TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
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Post by TeeWee on Feb 9, 2019 10:58:06 GMT -5
I've started to play around with this and it's a bit overwhelming. So first question: ship skill pools.
I've figured out that ship modules add up skill requirements for your crew to fulfill. So with a better bridge and some modules, you'll need more Pilot and Nav skills, leading to higher crew requirements. But is there an inherent advantage to having Nav 10 skill requirement on a ship compared to Nav 5, given enough crew to satisfy the skill needs? E.g. is it used for certain skill checks, just like you have checks in mission, like only using the skill pool of the modules and ignore "overflow"?
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Post by drspendlove on Feb 9, 2019 12:21:06 GMT -5
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Post by fallen on Feb 9, 2019 21:20:39 GMT -5
Yep, its 5 dice versus 10 dice in the simplest form of the answer
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TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
|
Post by TeeWee on Feb 10, 2019 7:44:06 GMT -5
Cool. Thanks for the answer.
So, if I have 10 Nav total in crew skills, I get better rolls if I have a total of 10 Nav requirement than if I have 5 Nav requirement, right? 10 strong dice vs 5 strong and 5 standard dice if I read the stuff correctly.
And if I run a requirement of 11 Nav, I only get 10 standard dice, as well as lots of negative events firing because of being understaffed.
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Post by drspendlove on Feb 10, 2019 10:24:11 GMT -5
Basically, yes.
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