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Post by drspendlove on Jul 19, 2018 16:22:20 GMT -5
Surging Advance Type: Crew Combat Usable from Positions 3 and 4. Initiative Cost: 6
Effect: Move forward two spaces and recover (Evasion * 2) Morale.
Sprinting Retreat Type: Crew Combat Usable from Positions 1 and 2. Initiative Cost: 6
Effect: Move backward two spaces and gain +10% Dodge for 3 Rounds.
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Post by drspendlove on Jul 22, 2018 14:18:49 GMT -5
Calling Shots Type: Crew Combat Usable from all Positions Initiative Cost: 8 Usable on any enemy position
Effect: One target suffers -25% Parry, -25% Dodge, +5% Critical Vulnerability for 3 turns.
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Post by sparda4 on Aug 8, 2018 9:12:18 GMT -5
Overclocked warp Reduces hyperwarp jump time by x% and +navigation Hyperwarp Navigator lvl 15 talent
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Post by fallen on Aug 8, 2018 10:31:02 GMT -5
Overclocked warp Reduces hyperwarp jump time by x% and +navigation Hyperwarp Navigator lvl 15 talent Dig it!
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Post by drspendlove on Aug 11, 2018 16:49:07 GMT -5
Feint Pilot level 15 talent Usable from range 2, 3, and 4 20% + Quickness + Ship Speed/Agility chance to gain +20% Defense, +15 Range Change, +20% Critical for 3 turns On failure, gain: +10% Defense, +5 Range Change for 3 turns instead.
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Post by LordofSyn on Aug 11, 2018 17:10:02 GMT -5
Feint Pilot level 15 talent Usable from range 2, 3, and 4 20% + Quickness + Ship Speed/Agility chance to gain +20% Defense, +15 Range Change, +20% Critical for 3 turns On failure, gain: +10% Defense, +5 Range Change for 3 turns instead. Love that you also included a penalty for it not working. Would it still use the Talent because it procd but say the next offensive shot missed?
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Post by drspendlove on Aug 11, 2018 17:41:05 GMT -5
Feint Pilot level 15 talent Usable from range 2, 3, and 4 20% + Quickness + Ship Speed/Agility chance to gain +20% Defense, +15 Range Change, +20% Critical for 3 turns On failure, gain: +10% Defense, +5 Range Change for 3 turns instead. Love that you also included a penalty for it not working. Would it still use the Talent because it procd but say the next offensive shot missed? Sorry, could you rephrase your question? I didn't understand it.
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Post by LordofSyn on Aug 11, 2018 18:00:55 GMT -5
Some Talents in ship combat only proc when the next weapon fired in the same turn hits. If you miss your shots, the Talent does not fire. (and you can use it again next turn). This is a great tactical movement Talent but also gives a crit bonus when successful. Due to it having a penalty attached if it fails (meaning it still fired, but the roll attached to it fails), it would have to be tied to a successful hit. If you miss your shots, does the Talent still fire off?
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Post by drspendlove on Aug 11, 2018 18:15:39 GMT -5
Ah, I was thinking this was a talent that wasn't even tied to hitting the opponent. It's basically, "do you convince your foe you are going for a feint?" A better, but more complicated version of this would trigger only if you had more speed/agility than your opponent.
It would work more like Twitch Surge than Devastating Shot.
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Post by drspendlove on Aug 12, 2018 9:18:00 GMT -5
Void Blasts Level 11 or 15 Gunner talent Usable from positions 1, 2, 3, and 4 Buffs ship with +20% Critical, +55 Void Damage, -5% Shielding for 4 turns 3 Week Cooldown
Analysis: The only way for a gunner to currently boost critical damage. The void damage bonus is quite large and this talent has a longer duration than most buffs. It has a built-in lack of synergy to avoid stacking this talent being overwhelming: Void damage isn't magnified by critical hits. Additionally, the drop in shielding increases some danger of using it, especially stacked. Note also this talent isn't usable from position 5, making it slightly less feasible for a 4 torp strategy to be overwhelming. If considered slightly overpowered, it could be gently nerfed by increasing the cooldown to 6 weeks.
Thematically this is redirecting a small amount of the ship's void engine energy to weapon systems, making incoming radiation and void damage a bit more of a threat but making the attacks more deadly with that extra void oomph in return.
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Post by drspendlove on Aug 12, 2018 9:26:16 GMT -5
Overcharge Weapons Level 11 or 15 Gunner talent Usable from all positions Buffs ship with +50% Damage, -5% Accuracy., 15 component damage to your weapons/turn. Successful hits lower enemy armor by 15%. Buff and debuff last 2 turns. (You could stack 2 debuffs this way if you hit on both turns.) 3 Week Cooldown
Analysis: An alternative to Firing Orders that deals more damage immediately, hopefully crushing components fast enough to make up for the shorter duration. The penalty instead of buff to accuracy is a large drawback, so it is mostly useful when you are already reliably hitting your foe. The component damage to your own weapons could be a problem if your weapons aren't all sitting at close to 0% damage. It definitely makes multiple uses of this talent a large risk. (However, it makes having lots of weapons an advantage even if you cannot use them all in a single turn as it would potentially spread out that component damage more. The enemy armor reduction can be significant, especially if you land two of them in a row. Of course, once you've landed your second one, this buff will have faded, but still, a turn with -30% enemy armor is no joke.
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Post by drspendlove on Aug 12, 2018 15:19:12 GMT -5
Vainglorious Valor Level 15 Quartermaster Talent Usable from all positions Restore 10 + Command skill morale to up to 15 crew, Grant 70% Morale protection to crew and +20 Boarding for 3 turns. 9 Week Cooldown
Analysis: A powerful pre-boarding boost to restore some morale (via a secondary skill for the QM), protect from last minute morale drops before boarding, and make sure that boarding is successful!
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Post by drspendlove on Aug 12, 2018 15:26:09 GMT -5
Continual Treatment Level 15 Doctor Talent Usable from all positions Heals 3 crew, or up to (Medical Rating x 3) on ships with advanced medical facilities every turn. Patients gain 8 + Doctor Skill in HP each turn for 4 turns. 12 Week Cooldown
Healing over time complement to Treat Wounded with a much longer cooldown.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Aug 13, 2018 15:15:36 GMT -5
Love your Feint idea. Continual Treatment Level 15 Doctor Talent Usable from all positions Heals 3 crew, or up to (Medical Rating x 3) on ships with advanced medical facilities every turn. Patients gain 8 + Doctor Skill in HP each turn for 4 turns. 12 Week Cooldown Healing over time complement to Treat Wounded with a much longer cooldown. I like the idea, but this sounds a bit overpowered. Perhaps there needs to be some drawback to balance out the benefit. e.g. the people being kept in the Med Bay cannot contribute to skill pool; but if pulling them out would force a surrender (e.g. by dropping pilot below minimum) then they cannot be healed by this talent.
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Post by drspendlove on Aug 13, 2018 18:56:46 GMT -5
The amount could be reduced to just Doctor Skill, which would be quite a cut.
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