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Post by Sinocelt on Sept 26, 2017 8:50:04 GMT -5
> If ship's Medical Rating is equal or higher than landing zone's Economy Rating, provide free care to citizens and gain Rep up to Doctor Skill
But how is that Medical Rating calculated? Does that cover only the ship's medical facilities, or also the pooled medical skills of the crew? Can several small medical facilities (i.e., medical bays) amount to the same as one large medical facility (i.e., hospital)?
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Post by Cory Trese on Sept 26, 2017 10:13:06 GMT -5
Covers the Ship's Medical rating -- since it says Ship, it will be about the Ship. You'll see the word "Skill" for Crew and "Ship" for ship in rules.
In this case, a Medical rating is calculated the same way as any Ship component score -- it is a sum of the ratings on the ship. So in this case, several small medical bays will give you the same bonus as a larger component, if the component totals are the same.
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Post by Sinocelt on Sept 26, 2017 10:32:59 GMT -5
[Sound of dismantling weapons and installing medical bays.]
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Post by Cory Trese on Sept 26, 2017 10:33:19 GMT -5
Careful
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Post by Sinocelt on Sept 26, 2017 13:25:46 GMT -5
Maybe a greater variety of ships could be offered at the start, by the way? Such as ships for spies and ships for explorers. Not completely different ships, but ships with different systems installed. For instance, the Galtak Freighter has great Fuel Range and comes with a big hold and a luxury suite -- three qualities that make it markedly different from all the other ships and the current best choice for a merchant (who'll need the big hold for trading and the luxury suite for all kinds of non-aggressive missions,* including my favorite: the diplomatic tour!).
--- * Though in the next version of the game, all ships will come with a passenger cabin, which will make the Galtak Freighter slightly less exceptional.
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Post by fallen on Sept 26, 2017 13:45:59 GMT -5
Like ST RPG, more ship hulls will be unlockable through play.
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Post by Sinocelt on Sept 26, 2017 14:15:24 GMT -5
Yeah, but that makes it a little harder for someone who wants to start as an explorer or a spy rather than as a merchant or warrior.
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Post by Cory Trese on Sept 26, 2017 17:43:25 GMT -5
Yeah, but that makes it a little harder for someone who wants to start as an explorer or a spy rather than as a merchant or warrior. Nah, they will just pick the default template for the style that appeals to them and we'll make sure that ship is good for that style. Pretty easy to control in that regard.
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Post by Sinocelt on Sept 26, 2017 18:53:55 GMT -5
Yeah, but that makes it a little harder for someone who wants to start as an explorer or a spy rather than as a merchant or warrior. Nah, they will just pick the default template for the style that appeals to them and we'll make sure that ship is good for that style. Pretty easy to control in that regard. Yeah, but currently there's no ship that is especially good for an explorer or a spy. Does any starting ship come with any explorer or spy component already installed?
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Post by fallen on Sept 26, 2017 19:32:32 GMT -5
Nope. We're not planning on changing the starting ship line up at this time.
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Post by Cory Trese on Sept 26, 2017 20:31:04 GMT -5
Yeah and that's definitely intentional. The starting Explorer doesn't need to be worrying about min-maxing the last 20% with a high cost to operate Exploration component. They need a reliable, defensible ship with a big cargo hold. We will offer unlockable ship customization packs and some of those might be aimed at the expert min-max player who would want to start with an Explorer module on their ship. Most players trying to get a game started, and survive, will want the weapons and armor at first and perhaps, as they upgrade and explore, will buy an upgrade. Players who've put enough time into unlock the "Successfully Explore 50 Zones" or whatever Unlock will be able to access (just a made up example) some Explorer-centric starting ship upgrade pack. But the average Explorer (or Merchant, Smuggler, etc) will want a ship that works, doesn't cost too much ... one they can "keep flying" as they say
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Post by Alex Fury on Sept 27, 2017 12:00:07 GMT -5
[Sound of dismantling weapons and installing medical bays.] Yeah, after a good first 300K or so money, I tend to remove the short/med range weapons in favor of other perks. Though I've been known to add in extra long-range. Right now my main test captains are more traders than warriors, so I focus on the 'run away' talents more than the attack ones. But that said, going up on a small xeno, can be damned fun to launch 3-4 sets of level-7 torpedos in a first salvo. ( I usually start small with a Juror ). It's fun when you can turn a small ship into a pretty fun weapons platform. That being said I look forward to a lot more options for ship-modding.
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Post by Sinocelt on Sept 27, 2017 12:29:49 GMT -5
Yeah, after a good first 300K or so money, I never got that much. Right now my main test captains are more traders than warriors, so I focus on the 'run away' talents more than the attack ones. Skip Off the Void . . . Skip Off the Void . . . Skip Off the Void . . . This talent alone is enough to make me want two of my officers to be Navigators. But that said, going up on a small xeno, can be damned fun to launch 3-4 sets of level-7 torpedos in a first salvo. ( I usually start small with a Juror ). It's fun when you can turn a small ship into a pretty fun weapons platform. Recently I disabled a Juror xeno ship in the first round. The scrap and biological waste in the hold and the scrap that the juror itself became weren't enough to compensate for the damage I suffered during the same first round.
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Post by fallen on Sept 27, 2017 12:34:46 GMT -5
Xeno no longer fly little juror ships.
Watch out.
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Post by Sinocelt on Sept 27, 2017 12:39:30 GMT -5
You, sir, are evil.
No, wait. What you really mean is that xeno no longer fly at all, right? The stupid little buggers can henceforth only be found in the wilderness, correct?
(Skip Off the Void . . . Skip Off the Void . . . Skip Off the Void . . .)
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