|
Post by resistor on Dec 17, 2018 16:55:16 GMT -5
Just to differentiate a bit more, perhaps have the talent reduce required Rep or something like that, instead of credit cost. Strongly disagree on that. In my experience, the rep cost for upgrading an Edict is much less significant than the credit cost, especially on high-level Edicts.
|
|
|
Post by resistor on Dec 23, 2018 22:46:07 GMT -5
PilotRank 8 Masterful Accelerations -- Reduces damage caused to your ship and crew from a Meteor Storm in orbit of a system by up to Pilot Skill Sometimes I want to get rid of all my guns/Gunners, but keep 1 of each around so that I can get meteor storm defense. It'd be more convenient if I didn't need Gunners for protection from that rumor event.
Now that I think about it, it would make more sense for Navigator to have a meteor avoiding talent rather than Pilot. You probably can't avoid a swarm of small meteors by pilot twitch reactions on a star trader ship, but a navigator can at least find a safer path through them.
|
|
|
Post by drspendlove on Dec 26, 2018 9:28:10 GMT -5
Name: Wilds Celebration Job: Quartermaster Level: 15 Cooldown: 12 Weeks Type: Wilderness Card Effect: Replace a red Wilds card with a Unrestrained Celebration card, restoring 100-250 morale across the crew but spending 1-2k credits.
|
|
|
Post by drspendlove on Dec 26, 2018 9:36:43 GMT -5
Name: Genuine Conversion Job: Diplomat Level: 15 Cooldown: 9 Weeks Type: Conscription Effect: When conscripting enemy to serve in your crew after a ship victory, new crew member starts with higher Morale dependent on your negotiate skill, does not gain new negative Traits, and has one Trait revealed.
Notes: This is a higher level Welcoming Conscription talent. It grants even more starting morale by adding your negotiate to the bonus on top of what the QM talent does. This gives another benefit to skill bonuses to Negotiate. Additionally, this gives a free trait reveal. This comes at the cost of having triple the cooldown and requiring a higher level character.
|
|
|
Post by drspendlove on Dec 26, 2018 9:52:06 GMT -5
Name: Reactor Shunt Job: Engineer Level: 15 Cooldown: 9 Weeks Type: Post-Boarding Effect: Steal energy from the enemy reactor, causing -15 Range change, -15% Accuracy -1 Reactor Point; grants a buff to your own ship of +10 Range change, +10 Defense, +1 Reactor Point. Lasts 3 Turns.
Note: The +10 Defense is deliberately dice, not percent. Mostly to mix things up and give additional benefit to the components that add % defense, even if it is in a small corner case. The +dice also gives additional benefit to faster engines over larger ships with slower engines. The + and - Range change could just be -25 or +25 but thematically this makes more sense.
|
|
|
Post by drspendlove on Dec 26, 2018 10:00:14 GMT -5
Name: Void Charge Job: Electronics Tech Level: 15 Cooldown: 3 Weeks Type: Ship Combat Effect: +50 Void Resist, +60 Void Damage, +5% Damage, -5% Defense for 3 turns
Note: This grants just the void resist portion of their level 11 talent, making that a secondary effect rather than the main intention. The void damage is significant, especially magnified across multiple weapons. A single use of this talent doesn't threaten defenses a ton, but if a player wishes to stack this to wreck an opponent with void damage, they'll start paying a real price with their defenses. The overall damage bonus is a secondary effect to make it competitive with other +damage talents. I considered +5% critical, but it doesn't fit the theme of Void damage that doesn't respond to critical hits.
|
|
|
Post by drspendlove on Dec 26, 2018 15:06:11 GMT -5
Name: Confounding Shots Job: Pistoleer Level: 15 Cooldown: None Type: Crew Combat Effect: Attack with +15% Accuracy, +10% Armor Penetration, Causes 50% Stun for 3 turns. Usable from: 2, 3 Targets: 2, 3, single Initiative: 1.5x Weapon Cost
Notes: This is the normal pistoleer's answer to Sneak Attack. It favors reliable damage via accuracy and armor penetration over the raw and burst damage potential of Sneak attack's +damage and +critical. It shares the stun amount. It lacks an initiative debuff, however. Furthermore, it cannot be used from the backmost position, and can only target two enemy positions. Finally, it costs 50% more initiative. The upside is this talent doesn't require any preparation via stealth, making it an opening move and a quickly repeatable move.
|
|
|
Post by drspendlove on Dec 26, 2018 15:35:24 GMT -5
Name: Medical Discovery Job: Doctor Level: 15 Cooldown: 12 Weeks Type: Wilds Card Effect: Replace a Risk card with a Medical Discovery card.
Medical Discovery Possibilities:
- Stash of Kloxian Medical Bays - Stash of Advanced Medicines - Removal of Bad Trait - Addition of Good Trait - Recover Doctor Skill + 1.5x Medical Rating HP to crew and gain 200 XP across crew - Medical-related Contact - Free Doctor or Combat Medic crew member, Indie. (Only if free crew bunk)
|
|
|
Post by drspendlove on Dec 27, 2018 1:35:54 GMT -5
Name: Uneven Firepower Job: Gunner Level: 15 Cooldown: 9 Weeks Type: Wilds Reaction to Ambush Effect: When encountering Scavengers or Pirates in Wild areas, damage all foes 20 + Gunnery HP before crew combat battle begins with ship weapons.
|
|
|
Post by drspendlove on Dec 28, 2018 9:14:05 GMT -5
Name: Invigorating Medicines Job: Combat Medic Level: 15 Cooldown: N/A Type: Crew Combat Effect: Restore Doctor HP to front two positions, grants buff for two turns that prevents morale break and gives 25% debuff resist. Initiative Cost: 12 Usable from: positions 2, 3, 4 Targets: both positions 1 and 2 at the same time
|
|
|
Post by drspendlove on Dec 28, 2018 9:28:45 GMT -5
Name: Inspiring Tactics Job: Commander Level: 15 Cooldown: 6 Weeks Type: Boarding Victory Effect: Charismatic leadership decisions boost your crew's morale and cripples the enemy's vessel. Restore Command + 1/2 Charisma morale to 5 crew members. Debuff enemy ship with -30 Range Change, -10% Accuracy for 3 turns.
Thought: Maybe this should be named "Inspiring Command". It doesn't use the Tactics skill.
|
|
|
Post by drspendlove on Dec 29, 2018 19:36:01 GMT -5
Name: Bolster Alliance Job: Diplomat Level: 11 Cooldown: 9 Weeks Type: Conflict/Mission Completion Effect: Upon finishing a mission supporting an ongoing Alliance, extend the alliance by 2-4 weeks, and gain up to your Negotiate Skill as Reputation with the two factions, split evenly.
(This kind of talent would trigger on Mission Completion in addition to other Mission reward talents, but only if the mission were supporting the conflict and the conflict were still ongoing.)
Name: Encourage Trade Job: Merchant Level: 11 Cooldown: 9 Weeks Type: Conflict/Mission Completion Effect: Upon finishing a mission supporting an ongoing Trade Alliance, extend the Trade Alliance by 2-4 weeks. You have a (Negotiate * 3)% chance of causing and learning about a surplus rumor on a world owned by one of the factions in this Trade Alliance..
|
|
|
Post by drspendlove on Dec 31, 2018 17:34:35 GMT -5
Name: Secrets Proliferation Job: Spy Level: 11 Cooldown: 9 Weeks Type: Conflict/Mission Completion Effect: Upon finishing a mission impacting an ongoing Spy War, extend the Spy War by 2-4 weeks and gain up to your Stealth skill in Intel records with the opposing faction in the Spy War.
|
|
|
Post by drspendlove on Dec 31, 2018 17:39:44 GMT -5
Name: Thirst for Total War Job: Zealot Level: 11 Cooldown: 9 Weeks Type: Conflict/Mission Completion Effect: Upon finishing a mission impacting an ongoing Solar War, extend the Solar War by 2-4 weeks. You have an (Intimidate * 2.5)% chance of gaining a Military Rank with the supported faction.
|
|
|
Post by drspendlove on Dec 31, 2018 17:42:16 GMT -5
Name: Never-ending Revenge Job: Bounty Hunter Level: 11 Cooldown: 9 Weeks Type: Conflict/Mission Completion Effect: Upon finishing a mission impacting an ongoing Duel of Assassins, extend the Duel by 2-4 weeks. You have an (Intimidate * 1.5)% chance of gaining an Edict Rank with the supported faction.
|
|