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Post by sigurdcole on Aug 20, 2018 19:24:34 GMT -5
You can still get into combat again later and use those talents to heal HP or morale lost from a previous event. I find I get into unnecessary battles on purpose just to use those talents to bring my crew and ship up to 100%. I've also been bothered by this inconsistency and I know it's for balance. It's hard to come up with a compromise that maintains narrative consistency without being unbalanced. sigurdcole , falconne My current ship has 4 doctors, 2 combat hospitals and an advanced medical bay installed.
So why am I not on the change it band-wagon? Chaesin Doctors do not fly as crew on ships, they can only be found dirtside. Many injuries, and diseases simply cannot be healed by regular doctors. Urban zone docs are part of the Chaesin healing cult passed down hundreds of years. Notice how different they are in era-3 during the crimson pox. A twenty story hospital, with advanced medical machinery, thousands of staff. No ship can get anywhere near that. With the greatest respect to all thread contributors. This is much ado about nothing. Flying to any nearby friendly planet with medical facilities is the quickest, cheapest, and easiest way to get the crew back to 100%. I'm going to be honest, deliberately getting into trivial fights in order to activate combat-only skills is, to me, either a clunky workaround or a mechanics exploit. The fact that it makes the system behave as I feel it should doesn't negate that. Along similar lines, "dirtside facilities are ubiquitous so who cares?" doesn't really address the point (though it is precisely why I'm comfortable accepting a dev response of "we're not going to do that"). I won't argue that proper hospitals should be far more capable than shipboard services. That's why I was proposing a floor - say, even with the best possible facilities, if a crew member is under 50% health, they need a hospital, and nothing short of that can do more than stabilize them. As it is, crew Doctors, along with most Jobs with Repair, have a bifurcated behavior: outside of combat, they can't do anything other than stabilize or prevent, but in combat they can heal/repair. It's inconsistent. I can accept that, due to any number of design or balance decisions. I'm not going to argue with the dev's vision for the game, since they're pretty considered and responsive, and their vision has produced a pretty awesome product. I just figured it was a question worth asking/suggesting. If you want to discuss, I'm game. Heck, you've offered some lore I haven't encountered, so thanks for that! I'd appreciate more than a dismissal, though.
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Post by drspendlove on Aug 20, 2018 21:02:37 GMT -5
Sure, but only on worlds where the economy is too poor to provide even basic medical facilities for the common people.
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Post by drspendlove on Aug 20, 2018 21:08:12 GMT -5
As it is, crew Doctors, along with most Jobs with Repair, have a bifurcated behavior: outside of combat, they can't do anything other than stabilize or prevent, but in combat they can heal/repair. It's inconsistent. I can accept that, due to any number of design or balance decisions. I'm not going to argue with the dev's vision for the game, since they're pretty considered and responsive, and their vision has produced a pretty awesome product. I just figured it was a question worth asking/suggesting. If you want to discuss, I'm game. Heck, you've offered some lore I haven't encountered, so thanks for that! I'd appreciate more than a dismissal, though. Sorry, I was responding to an earlier post before. Yeah, I found what you saw as a dismissal as a little awkward but I highly doubt John meant any offense. I'll continue the talk even if he doesn't want to. I agree with you that it is inconsistent with the game immersion. I could see it as saving emergency supplies for combat only (when you're more likely to need them) and only having so much of that. Perhaps the 6 weeks between uses of some of these represent the time it takes to rebuild your bandages and cultivate your antibiotics as well as your ready-to-go hull patches. That said, I'm stretching to find a way to fit the game mechanics into the world, as you can no doubt tell. I think it's just a balance thing. If Andrew can figure out a way to re-theme things slightly to make the balance thematically appropriate, then great. I think there is already thought about the repair in combat talents being a bit too powerful as-is. But, yeah. We're friendly here. We just don't always communicate flawlessly because we're human too.
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Post by John Robinson on Aug 21, 2018 1:27:47 GMT -5
I'm going to be honest, deliberately getting into trivial fights in order to activate combat-only skills is, to me, either a clunky workaround or a mechanics exploit. The fact that it makes the system behave as I feel it should doesn't negate that. Along similar lines, "dirtside facilities are ubiquitous so who cares?" doesn't really address the point (though it is precisely why I'm comfortable accepting a dev response of "we're not going to do that"). I won't argue that proper hospitals should be far more capable than shipboard services. That's why I was proposing a floor - say, even with the best possible facilities, if a crew member is under 50% health, they need a hospital, and nothing short of that can do more than stabilize them. As it is, crew Doctors, along with most Jobs with Repair, have a bifurcated behavior: outside of combat, they can't do anything other than stabilize or prevent, but in combat they can heal/repair. It's inconsistent. I can accept that, due to any number of design or balance decisions. I'm not going to argue with the dev's vision for the game, since they're pretty considered and responsive, and their vision has produced a pretty awesome product. I just figured it was a question worth asking/suggesting. If you want to discuss, I'm game. Heck, you've offered some lore I haven't encountered, so thanks for that! I'd appreciate more than a dismissal, though. sigurdcole "I'd appreciate more than a dismissal, though." I know how that feels, and would never intentionally try to do it. This forum has always felt like home, a safe oasis to share. One of the times I've been really angry? Once somebody posted my question was so dumb I shouldn't have asked it. Gotta love it I support any questions, or suggestions anybody wants to make, just hope I don't step on their toes when trying to interact. When writing nobody can see the friendly look in your eyes, or smile from a humorous post. STF Discord online is better in some ways. Because you can speak like a tennis match with no time delay. What I said to falconne is half serious, half playful humor from a quirky angle, not a workaround. I love new ideas. Kind of like playing around with alternate history. I'm always surprised by the crazy combos that can work in TB games. When playing Heroes of Steel I designed teams with completely no sane chance of survival. The experience provided allot of accidental discoveries about how the game works. One day team, "Gallows Tap Dancers", was born. Crazy design that worked beautifully. My current STF team should be floating debris, but we just hit level(30) and going strong, I don't even know why yet. When I read falconne 's comments I smiled, thinking, yeah me too! It's fun trying anything I'm staying up way too late at night having fun with STF. Propping my eyes open to write this reply, hope it's not too clumsy. sigurdcole , falconne , I'm Glad we all are here, my hand of friendship is always open.
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Post by John Robinson on Aug 21, 2018 1:56:48 GMT -5
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Post by sigurdcole on Aug 21, 2018 11:36:01 GMT -5
"I'd appreciate more than a dismissal, though." I know how that feels, and would never intentionally try to do it. This forum has always felt like home, a safe oasis to share. One of the times I've been really angry? Once somebody posted my question was so dumb I shouldn't have asked it. Gotta love it Thanks a bunch for the clarification. We're all trying to navigate text being toneless, and I haven't been here long enough to pick up on your 'voice' yet. No offense taken. I guess I just haven't logged enough hours to be at the 'playful experimentation' phase. For example, in STF, I noticed there was an alliance between two factions I wanted rep in, and I'd picked up one incidental contact, so I high-tailed it across three quadrants, broke a quarantine...and found out that, since my rep was slightly negative, they won't offer me missions. I'd never encountered that before, because I'd never tried. I'll admit that evoked some colorful language when I figured that out. Hopefully I'll be able to rep up out of negatives patrolling before the alliance winds down! And, always, thanks for good conversation!
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Post by drspendlove on Aug 21, 2018 11:41:53 GMT -5
Whoa! They don't offer you missions due to low rep? I haven't seen that before. Are you sure it wasn't a contact that just didn't offer missions?
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Post by sigurdcole on Aug 21, 2018 12:27:13 GMT -5
Whoa! They don't offer you missions due to low rep? I haven't seen that before. Are you sure it wasn't a contact that just didn't offer missions? ...there are contacts that don't offer missions? Criminy, I have a lot to learn.
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Post by resistor on Aug 21, 2018 12:36:13 GMT -5
Whoa! They don't offer you missions due to low rep? I haven't seen that before. Are you sure it wasn't a contact that just didn't offer missions? ...there are contacts that don't offer missions? Criminy, I have a lot to learn. For some contacts, like Weapons Dealers, you can only raise your personal rep by selling Intel.
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Post by sigurdcole on Aug 21, 2018 13:14:15 GMT -5
...there are contacts that don't offer missions? Criminy, I have a lot to learn. For some contacts, like Weapons Dealers, you can only raise your personal rep by selling Intel. ...and they are precisely that. Thanks for the clarification, and the insight!
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Post by Cory Trese on Aug 21, 2018 13:44:37 GMT -5
During the alpha test, the rules were implemented such that makeshift repairs and emergency healing could only heal damage that had occurred in the previous few rounds of combat. Players didn't particularly like this mechanic, although we found it to be the most balanced and fair.
We could examine returning to that implementation, however, we're a bit past the time for it in the game's lifecycle. I would worry that making that type of change would generate about the same number of negative reviews as nerfing the ship combat talents enough they'd be balanced outside of the risky ship combat phase.
A fun thread to read, thanks to everyone who posted.
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