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Post by Sinocelt on Oct 8, 2017 14:48:24 GMT -5
Yes, I got that, and as I said, nobody is going to care or even notice, except if two conditions are fulfilled: 1. Of two traits with the same metascore, one is clearly superior (as erudite is clearly superior to shrewd). 2. It is the lesser of those two traits that is available to Captains.
I keep using erudite/shrewd as my example because, as far as I can see, it's the only pair fulfilling the two conditions above. Whereas erudite (+3 Wisdom, +1 Resilience) is also clearly better than concentration (+2 Wisdom, +1 Resilience), nobody is going to care, because neither trait is available to Captains. I think the problem is the perception that crew members might be better, when it comes to traits, than their Captain. It might be true anyway, but the erudite/shrewd pair makes it too ... certain.
Let's talk about something else. I see that Spy is winning as the profession with the best trait. Personally, since there's a level cap, I wouldn't want a trait that ends losing its usefulness at some point, even if it helps getting to that point.
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Post by fallen on Oct 8, 2017 15:10:11 GMT -5
Added a +1 Quickness to Shrewd to balance it out.
I started a thread somewhere about suggestions for changing Captain Traits. Can't seem to find it now.
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Post by Sinocelt on Oct 9, 2017 5:27:19 GMT -5
I started a thread somewhere about suggestions for changing Captain Traits. Can't seem to find it now. I tried some search combos, to no avail. The closest I found is this thread: startradersrpg.proboards.com/thread/15049/more-trait-suggestionsIf you want, you could copy-paste the list of traits in this thread's opening post to start a new thread about suggestions for changing Captain Traits.
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Post by Sinocelt on Oct 9, 2017 6:30:19 GMT -5
I started a thread somewhere about suggestions for changing Captain Traits. Can't seem to find it now. Actually, you may think of your fist post in this very thread: The Traits list has been completely overhauled since Captain Professions were assigned their starting Traits. We'd love to hear suggestions from players as to what Traits they'd like to see for their starting Captains. I've now quoted this post of yours at the top of the opening post. I've also changed the title of this thread. You might want to move this tread from "Tips and Techniques (STF)" to "Suggestions and RFEs (STF)" (I don't seem to be able to do that).
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Post by Sinocelt on Oct 9, 2017 7:43:32 GMT -5
From a game design point of view, I like it when a trait is obviously tied to a profession, so I think that adventurous and terrifying are especially good traits.
Adventurous: [Resilience]% of recovering 3 to 5 Morale whenever exploring
This trait is obviously an Explorer trait.
Terrifying: +25% Credits on Blockade
This trait is obviously a Pirate trait (or, conversely, makes it obvious that blockading is something Pirates are wont to do).
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Post by fallen on Oct 9, 2017 11:41:57 GMT -5
Terrifying: +25% Credits on Blockade This trait is obviously a Pirate trait (or, conversely, makes it obvious that blockading is something Pirates are wont to do). Hmmm. Pirate Captains are already Terrifying. Am I missing something?
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Post by Sinocelt on Oct 9, 2017 12:45:22 GMT -5
Terrifying: +25% Credits on Blockade This trait is obviously a Pirate trait (or, conversely, makes it obvious that blockading is something Pirates are wont to do). Hmmm. Pirate Captains are already Terrifying. Am I missing something? Yes. That I was giving a thumb up. I'll edit my post to make my position more obvious since, I agree, my being positive is a little out of character.
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Post by fallen on Oct 9, 2017 12:54:46 GMT -5
Lol, well at least I'm in my normal territory, confused
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Post by fallen on Oct 9, 2017 22:30:59 GMT -5
Ps. suggestions still welcome, all players welcome, new Trait ideas for Captains welcome!
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Post by Sinocelt on Oct 10, 2017 6:33:40 GMT -5
Wouldn't device freak work better for the spy? - Current devices are combat-oriented, and the spy, unlike the explorer, does have a combat skill.
- Since James Bond at least, spies are associated with gadgets.
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Post by Sinocelt on Oct 10, 2017 6:37:34 GMT -5
Currently, players seem rather indifferent as to their captain's Faction, but it would change if a captain got only one trait through his/her starting profession and the other through his/her starting Faction. It would also add some variety (right now, trait combinations vary between crew members with the same profession, but not between captains with the same profession). A captain's starting Faction could even confer both a positive and a negative trait (e.g., for Alta Mesa captains, spatial talent as a positive trait and gravity sickness as a negative trait).
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Post by resistor on Oct 10, 2017 22:59:41 GMT -5
Wouldn't device freak work better for the spy? - Current devices are combat-oriented, and the spy, unlike the explorer, does have a combat skill.
- Since James Bond at least, spies are associated with gadgets.
I agree that Device Freak is not really useful for most Explorer builds. I think it should be replaced with Scavenger (+10% exploration rewards). However, I believe Device Freak is probably a better trait for Zealot than Spy, because I think players who choose Zealot are more likely to go for a crew combat build than Spies. There are three reasons I think Zealots are chosen much more often crew combat builds: - As far as I understand it, there are two different ways to build a Zealot character: fighter builds, or a "Scary Leader Guy" (SLG) who just has Talents for ship combat, keeping the crew in line, and Patrol/Blockades. If the player wants to have a SLG as the captain, they could just choose MO as starting job and make a MO/Zealot/Commander (or MO/Zealot/Quartermaster). I think most players who want to be a SLG would choose MO over Zealot because the MO's extra Attribute traits are already more useful for Patrol/Blockade, Talents like Power Play, etc.
- Zealots already have 1 trait for crew combat.
- I don't remember no. 3.
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Post by fallen on Oct 10, 2017 23:12:38 GMT -5
Seems early to draw a conclusion. One player said "always Steel Song" and one player said "I cycle but avoid these". Very small data set. Our metrics indicate people are pretty Faction loyal.
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Post by fallen on Oct 10, 2017 23:13:28 GMT -5
Wouldn't device freak work better for the spy? - Current devices are combat-oriented, and the spy, unlike the explorer, does have a combat skill.
- Since James Bond at least, spies are associated with gadgets.
I agree that Device Freak is not really useful for most Explorer builds. I think it should be replaced with Scavenger (+10% exploration rewards). However, I believe Device Freak is probably a better trait for Zealot than Spy, because I think players who choose Zealot are more likely to go for a crew combat build than Spies. There are three reasons I think Zealots are chosen much more often crew combat builds: - As far as I understand it, there are two different ways to build a Zealot character: fighter builds, or a "Scary Leader Guy" (SLG) who just has Talents for ship combat, keeping the crew in line, and Patrol/Blockades. If the player wants to have a SLG as the captain, they could just choose MO as starting job and make a MO/Zealot/Commander (or MO/Zealot/Quartermaster). I think most players who want to be a SLG would choose MO over Zealot because the MO's extra Attribute traits are already more useful for Patrol/Blockade, Talents like Power Play, etc.
- Zealots already have 1 trait for crew combat.
- I don't remember no. 3.
From a theme and style of the Trait, it does seem like Spy would be most appropriate. Zealot feels like they are rely on their own stubborn determination and fury, not gear.
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Post by resistor on Oct 10, 2017 23:45:10 GMT -5
I agree that Device Freak is not really useful for most Explorer builds. I think it should be replaced with Scavenger (+10% exploration rewards). However, I believe Device Freak is probably a better trait for Zealot than Spy, because I think players who choose Zealot are more likely to go for a crew combat build than Spies. There are three reasons I think Zealots are chosen much more often crew combat builds: - As far as I understand it, there are two different ways to build a Zealot character: fighter builds, or a "Scary Leader Guy" (SLG) who just has Talents for ship combat, keeping the crew in line, and Patrol/Blockades. If the player wants to have a SLG as the captain, they could just choose MO as starting job and make a MO/Zealot/Commander (or MO/Zealot/Quartermaster). I think most players who want to be a SLG would choose MO over Zealot because the MO's extra Attribute traits are already more useful for Patrol/Blockade, Talents like Power Play, etc.
- Zealots already have 1 trait for crew combat.
- I don't remember no. 3.
From a theme and style of the Trait, it does seem like Spy would be most appropriate. Zealot feels like they are rely on their own stubborn determination and fury, not gear. Hmmm... good point. Since we're on the subject of Zealots, what do you think about replacing their Concentration (+2 Wisdom +1 Resilience) trait with Driven (+2 Resilience, never falls below 50 MP)?
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