like that. I disagree with the way Treasure Hunter (Explorer/Smuggler/Merchant) is built. I would replace either Smuggler or Merchant with Exo-scout for extra Exploration cards and skill points. Here are two previous versions: TREASURE HUNTER =====
1. Smuggler 2. Exo-Scout 3. Bounty Hunter
Rank 1 | 11 --------------------- Electronics 2 | 6 Evasion 1 | 9 Exploration 2 | 9 Navigation 2 | 9 Negotiation 2 | 8 Riffles 2 | 10
TREASURE HUNTER =====
1. Explorer 2. Exo-Scout 3. Smuggler
Rank 1 | 11 --------------------- Electronics 4 | 11 Exploration 4 | 18 Navigation 1 | 6 Negotiation 1 | 8 Rifles 1 | 5 Tactics 1 | 3The top version could enter combat by investing skill points heavily into evasion and rifles; but for the second one, the points in rifles are just wasted. Still, it might be an acceptable sacrifice to unlock the exo-scout's Resolute Hunter (most of the exo-scout's talents are combat-related, but Resolute Hunter, a top-level talent, helps you uncover artifacts). We don't know yet what the Merchant's top-level talents will be, though, and we need to keep Smuggler in the combo since the Treasure Hunter will need to sell his best wares on the black market.
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Post by Alex Fury on Sept 27, 2017 11:56:36 GMT -5
One pairing I like to do is Military Officer w/ Pistoleer. As both focus on Pistols. Also lets you drop out the original Pistoleer you start with, freeing up a slot for a potentially needed Navigator/Pilot/Gunner/etc to balance out all the skill minimums to 100% (or better) at first chance to hire new crew.
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Post by Sinocelt on Sept 27, 2017 12:01:19 GMT -5
One pairing I like to do is Military Officer w/ Pistoleer. As both focus on Pistols. Also lets you drop out the original Pistoleer you start with, freeing up a slot for a potentially needed Navigator/Pilot/Gunner/etc to balance out all the skill minimums to 100% (or better) at first chance to hire new crew. That's one of the combos I removed, because I thought it was sorta redundant with Free Agent. Actually, I found two combos like that in my file: a balanced version and an imbalanced version. PISTOL CAPTAIN ======
1. Military Officer 2. Pistoleer 3. Combat Medic
Rank 1 | 11 --------------------- Command 2 | 9 Doctor 2 | 11 Evasion 1 | 6 Pistols 6 | 22 Tactics 1 | 3
PISTOL CAPTAIN ======
1. M. Officer 1 | 2 | 2 2. Pistoleer 1 | 22 | 23 3. C. Medic 1 | 9 | 11 -------------------------- Command 1 | 2 | 2 Evasion 1 | 11 | 11 Doctor 1 | 9 | 11 Pistols 4 | 26 | 28 Tactics 1 | 2 | 2
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Post by Alex Fury on Sept 27, 2017 12:04:09 GMT -5
Sinocelt : Cool I like to try and have at least 2 of my ship-combat guys be officers at a minimum. At least right now with most test-builds, as I don't prefer 'hand to hand' combat. This makes them far more useful than just '4 random guys I keep on board just in case.'
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Post by Sinocelt on Sept 27, 2017 12:22:33 GMT -5
Sinocelt : Cool I like to try and have at least 2 of my ship-combat guys be officers at a minimum. At least right now with most test-builds, as I don't prefer 'hand to hand' combat. This makes them far more useful than just '4 random guys I keep on board just in case.' I would only make my officers strong at crew combat if I intended to make crew combat an important part of my strategy -- which is a risky but valid option, seeing as it could help with explorations and some missions, as well as with ship combat (through boarding, of course). Here's my planed rooster for a Prince Merchant, though: CAPTAIN: Merchant Diplomat CommanderOTHER OFFICERS: Pilot (Piloting, Navigation, Tactics) Navigator (Navigation, Tactics) Smuggler (Negotiation, Navigation, Electronics) Navigator (Navigation, Tactics) Pilot (Piloting, Navigation, Tactics) Smuggler (Negotiation, Navigation, Electronics) Doctor (Doctoring, Command) Commander (Command, Intimidation, Tactics) Merchant (Negotiation, Command, Tactics) Quartermaster (Intimidation, Command, Ship Ops) Diplomat (Negotiation, Intimidation) Doctor (Doctoring, Command)
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Post by Cory Trese on Sept 27, 2017 12:26:49 GMT -5
Captain with Combat Medic is a really interesting one that I have not tried.
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Post by Sinocelt on Sept 27, 2017 12:32:33 GMT -5
Captain with Combat Medic is a really interesting one that I have not tried. Do you send your captain into crew combat? (I play on Impossible, so the perspective scares me!)
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Post by fallen on Sept 27, 2017 12:34:11 GMT -5
Lots of players do. Some days I think they are insane, some Captains I am right there with them.
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Post by Sinocelt on Sept 27, 2017 12:38:11 GMT -5
Well, if I did send my captain into crew combat, then the possibility to heal him would be very welcome indeed! If the fight took a turn to the worst, I could then alternate between healing and attempting to escape.
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Post by resistor on Sept 27, 2017 13:50:59 GMT -5
Captain with Combat Medic is a really interesting one that I have not tried. Do you send your captain into crew combat? (I play on Impossible, so the perspective scares me!) I also play on Impossible and I have no problem sending my captain into crew combat. In fact, I've been playing a Knight Errant build for the past couple hours and my captain is doing very well on the front lines so far. For crew combat captain builds I recommend having Attributes and Skills in the template set to C or higher, and having enough Strength/Fortitude for at least 170 HP.
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