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Post by drspendlove on Dec 20, 2019 9:33:35 GMT -5
Crew Dog 15 Spice Celebrant Spice Hall Talent
When passing the Spice plate in the Hall, patrons share insights gained across the void. Gain 10-25 XP spread across the crew. 6 Week Cooldown
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Post by drspendlove on Dec 22, 2019 12:11:47 GMT -5
ExoScout 15 Crew combat On init
Plasma rounds
Gain +40 plasma damage and +5% armor piercing for 3 turns. Requires rifle.
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Post by spacez52 on Dec 22, 2019 13:23:51 GMT -5
ExoScout 15 Crew combat On init Plasma rounds Gain +40 plasma damage and +5% armor piercing for 3 turns. Requires rifle. +40 seems a bit much. I love the idea though. Thinking while typing... I guess you have to give up another On Init... maybe it’s not that OP...
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Post by drspendlove on Dec 22, 2019 14:10:57 GMT -5
ExoScout 15 Crew combat On init Plasma rounds Gain +40 plasma damage and +5% armor piercing for 3 turns. Requires rifle. +40 seems a bit much. I love the idea though. Thinking while typing... I guess you have to give up another On Init... maybe it’s not that OP... Also due to how special damage works, you roll from 1 to 40 and anything below 1/3 of that is rounded to 1/3 of the maximum. So in reality this hits for +22 damage on average, once you do the math.
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Post by drspendlove on Dec 22, 2019 14:11:38 GMT -5
...and then you get some soak from enemy resilience, which knocks a few points of this damage off.
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Post by spacez52 on Jan 7, 2020 23:38:54 GMT -5
Pistol users really need a way to heal THEMSELVES without resorting to Combat Medic or Doctor cross training.
[Insert cool talent name here] Pistoleer 8 Crew Combat In crew combat, Buff yourself with +15% Ranged Damage, +10% Armor, Heals (10 + 0 Pistols) HP and Morale (requires pistol)
Or something along those lines. It doesn't remove Debuffs (which Dueler's Stance does) but it does give them something they are missing.
For reference here is Strength of Steel for Swordsman In crew combat, Buff yourself with +40% Parry, +50% To Resist Debuffs for 3 Turns, Heals (10 + 0 Blades) HP and Morale (requires blade)
Unfailing Stand for Xeno Hunter In crew combat, Removes all Debuffs; Buff yourself with +25% Deflection, +20% Armor, +50% To Resist Debuffs for 3 Turns, Heals (10 + 0 Intimidate) HP and Morale
Resolute Hound for Bounty Hunter In crew combat, Removes all Debuffs; Buff yourself with +20% Armor for 3 Turns, Heals (5 + 0 Intimidate) HP and Morale
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Post by drspendlove on Jan 25, 2020 12:48:13 GMT -5
Immediate Torpedo Volley Gunner Rank 15 Pre-Battle Talent
(Requires at least one Torpedo)
Immediately fire on the opposing ship, slightly crippling it. (Enemy hull takes 2-5% damage, 1-3 components take 20-50% damage, crew takes 3 hits for up to <Gunnery> HP damage) Lose 0-2 reputation for your audacity.
*Number components impacted should be fewer for smaller ships 12 Week Cooldown
Analysis: This would be an alternative to Flash Charge (and SoTV). None of the effects could trigger a victory condition but this is effectively a free turn dealing light to moderate damage to an enemy vessel, but requires you have at least one torp component equipped. It comes with a small rep cost rather than a fuel cost and component damage. This is a range 5 fighter's dream. You *might* need special code to ensure the captain always survives with 1 HP in the event that all 3 hits land on the captain and the gunner has some obscene bonus to Gunnery.
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Post by fallen on Jan 25, 2020 14:06:22 GMT -5
drspendlove - this would just start combat with the enemy with a debuff? We've been sitting on the ledge looking at pre-buff and pre-debuff Talents for a long time. But adding them would create a huge shift in power and Talent use.
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Post by drspendlove on Jan 28, 2020 11:02:03 GMT -5
drspendlove - this would just start combat with the enemy with a debuff? We've been sitting on the ledge looking at pre-buff and pre-debuff Talents for a long time. But adding them would create a huge shift in power and Talent use. You'd need to allow enemies to use them from time to time. Even if it's just gated on difficulty, like Hard+ or Brutal+. Of course, that'd be a huge nerf to Skip off the Void. I don't think it's OK to add more pre-combat advantages unless you design how the enemy should use them as well.
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Post by drspendlove on Jan 28, 2020 11:05:14 GMT -5
Flee the Scene Smuggler Rank 15 Ship Combat
+35 Escape, -10 Range Change, +10% Defense, +15 Self-morale damage/turn for 3 turns.
Usable from positions 4 and 5. 3 Week Cooldown
Analysis: Gives as much escape chance as Sharp Steering but only for escaping, limiting its utility. However, uniquely this adds a defense bonus to you while escaping, similar to Fast Getaway but instead of mitigation is avoidance. The cowardly action demoralizes your crew though.
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Post by drspendlove on Jan 28, 2020 11:19:10 GMT -5
Redundant Systems Mechanic Rank 11 Ship Combat
(Requires at least one "Defense" category component.)
Repairs all "Defense" components (15 + Repair Skill)% and grants +15% Armor for 3 turns
Usable from all positions 9 Week Cooldown
Analysis: Gives the mechanic a much needed second rank 11 talent. This would be the only repair talent that doesn't purge cripples. However, it impacts ALL components that fall under the "defense" filter in the ship loadout UIs and by 5% more than Rushed Patches. Additionally, it grants a decent defensive buff to help lower further damage. Note the slightly longer cooldown than Rushed Patches.
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Post by fallen on Jan 29, 2020 10:51:55 GMT -5
drspendlove - that's a really interesting one. There are a lot of weapon-target Talents out there, but it wasn't until recently that components were really clearly re-organized into offensive, defensive without any odd cross overs. That opens up some cool ideas!
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Post by drspendlove on Feb 6, 2020 10:14:49 GMT -5
Blade dancer talents, eh?
Art for the Spice Hall
Impressing the spice crowds with fancy blade performances grants you a contact that deals in weapons with a (Blades + Command)% chance. 18 week cooldown
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Post by drspendlove on Feb 6, 2020 10:18:45 GMT -5
Blade Dancer
Implied Violence
The mere presence of a blade dancer can loosen tongues. Gain up to Negotiate intel records from a defeated crew at the cost of reputation. (12 week cooldown.)
Note: Could be neat if this guy gained fewer records but cost less rep while having the slightly longer cooldown.
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Post by drspendlove on Feb 6, 2020 10:24:25 GMT -5
Rouse to Battle
Ship Combat Talent (Blade Dancer)
Buffs Ship with +25 Boarding, +10 Range Change for next 3 Turns, Purges Ship of any Crippling Crew Effects, Restores Command Skill worth of Morale to 10 Crew
Usable from positions 1, 2, and 3.
6 Week Cooldown
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