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Post by resistor on Apr 28, 2020 14:34:28 GMT -5
Crew dog talent Hold Together: As experienced hands keep the ship components in working order, buffs ship with +20% Shield, +20% protection against component damage, +10% protection from morale damage, +10 range change for next 3 turns
The original idea was to have a talent like Engineer's Brace For Impact, but focused on component damage resistance instead of crew damage resistance. Since it is themed on keeping internal components online rather than general ship durability like Brace For Impact, it does not buff armor.
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Post by drspendlove on Apr 29, 2020 9:20:20 GMT -5
Wing Leader Rank 15
Interceptor Pressure
3 Week Cooldown
When piloting a launched Interdictor in ship combat, decrease all opposing crafts' accuracy by 25%, dodge by 10%, boarding by 10% and -5 Boarding for 4 turns.
Analysis: Situational, but offers the largest decrease to craft accuracy of any existing talent, makes them a little more vulnerable to attacks, and uniquely drops the chance of boarding of small craft as well as the secondary boarding roll should they succeed with their first anyway. It requires an interdictor is staffing the ship, but also is already flying and has a cooldown (unlike the flight paths) which makes it a very limited resource. This talent would make interdictors have a strong play to counter the newly buffed enemy bombers due to the shift in the hull meta. One small advantage of this not being a flight pattern is that this could be combined with defensive or offensive flight patterns, avoiding making the interdictors pigeon-holed into their defensive patterns only.
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Post by drspendlove on Apr 29, 2020 9:27:19 GMT -5
Crew Dog Rank 15
Astounding Fixes
6 Week Cooldown
Automatically passes a failed Ship Ops test in any situation, including deep space travel, landing, or hyperwarp jumps, and grants a small XP bonus to the crew and (15 + Ship Ops) Morale (not to exceed 80 max) across the crew.
Analysis: This is a reward for keeping your high level crew dogs around. They get a SECOND ship ops save -- and would be the only job with two saves of the same type. This save has double the cooldown so really it's more of a total of 1.5 saves. This second save would grant 10-30 XP across the crew when triggered, which is a nice perk, but would so impress the crew they'd gain a small amount of morale, up to the non-Rychart spice hall limit. This isn't going to save you from a bad time in the void via morale boosts but might keep a single person that got nailed by a torp and is thinking of quitting impressed enough with the crew that they stick around.
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Post by nerezzar on Apr 29, 2020 10:53:01 GMT -5
Crew Dog Rank 15 Astounding Fixes I suggest the following instead: automatically passes a failed ship ops, repair, electronics or intimidate test. 13 weeks cooldown That's unique and very strong. I don't know whether you even want something like that in the game. If yes, crew dog is the job that should get it.
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Post by nerezzar on Apr 29, 2020 11:00:54 GMT -5
Crew dog 8
Emergency failsafe
6 weeks cooldown
Automatically repairs malfunctioning module (crossing the 60% damage mark) by 40%+repair during failed skill tests and ship combat.
Rank 8 because, in my experience, that's about the time when you start doing semi-serious ship combat and eating too many destroyed modules spells death. The 40%+x means that the module will automatically be repaired to functionality, no matter how much it was damaged.
That talent world also be unique among engineer, mechanic, crew dog and give crew dog some uniqueness regarding repair talents. It's basically a death save but for modules.
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Post by fallen on Apr 29, 2020 12:23:19 GMT -5
Love this talent idea ^^
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Post by Guest Captain on May 3, 2020 8:18:04 GMT -5
"Covered retreat"
Ends crew combat, guaranteeing the survival of any fighters left standing, while improving the survival chances of those already fallen. The user (either automatically dies or rolls a harder death save than they would have if they were knocked down normally)
Should be a level 15 talent for either soldier(expendable grunts) or bodyguard(protecting is their whole job)
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Post by drspendlove on May 13, 2020 12:46:04 GMT -5
"Master Cut" Swordsman Rank 15
Usable from positions 1 and 2 versus positions 1 and 2.
1x init. Sword attack with +20% Piercing and +10% Damage. Successful hit buffs self with +10% Parry, +10% Dodge for 2 turns. Debuffs foe on hit with -20% Piercing, -10% Damage for 2 turns.
Analysis: Only single target swordsman talent with a raw bonus to damage. Minor buff to self lasts less duration than most buffs. Because the value is tied up between the buff and the debuff, spamming this makes a little less sense than a pure debuff or raw damage talent would. Debuff weakens foe, not with their chance of hitting, but with their damage potential. Stacks nicely with a heavy armor strategy. Note this talent relies on landing a blow but does not give an accuracy bonus. This is to prevent it from being a standalone go-to.
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Post by resistor on May 13, 2020 15:35:56 GMT -5
Having a sword attack debuff enemy Piercing seems thematically weird to me.
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Post by ntsheep on May 13, 2020 18:54:08 GMT -5
If the attack hits, there should be a flavor text message that says;
"I am not left handed."
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Post by drspendlove on May 14, 2020 9:25:59 GMT -5
Having a sword attack debuff enemy Piercing seems thematically weird to me. Hmm, this is a good point. Debuffing critical chance maybe?
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Post by drspendlove on Jun 23, 2020 8:49:24 GMT -5
Plasma Wave Exo Scout 15 Crew Combat
In crew combat, Rifle Attack with -50% Damage, +80 Plasma Damage, +30% Armor Piercing, -15% Critical against two targets. Costs 2x weapon init. Usable from 4, 3, and 2. Hits positions 1 and 2.
Analysis:
Damage is heavily weighted toward energy damage type. 26-80 is the roll for that damage minus the flat resilience penalty and +/- any traits/buffs/debuffs. Damage for the physical portion is heavily gimped with limited opportunity for critical but has a good chance of ignoring the flat part of armor resistance. This is all in the theme of bypassing standard defenses. This would add some extra caution to players that have ignored energy resistances, especially in their front-liners, or at least would give a moment's pause to consider that exo-scout as a priority target on the rare occasions when you fight one.
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Post by Brutus Aurelius on Jun 25, 2020 16:05:06 GMT -5
Electronic Warfare Sweep Wing Leader 15 Flight Plan
Launches an Interdictor Craft on a 4 Turn flight plan (Launch, Defend, Defend, Land) to provide support to the mothership. Gives +X% to Defense, +X% to Electronics tests, +X% to dodge Craft. Could buff launched friendly craft in a similar way if that's not too OP, or could be split into two Talents, one focused on buffing the mothership and another focused on protecting fellow Craft.
An idea brought up on the 6/25 Twitch stream.
Brought up as a way to give Interceptors some additional flexibility and defensive capabilities.
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Post by drspendlove on Jun 26, 2020 7:49:18 GMT -5
Electronic Warfare Sweep Wing Leader 15 Flight Plan Launches an Interdictor Craft on a 4 Turn flight plan (Launch, Defend, Defend, Land) to provide support to the mothership. Gives +X% to Defense, +X% to Electronics tests, +X% to dodge Craft. Could buff launched friendly craft in a similar way if that's not too OP, or could be split into two Talents, one focused on buffing the mothership and another focused on protecting fellow Craft. An idea brought up on the 6/25 Twitch stream. Brought up as a way to give Interceptors some additional flexibility and defensive capabilities. Buffs ship with +20% Defense, +20 Radiation Resist, +10% to dodge Craft. Enemy ship is debuffed with -15% Dodge craft. Will shoot at incoming small craft but not projectiles. Analysis: Aegis Pattern gives +10% Defense. Given that this isn't a talent used as your only use per turn, and that this could in theory be stacked 4 times in a turn, this could be a massive boost. You could have 4 of these and get +80% Defense going, although you'd be giving up (most) attacks on that first turn. Radiation resist thematically fits the electronics component and gives an edge versus Jyeeta. Dodge craft is to round out the defenses of the mothership. The offensive side is useless if you're only running interdictors using this talent but is helpful for a mixed bomber/interdictor craft group. Hitting incoming craft is currently a small benefit as no interdictor can one-shot a bomber, but it's something. Note that this wouldn't offer any protection against torps or missiles. With the magnitude of the defensive bonus, that might not matter for the carrier, but it would mean your interdictors would be taking a lot of hits if the foe has increased their weapons chance to hit small craft at all. This is essentially a combination of Aegis Pattern, Screening Swarm, and a unique set of minor bonuses without intercepting torps/missiles that makes it unique. It is benefited by better interdictors by the increased chance to dodge and better hull strength as they'll be quite vulnerable while deployed. Their improved weapons still come into play when they attack other small craft. (The same is true of their skills to increase evasion and accuracy). An alternative formulation that still fits this theme might be +15% Defense, +30 Radiation Resist, +15% Shields, intercepts small craft (only).
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Post by sparda4 on Aug 25, 2020 4:09:14 GMT -5
Smuggler Rank 11 Supplier connections
Gains up to 15 more of Principal trader goods if bought in the black market
Cooldown 11 weeks
It's really annoying me personally i can only gather up like 7 power generators at best so i would love if i could atleast break double digits. And this would give you reason to buy goods from the black market too.
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