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Post by drspendlove on Nov 24, 2018 12:36:28 GMT -5
Name: Mercantile Learnings Type: Ship Encounter Job: (Merchant, something else?) Level: 5? Cooldown: 12 Weeks Effect: Exchange details about the latest mercantile conditions with a friendly Merchant or Smuggler to learn about a new trade* rumor (50 + Negotiate)% of the time.
Analysis: (Updated!) Now deliberately similar to Dubious Handshake.
Better than Dubious Handshake: - Applies to Merchants as well as Smugglers. - Has a higher chance of learning a rumor.
Worse than Dubious Handshake: - Only applies to ships with 2+ hostility (friendly or better.)
Distinct from Dubious Handshake: - Rumors learned are always trade rumors, which may or may not be desirable for the captain's purposes.
*Trade Rumors include: Shortage, Surplus, Embargo, Tariffs, Trade Suspended, Trade Blockade, Merchant Fleet, Spice Festival
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Post by fallen on Nov 24, 2018 18:10:07 GMT -5
Overlaps with Dubious Handshake from Smuggler.
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Post by drspendlove on Nov 24, 2018 21:18:45 GMT -5
Doh! Forgot about that change. Lemme re-think.
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Post by drspendlove on Nov 24, 2018 21:31:49 GMT -5
Overlaps with Dubious Handshake from Smuggler. Alright, I've updated this with that input in mind. Give it another look?
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Post by brentaur on Nov 25, 2018 16:36:51 GMT -5
Kessel Run - Navigator talent reduces jump time significantly but runs a risk of serious damage to hyperwarp drive, possibly one other random ship component and/or crew damage. Meant to be used when desperate to beat a mission deadline.
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Post by drspendlove on Nov 25, 2018 17:08:48 GMT -5
Kessel Run - Navigator talent reduces jump time significantly but runs a risk of serious damage to hyperwarp drive, possibly one other random ship component and/or crew damage. Meant to be used when desperate to beat a mission deadline. This is a neat idea. I'd augment it a little: Reduces jump time by 80%, and fuel cost by up to Navigation skill but doubles the danger rating of the gate and disables auto-saving talents. (Failing a gate jump is already pretty dangerous, but the auto-saves usually negate that.) Then make this a level 5 talent probably. Note the fuel cost is reduced by "up to" navigation skill unlike the other talent so it doesn't decrease the fuel cost by as much.
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Post by resistor on Dec 6, 2018 20:55:27 GMT -5
COMMANDER
I've always felt like Commander needs some more good talents. Its talent choices are very limited past rank 1, especially if it's not a crew combat character. Also, it doesn't have any ship combat talents in ranks 5 and 8.
Rank 5
Boarding Preparation -- Buffs Ship with +25 Boarding, +10 Range Change for 3 turns, Restores Command Skill worth of Morale to 10 Crew
Rank 8 Inspire Potential -- When passing the spice plate, Charisma% chance to cause a crew member to develop a new positive trait (15 week cooldown) Stratagem -- [Wisdom+Tactics]% chance to buff Ship with +25% defense, +15% Accuracy, and +15 Range Change for 3 turns; if roll fails, buffs with only +20% defense, +10% Accuracy, and +10 Range Change
It might be interesting to have a buff with chance-based effects. PILOT
I'm not suggesting new talents for Pilot, but modifications to a couple existing talents. Wild Flying should be buffed. Compared to Evasive Maneuvers, it has an accuracy and morale penalty for only a +5% gain in defense (25% vs 30%). I think Wild Flying should give +35% defense. Sure Landfall feels a little unnatural how it makes the ship will either use a lot of fuel and turns or only one. Maybe it should reduce turns and fuel by Pilot instead of reducing all the way to 1 (the Navigator's parallel talent might use Tactics instead of Pilot). To make up for the loss in effectiveness, it could have a reduced cooldown, to, say, 1 or 1.5 weeks.
GUNNER (OR MAYBE MECHANIC?)
It would be cool to have a talent specifically for torpedos. Torpedo Strike -- In Ship Combat at range 5 Buffs Ship with +50 Void damage, +10% Accuracy for 2 turns On the other hand, torpedo are already sometimes annoyingly accurate, so maybe there shouldn't be an option to make them much more damaging
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Dec 10, 2018 15:38:36 GMT -5
I like the Boarding Preparation one. Might also want to consider adding a Resist Boarding buff, if such a thing exists in STF.
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Post by drspendlove on Dec 10, 2018 16:32:32 GMT -5
Doesn't Wild Flying give a massive shield bonus already?
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Post by resistor on Dec 10, 2018 19:30:21 GMT -5
Doesn't Wild Flying give a massive shield bonus already? Not massive, it's only 10% which is basically the same as how Evasive Maneuvers gives +5% armor and +5% shield.
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Post by drspendlove on Dec 10, 2018 20:18:30 GMT -5
Ah, I had it confused with another talent.
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Post by drspendlove on Dec 11, 2018 14:48:56 GMT -5
Name: Maniac Target Practice Type: Meteor Interaction Job: ? (Not Gunner) Level: 8 or 11 (maybe?) Cooldown: 15 weeks
Effect: Reduce damage from a Meteor Storm up to your Gunnery skill. The crew gains 120 experience.
Note: Could make for a fun power-gaming play of seeking out meteor rumors every 15 weeks.
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Post by resistor on Dec 17, 2018 2:07:43 GMT -5
Assassin should have a talent for reducing the cost of Edicts. Currently, only the BH has an edict cost-reduction talent.
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Post by fallen on Dec 17, 2018 11:36:01 GMT -5
Assassin should have a talent for reducing the cost of Edicts. Currently, only the BH has an edict cost-reduction talent. Good call.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Dec 17, 2018 16:49:25 GMT -5
Just to differentiate a bit more, perhaps have the talent reduce required Rep or something like that, instead of credit cost.
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