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Post by discostallion on Jun 26, 2019 3:11:32 GMT -5
I see a bit of a Catch-22 for the late game CC focused Captain, specifically: the Captain with the most need of basic fighting conscripts, is also the most likely to have mercilessly butchered all of the enemy’s basic fighting crew I have come up with three different types of talents that I think could help with this: Option 1- A CC attack talent. For example “Tranquilizer Dart, BH lv5. Rifle attack. +20 dmg. If this attack reduces the target to 0 health, instead of being killed outright they are instead incapacitated and able to be conscripted at the end of the battle.” This could be either a fun little mini game to pull off in combat, or a total PITA. Flavor wise I can see similar talents for CM, Spy, and Ass. Option 2- A boarding talent such as “From the Brink, CM lv8, compassionate first aid and a sharp eye for talent saves the life and conscripts one of the enemy combat team. Grateful to be alive they join without any negative traits.” This gives you a bit more bang since you’re sacrificing quite a lot foregoing a damaging or debuffing boarding talent. Flavor wise this could be re-branded as a MO or CMD talent. Option 3- An end of encounter talent. “ Chivalrous Care, Doc 11. In the aftermath of honorable combat, you move among the enemy wounded, saving the lives of 3 of their crew. Crew saved are available for conscription” This is another one that could have negate the trait and/or morale penalty associated with conscription. Could also be helpful for wing specialist conscription since I’m guessing they’ll have a tough time surviving battle as well. Perhaps a wing leader version “Fellow Flyer” that rescues downed enemy pilots for conscription. Hopefully these, or something similar could help alleviate the downward spiral that can occur with inevitable loss of high level CC crew later in the game.
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Post by nerezzar on Jun 26, 2019 13:50:35 GMT -5
Option 3- An end of encounter talent. “ Chivalrous Care, Doc 11. In the aftermath of honorable combat, you move among the enemy wounded, saving the lives of 3 of their crew. Crew saved are available for conscription” This is another one that could have negate the trait and/or morale penalty associated with conscription. Could also be helpful for wing specialist conscription since I’m guessing they’ll have a tough time surviving battle as well. Perhaps a wing leader version “Fellow Flyer” that rescues downed enemy pilots for conscription. Hopefully these, or something similar could help alleviate the downward spiral that can occur with inevitable loss of high level CC crew later in the game. I want those "save the enemy"-talents just to do it. It always annoys me that I have to butcher half the enemy crew when all I want is that juicy loot enforcing the law. Could maybe add a (very slight) rep bonus to it. Only very slight because you came in like a wrecking ball to begin with.
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Post by tarquelne on Jun 27, 2019 1:09:11 GMT -5
I was pretty sure I’d find something like these already here, and found somrth8ng on page 4. Suggesting anyway.
Gunner 8 Scan Override 2 turn duration Ranges 1-3 In ship combat, -30% attack, +X% chance to hit something vital. (Just a big “Critical” chance?)
Pilot 11 Combat Pilot Ranges 1-3 In ship combat, Pilot-pool based chance to inflict “Outmaneuvered” on enemy. Failure may inflict Outmaneuvered on ship.
Outmaneuvered: -20 def, attack, and armor Lasts 3 turns
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Post by lordscrod on Jun 28, 2019 2:21:57 GMT -5
Duct Tape: Repairs your highest value / most damaged component by X% + Repair. For those moments when the Bridge or Engine is really badly damaged, only Duct Tape can save the day. Good for Scavengers or Mechanics. --Scrod
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Post by fallen on Jun 28, 2019 10:52:52 GMT -5
Duct Tape: Repairs your highest value / most damaged component by X% + Repair. For those moments when the Bridge or Engine is really badly damaged, only Duct Tape can save the day. Good for Scavengers or Mechanics. --Scrod lordscrod - this is cool to have a more targeted repair Talent. We've got one of the Engine, so having one that helps with the most valuable component could be helpful. Figuring out exactly what "highest value / most damaged" is an interesting one. Perhaps Damage % x Value. ps. deleted that other thread
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Post by drspendlove on Jun 30, 2019 12:34:16 GMT -5
Reconnaissance Exo-Scout Talent Rank 15 Exploration Card 16 Week Cooldown
When exploring, replace a risk card with a Strategic Map card, which grants an XP bonus and, if pursuing a mission, increases the odds of drawing a mission complete card by 12%.
Analysis: Similar to the Engineer card to gain an insight but has the powerful extra bonus of advancing the percent success chance by 12%, so the next hand will be 14% more likely to draw a mission success card. It should also be flexible so the player can choose to use it outside of missions too, but without the full benefit of the card. The cooldown might be slightly too long. I'm unsure on that point. To be clear, it jumps the percent success forward for *all* future hands on this mission, not just the very next one.
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Post by unback on Jul 1, 2019 10:21:14 GMT -5
Throw body into Engine probably Smuggler because reasons .Rank 15. Boarding. 9 Weeks cd as other boarding talents. Throw wounded enemy into Void Engine Vent. 2xIntimidate Morale Dmg for 2-4 enemy crew + up to stealth dmg to engine. (twice the morale effect if enemy is bounty hunter)
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Post by nerezzar on Jul 1, 2019 11:03:27 GMT -5
That sounds exactly like what a Zealot would do.
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Post by cerseisadvocate on Jul 11, 2019 6:04:43 GMT -5
"Coordination" Mil Officer Level 15 "If this character is participating in Crew Combat their team can fire up to two on init talents per turn" - Only one talent of this kind can be active at the same time (so no more then 2 on init talents.
Why I think this would be good: I think the use of on init talents is very restricted by the fact that you can only fire one per turn. Especially the negative on inits from snipers and assassins feel like they are "not worth the slot" especially as I cant controll which on ini talent fires. In the end I tend to have two or 3 ini+ on init talents in my team and ignore everything else. That is the most effective you can get out of the talent class imho but it is boring.
The mil off would be a good fit for a high level talent that my boost your combat performanve quite a bit IF you have a team build around of it.
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Post by resistor on Jul 14, 2019 21:57:01 GMT -5
Rank 5 Commander Talent: Escape Plan -- In ship combat, purge ship crippling effects and grants +20 Escape for 2 turns, only usable at range 5
This would be a good talent when you have the Void Contortions or Secondary Explosions crippling effects and you're trying to retreat, and otherwise have to choose between purging those debuffs and throwing on another escape talent.
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Post by grävling on Jul 14, 2019 23:18:31 GMT -5
I see a bit of a Catch-22 for the late game CC focused Captain, specifically: the Captain with the most need of basic fighting conscripts, is also the most likely to have mercilessly butchered all of the enemy’s basic fighting crew I think that enemy BH and MOs should have a random chance of having a prison cell or suite on their craft, and those cells should have a small chance to not be empty when you capture a ship. Maybe you will find somebody nice for your crew in there. Or maybe you get Hannibal Lecter.
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Post by fallen on Jul 15, 2019 7:59:23 GMT -5
I see a bit of a Catch-22 for the late game CC focused Captain, specifically: the Captain with the most need of basic fighting conscripts, is also the most likely to have mercilessly butchered all of the enemy’s basic fighting crew I think that enemy BH and MOs should have a random chance of having a prison cell or suite on their craft, and those cells should have a small chance to not be empty when you capture a ship. Maybe you will find somebody nice for your crew in there. Or maybe you get Hannibal Lecter. The BH and MO ship builder AI indeed has a preference for installing prison cells.
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Post by contributor on Jul 15, 2019 15:16:02 GMT -5
Level 15 talent for Explorer, Scavenger or possibly Engineer. Astute Student or Thorough Historian. Increases the level of a discovered relic because their knowledge unlocks it's full potential. Long cooldown.
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Post by resistor on Aug 8, 2019 23:47:00 GMT -5
Signal Combing Wing Leader (or maybe Wing Bomber?) While Spying, replace a risk card with an Intel card as the craft pilot assists in covering the area for locating signals (possibly with a Military-based chance of attracting a less-than-friendly faction patrol ship).
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Post by fallen on Aug 9, 2019 10:04:35 GMT -5
Signal Combing Wing Leader (or maybe Wing Bomber?) While Spying, replace a risk card with an Intel card as the craft pilot assists in covering the area for locating signals (possibly with a Military-based chance of attracting a less-than-friendly faction patrol ship). Cool suggestion and a way for craft to get in on another mini game!
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