|
Post by drspendlove on Aug 13, 2018 18:58:31 GMT -5
That'd be a max of 27/turn with a rank 32 doctor but only to those selected for treatment. Lots of medbays should pay off. But, morale wouldn't be restored...
|
|
|
Post by resistor on Aug 16, 2018 14:23:47 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. I like the idea of a heal-over-time talent, but I think Doctor skill probably shouldn't be used. Unlike Treat Wounded where each Doctor point increases healing by 1, in this talent each point of Doctor would increase by 4 in total over the 4 rounds. It would also be pretty annoying if an enemy used that talent with a high Doctor skill if you were running a plasma cannon build to kill the enemy crew.
I would suggest "Heals 3 crew, or up to (Medical Rating x3) on ships with advanced medical facilities every turn. Patients gain 12 HP and crew damage is reduced by 15% each turn for 3 turns."
|
|
|
Post by drspendlove on Aug 16, 2018 14:31:52 GMT -5
Oooh, let's combine ideas here. The damage reduction is equal to Doctor skill instead! I think 12 is a little low but 15 for the healing would be what I'd expect. Either way there we're splitting hairs.
|
|
|
Post by Aimstrong on Aug 19, 2018 8:05:02 GMT -5
Talent:Expert upgrade Engineer 11 or 15 Reduces installation time by up to Repair skill with max 15% for upgrades that take more than 5 weeks.If this seems too OP cost can be increased by the same %.
|
|
|
Post by drspendlove on Aug 19, 2018 8:59:58 GMT -5
Talent: Crippling Fusillade Exo-Scout 15 Crew Combat Talent Usable from 3rd and 4th positions May target 1st and 2nd or 2nd and 3rd positions 1.5x Initiative cost
Usable against Xeno only. Attack with -25% damage to two Xeno, debuff with -25% Damage, -25% Dodge for 2 turns.
|
|
athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
|
Post by athios on Aug 20, 2018 15:13:08 GMT -5
Upon some reflection (and a lot more play), I do wish that there was some amount of passive recovery that was affected by crew skill pools and ship equipment. For example, if my ship has a Hospital module, shouldn't it be able to treat my own crew over time? I understand that this is A) super wonky and B) a C-list priority at best, and you have a substantial dev roadmap already. It would be nice if, say, a Doctor on staff could help crew recover from 91% to 100% health, with the floor decreasing as the ship gained more Medical Rating. It would also be neat to have a ship module for, say, a Maintenance Bay, which could boost ship Repair pools and offer the same benefit to components (though, arguably, not hull damage). Inspired by sigurdcole, proposed here is a new class of talents — Skill Check Bonuses Currently, when the ship flies through space, there are random skill checks that either pass or fail; if it fails and you have a skill save talent, that would fire and save your butt. This new class of talents would have a chance to fire when the skill check naturally passes, providing you with some additional bonus. The principle behind it is that the time spent while flying through space gives you the chance to tinker about. These are pretty straightforward talents that probably don't need fancy names, but you can decide.
Spot Repairs/Routine Maintenance — Mechanic, JR 1 On a successful Repair skill check, repairs damaged ship components by [5 + personal Repair skill] %. 3 week cooldown. Does not fire if there are no damaged components.
Health Inspection/Fitness Test — Doctor, JR 1 or 5
On a successful Doctor skill check, heals [Medical Rating] # of crew by [5 + personal Doctor skill] % HP. 6 week cooldown. Does not fire if there are no injured crew.
Remote Broadcast — E-Tech, JR 5 On a successful Electronics skill check, crew picks up a long range broadcast and learns of a new rumor. 6 week cooldown.
Tongue Lashing — Quartermaster or Commander, JR 5
On a successful Intimidate skill check, the lowest morale crew member(s) is whipped back into shape, restoring [5 + personal Intimidate skill] % Morale. 8 week cooldown. Does not fire if there is no crew below 60 Morale.
Lucky Find — Crew Dog, JR 1 On a successful Ship Ops skill check, cleaning crew finds someone's hidden stash of spice/vudka and spreads the joy. +XX Morale across crew. 6 week cooldown.
Can't think of anything appropriate for Command/Nav/Pilot. Anyone have ideas?
By the way, the cooldown rate should take into account how frequently that type of skill check tends to come up. For example, not sure if it's my imagination, but Ship Ops checks seem more frequent than say Doctor checks. I guess it depend on the quadrant specs and 100+ other factors, like usual.
|
|
|
Post by drspendlove on Aug 20, 2018 17:04:16 GMT -5
I particularly like the Remote Broadcast idea.
|
|
|
Post by drspendlove on Aug 21, 2018 8:43:39 GMT -5
Steganography Level X E-Tech talent? 8 Week cooldown
When learning of any rumor have a 35% + Wisdom chance of uncovering 1 unit of Intel on a related faction.
|
|
|
Post by fallen on Aug 21, 2018 11:32:57 GMT -5
An Exo-Scout boarding victory Talent was suggested, one that could only be used against xeno. Loving the idea, but don't have mechanics for it yet. Open to suggestions.
|
|
|
Post by drspendlove on Aug 21, 2018 11:47:03 GMT -5
One that I'd like that would be a little new would be a boarding victory that deals a small amount of crew damage/time (as a Ship Combat Baroding debuff). Additionally it would start future crew combats against them with all Xenos having a debuff of -4 Initiative, -20 Bio-poison Resist, -20% Dodge for 3 turns. Unlike a lot of subsequent boarding attempts, Xeno can still be a bit of a threat with further boarding.
|
|
|
Post by resistor on Aug 21, 2018 12:08:13 GMT -5
An Exo-Scout boarding victory Talent was suggested, one that could only be used against xeno. Loving the idea, but don't have mechanics for it yet. Open to suggestions. Maybe something that plays off of the xeno ship's organic nature? Here are a couple ideas... Pressure Points -- After a successful Boarding, strike the xeno ship where it will hurt most, debuffs enemy xeno ship with -2 RP, -25% Boarding, -15 Range Change, -20% Shield, -20% Armor for next 4 Turns Xenocidal Bio-Agents -- After a successful Boarding, release substances toxic to xeno physiology, debuffs enemy xeno ship with +40 Crew Dmg/Turn, -15% Shields, -15% Accuracy, -10% Defense for next 4 Turns This is arguably more suited to Explorers, as they already have talents for fighting xeno in space.
|
|
|
Post by drspendlove on Aug 22, 2018 8:37:03 GMT -5
Talent Name: Janitorial Mastery (needs a better name!) Job: Crew Dog Level: 15 Cooldown: 12 Weeks
When a new passenger joins the vessel, the exceptional cleaning and maintenance of their suite grants +3-6 Rep with their home faction.
|
|
|
Post by drspendlove on Aug 22, 2018 11:24:02 GMT -5
Talent Name: Forfeit Cache Location (name could use some flavor) Job: Level: Cooldown: 9 Weeks Post-Ship Victory with live crew against Explorer: Learn of the location of a remote stash of resources from the defeated crew. (No reputation loss.)
|
|
|
Post by drspendlove on Aug 22, 2018 11:30:37 GMT -5
Talent Name: Backup Plan (better name needed) Type: Ship Combat Usable from all ranges 8 Week Cooldown
Resist 40% of crippling effects. +5% Armor. Lasts 3 turns.
(This means there's a 40% chance that when a crippling effect would be triggered, it instead isn't applied.)
|
|
|
Post by drspendlove on Aug 25, 2018 9:45:33 GMT -5
Talent Name: Seek the Xeno Type: Exploration Job: Rank: 9 Week Cooldown Replace a risk card with a Xeno First Strike Card. (Battle versus Xeno with artifacts available on victory. The Xeno are 10-20% injured at battle's start.)
|
|