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Post by MintDragon on Mar 27, 2019 11:41:37 GMT -5
I still long for a twitch reverse, "HCTIWT" talent.
E-tech lvl 11 talent
guarantees reverse of 1 range, with the potential for 2. Player cannot escape using this talent.
When competing with enemy twitch surge, an escape roll can determine success of player or enemy success
Cooldown 9 weeks.
Good for when player wants to 'get the heck out of there' following an unsuccessful boarding attempt, or when enemy twitch surges to 3, and player really wants to get back to range 5.
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Post by resistor on Mar 27, 2019 14:11:07 GMT -5
I'm skeptical about a reverse TS. The main drawback of long-range combat builds is that it has fewer good options if the enemy closes range, and I think that is balanced since they are in a strong initial position.
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jonek
Honored Guest
Posts: 3
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Post by jonek on Apr 1, 2019 19:37:07 GMT -5
I'm trying to solve the problem that a boarding-based strategy to win a fight can be very "grindy" after the first board or two. If everything's gone well, you've killed their fighters and crippled their ability to fight back with ship weapons, but may have many more rounds of extremely low-risk boarding before you actually win. Maybe the 6th round of boarding is still interesting on very hard difficulties, but on Normal it's pretty dull going through the routine to kill some pilots and gunners.
Pilot Talent: Reposition for Boarding Several turn buff: you may take X extra sabotage actions when boarding (the generic sabotage action that may randomly target engines) Requires *retreating* and/or debuffs range change & defense.
The idea is you can finish the fight in fewer boarding actions if you're willing to accept more risk of getting hit in ship combat.
You could have a similar talent as a boarding action itself. Damage many components / kill many crew, but return to range 3 in ship combat (flavor: set a big bomb and retreat to avoid getting hit yourself).
If the boarding and ship combat sections aren't programmed to enable this kind of interaction, you could just add a range-1 ship combat talent that debuffs the enemy with significant ongoing crew damage while severely lowering your own defenses, but you probably don't want to offer any solution that allows a boarding-style win without any actual crew combat.
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Post by veyer on Apr 2, 2019 16:44:46 GMT -5
I'm trying to solve the problem that a boarding-based strategy to win a fight can be very "grindy" after the first board or two. If everything's gone well, you've killed their fighters and crippled their ability to fight back with ship weapons, but may have many more rounds of extremely low-risk boarding before you actually win. Maybe the 6th round of boarding is still interesting on very hard difficulties, but on Normal it's pretty dull going through the routine to kill some pilots and gunners. "Thrown Wrench" works wonders (especially x4). Going with weapons that allow you to effectively "cook" the enemy crew helps a lot as well. Still, I do see your point as it takes some time to properly deck out your vessel and level the crew.
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Post by resistor on Apr 20, 2019 22:04:34 GMT -5
Merchant: Market Predictions (Rank 1): When completing Mission steps that deposit trade goods in an urban zone, gain up to [5+Wisdom]% profit
Exo-Scout:
Terrain Advantage (Rank 5): When making Initiative Roll in Exploration Combat, Debuff entire enemy team with -2 Initiative, -15% Accuracy, -10% Dodge, -10% Parry
Savage Strike (Rank 8): When fighting in an Exploration Combat, Rifle attack with +15% Damage, +10% Accuracy, +10% Armor Piercing, +[5+Explorer]% Critical
I think it would be good to have Exo-Scout talents that can only be used in crew combat from the Explore operation. It would give the job more of a unique role.
Scavenger: Breach Anticipation (Rank 1): When making Initiative Roll in Salvaging Combat, Buff self with +4 Initiative, +10% Dodge, +15% Damage, +10% Critical
Anti-Personnel Charges (Rank 5, 16 Init): In Crew Combat during a Salvaging operation, Crippling Grenade attack hits front 3 enemies with 26-50 Damage, and Causes -3 Initiative, +16 Bleeding, -15% Armor
I know Scavenger is not a combat job, but I think it would be interesting if knowledge of salvaging from this job would be able to help hybridized combat officers in Salvage combat.
Pirate: I don't have any original talent suggestions for Pirate, but I think they should get a conscription talent (like the QM's 'Welcoming Conscription'). Historically, pirates often forced crew members from merchant ships to join their crew.
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Post by Brutus Aurelius on Apr 21, 2019 22:52:15 GMT -5
Anti-Personnel Charges (Rank 5, 16 Init): In Crew Combat during a Salvaging operation, Crippling Grenade attack hits front 3 enemies with 26-50 Damage, and Causes -3 Initiative, +16 Bleeding, -15% Armor
I know Scavenger is not a combat job, but I think it would be interesting if knowledge of salvaging from this job would be able to help hybridized combat officers in Salvage combat.
I like that as a Boarding Talent that deals ongoing damage to Components and Crew
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Post by resistor on Apr 21, 2019 23:42:38 GMT -5
Anti-Personnel Charges (Rank 5, 16 Init): In Crew Combat during a Salvaging operation, Crippling Grenade attack hits front 3 enemies with 26-50 Damage, and Causes -3 Initiative, +16 Bleeding, -15% Armor
I know Scavenger is not a combat job, but I think it would be interesting if knowledge of salvaging from this job would be able to help hybridized combat officers in Salvage combat.
I like that as a Boarding Talent that deals ongoing damage to Components and Crew That is already a Wing Commando talent (Trapped Compartments). I was thinking more along the lines of defensively mining an area with explosives that are engineered to damage soft targets like flesh rather while causing minimal damage to a salvagable orbital in anticipation of an enemy advancing towards your team. Maybe it should also be usable when an enemy is boarding your ship in ship combat? Even if it works mechanically like a grenade, the grenade animation might not make sense for it if conceptualized as activating mines. Maybe the buffing animation would better represent activating the remote trigger?
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Post by drspendlove on Apr 22, 2019 9:05:31 GMT -5
Doctor talent Name: Flight Inoculation Cooldown: 3 Weeks Setting: Ship Combat Effect: All small craft pilots recover up to <Doctor> morale and gain 50% Resistance to Crew and Morale Damage for 3 turns.
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Post by drspendlove on Apr 22, 2019 14:50:46 GMT -5
Gouge Outrage Talent Cooldown: 6 Weeks When purchasing fuel at C- or worse prices, gain a (40 + Intimidate)% discount on the fuel purchase.
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Post by tarquelne on Apr 25, 2019 7:18:11 GMT -5
Because I like Spying and want IN on this new small craft stuff. Wing leader talent Sensor Sweep (level 8) SPY Replace risk card with random reward card. Costs Launch fuel.
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Post by tarquelne on Apr 27, 2019 6:05:49 GMT -5
Me again. More talents, different pet cause.
Wing Leader: Sacrificial Screen, level 11 3 turn flight path. On third turn your ship has an 75% chance to escape combat, regardless of range. The fighter is lost.
Skirmish Screen, level 8 4 turn flight path. +25 escape for ship, -15% enemy accuracy for duration
Wing Commando: Forlorn Hope, level 5
3 turn path. On third turn, if there’s a successful boarding, in addition to other resulting debuffs add -30 range change to enemy ship, 3 turn duration. Fighter and boarding party lost.
Doctor or Engineer: Choice of Wrath of Khan Quote, level 15
Escape from combat, regardless of range. Kills Engineer, causes X crew damage, Y component damage, Z engine damage.
Also:
Wing Commando (though there’s an argument for the other craft): Close Air Support, level 8, 9 week cooldown
Wilderness only. In the next Exploration-triggered combat, the enemy starts with the “Strafed” debuff. (I’m thinking 1 turn duration: -2 Int and a little damage, or maybe a chance of 25% Stun.)
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Post by drspendlove on Apr 27, 2019 13:42:46 GMT -5
Wing Leader: Sacrificial Screen, level 11 3 turn flight path. On third turn your ship has an 75% chance to escape combat, regardless of range. The fighter is lost. I really like this one but think it should still have to do an escape roll. I think it should have a massive bonus of like +45 to Escape for the attempt.
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Post by drspendlove on Apr 27, 2019 13:51:48 GMT -5
Severance Package Quartermaster level 15 Talent Cooldown: 26 Weeks Event: On Dismiss
When dismissing a crew member that has served with you for at least 3 years, give them 900 credits. You gain 3-6 Reputation with their home faction and the rest of your crew gains 10 experience per level of the departing crew member.
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Post by drspendlove on Apr 27, 2019 14:08:40 GMT -5
Mourn the Fallen Level 15 Commander Talent 26 Week Cooldown
At the end of a ship combat victory where at least one crew member died, restore 10 + Command Morale to all crew member, gain 100-150 XP, and have a small chance of learning a positive trait on a surviving crew member.
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Post by drspendlove on Apr 27, 2019 17:11:03 GMT -5
Void Tunnel Level 11 HW Navigator Talent 3 Week Cooldown Ship Combat
+40 Void Resist, +35 Void Damage, +10% Defense for 3 turns
The idea being that they found some kind of "subspace"-like tunnel to fly into and from which they have an advantage.
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