athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 8, 2018 16:28:26 GMT -5
Hey, lookie here. While prowling through my Bookmarks, I think I may have found my very first ProBoards post ever! Cory said at the time that it could be considered for ST2, so I'm bringing up the idea again. Merchant Talent (Level 5 or 8) — Deep Space RefuelAllows you to refuel your ship with the help of a fellow merchant, if you're willing to pay. Helpful for longhaul flights and flying through hostile quadrants.Activatable Talent that shows up on the Ship Encounter screen when you encounter a neutral/friendly merchant (and possibly other Jobs too). When selected, allows you to buy up to (2x Negotiate or Charisma) fuel at 50 Credits each. Takes half a day. --- I notice the BH does not have a Talent that fires on initiation roll, so here's one. Bounty Hunter Talent (Level 8 or 11) — HeadhunterTaking the time to get a clean headshot.On Init. -10 Initiative, +15% Ranged Accuracy, +25% Critical for 3 Turns. Must be equipped with a sniper-type rifle for Talent to fire. Happy to hear what new Talents other people would like to see in the game!
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Post by fallen on Mar 8, 2018 16:31:24 GMT -5
Awesome concepts! Both sound like good adds. We are looking at multiple variations of the refuel Talent, making sure it gets fit into the best place.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 8, 2018 16:44:14 GMT -5
Inspired by drspendlove 's suggestion... Rogue Talent — Desperate Measures or Quick Fix Scramble to fix a problem using improvised, ill-advised methods, possibly getting hurt in the process.Is it possible to have this as an "On Init" Talent for Ship Combat? Removes one random Ship Debuff. (50 - Quickness/Wisdom)% chance of -10 HP. If didn't get hurt, then get a small Morale gain.
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Post by fallen on Mar 8, 2018 16:55:46 GMT -5
No, there aren't any "On Init" talents for ship combat. It's a mechanic we tried but discarded.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 22, 2018 14:45:56 GMT -5
1. Talents for getting discounts on Combat Armor, Weaponry, and Specialist/Military Gear e.g. BH talent for weaponry, QM talent for armor, MO talent for military gear, E-Tech talent for specialist gear
2a. Changing the Engineer talent Assisted Installation from giving price discount to shortening required installation time instead. -OR- 2b. Changing Engineer Assisted Installation & Mechanic Helpful Hands to give both smaller price discount and small time saver.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 26, 2018 16:10:59 GMT -5
Since it hasn't been implemented yet, I'm going to modify grävling's previous suggestion here: startradersrpg.proboards.com/post/182673/threadMerchant Talent: Creative Rebranding Allows one sale transaction of goods affected by a Trade Ban without Rep penalty by marketing them as Indie-made goods.Auto-triggers for any sale that would be affected by a Trade Ban at the Exchange. Sale price will be a bit lower since it will be Indie pricing. 9 week cooldown. (since Merchants are a pretty "legal" profession, not sure if this Talent fits with the character) Smuggler Talent: Spurious Origins Allows one sale transaction of goods affected by a Trade Ban without Rep penalty by masquerading them as goods from another friendly Faction.Auto-triggers for any sale that would be affected by a Trade Ban at the Exchange. Sale price will include the bonus for cross-Faction sales. 9 week cooldown. (this would help Smuggler captains in zones where they don't have Black Market Contacts)
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Post by fallen on Mar 26, 2018 17:46:46 GMT -5
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Post by Cory Trese on Mar 26, 2018 19:24:59 GMT -5
Stuff like "Creative Rebranding" is coming, just not for Merchant.
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Post by LordofSyn on Apr 6, 2018 7:30:03 GMT -5
1. Talents for getting discounts on Combat Armor, Weaponry, and Specialist/Military Gear e.g. BH talent for weaponry, QM talent for armor, MO talent for military gear, E-Tech talent for specialist gear 2a. Changing the Engineer talent Assisted Installation from giving price discount to shortening required installation time instead. -OR- 2b. Changing Engineer Assisted Installation & Mechanic Helpful Hands to give both smaller price discount and small time saver. Yes. I agree with a time saver. We have at least three Talents that help discount the repair costs, but none that (to my limited knowledge) shorten the length of any ship repair or medical attention to crew.
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Post by Cory Trese on Apr 8, 2018 11:50:55 GMT -5
Great ideas, thanks all!
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Apr 11, 2018 21:01:07 GMT -5
Doctor Talent — Makeshift Clinic Scrounge the wilderness for usable medicinal herbs (30 + Wisdom)% chance to fire on Landing in Wilderness. Heals 10+Doctor to (3 or medical rating) crew.
Could also be adapted as an Explore Talent or card result.
I would actually love to see a version of this as a general Landing-triggered talent (like the Engineer's Port Maintenance), but it doesn't make much sense... If the doctor can heal them in the starport, he probably could have done it on the ship.
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Post by drspendlove on Apr 12, 2018 8:17:35 GMT -5
Talent: Cheer Type: Crew Combat Job: ? Level: ? (Maybe 5?) Usable from all positions Affects all allies except for self Restores <Charisma - 4> Morale Grants a 3 turn buff of +10% all accuracy Costs 7 initiative
Analysis: Low initiative cost for a group buff. Restores a potentially large amount of morale but doesn't increase with job level due to being tied to attributes. Buff is pretty minor but lasts a long time. Doesn't impact the user which offsets the low initiative cost. Helpful against foes that rely on lowering morale, but those aren't terribly common. Compliment to doctor/combat medic that chooses not to invest in talents that restore morale.
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Post by drspendlove on Apr 12, 2018 8:35:07 GMT -5
Talent: Forward Thrusters Type: Ship Combat Job: Pilot? Level: 11? Usable from distance 5 only Grants buff to self: +20 Range change, -50 Escape, +15% Defense, +20% Shielding, Lasts 4 turns 3 Week Cooldown
Analysis: Grants a significant net penalty to escaping, forcing you to double down on your combat strategy for a long time after it is used. Because it can only be used at range 5, it is likely most valuable at or near the start of battle. The range change bonus keeps your foe from simply escaping quite as easily while also permitting you to close the distance with greater success. The defense bonus tries to be somewhat competitive with other buffs such as Evasive Maneuvers. However, this talent isn't purely another "dodge all the attacks" talent. The shielding bonus is where it shines, granting a massive boost for a long time. This is to help you close to short distance without taking too much crew damage along the way.
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Post by fallen on Apr 12, 2018 9:35:29 GMT -5
Great suggestions thanks!
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Post by drspendlove on Apr 14, 2018 14:17:03 GMT -5
Talent: Steadying Grip Crew Combat Class/Level: ?? Usable from all 4 positions Costs 2 Initiative Restores between 2 and 4 morale on self Has a Fortitude % chance of removing a single debuff (randomly selected) from self
Analysis: The major draw is with careful use of initiative. It can put a character's turn a little bit later than a foe which can on occasion be desirable. Additionally, if, say a pistoleer had 3 initiative left, he or she could use this to perhaps remove a single debuff and then fire an attack with the remaining 1 initiative. Ideally, this would be the only such ultra-low initiative move to make it unique. Used in bulk, such as 5 in a row, it really isn't competitive with other 10 initiative-ish buffs. Also, this talent would add a small amount of utility to Fortitude that goes beyond just granting HP, which adds a neat tiny bit of additional nuance to the game.
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