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Post by sparda4 on Jul 13, 2019 16:09:38 GMT -5
Maybe it's just me but i barely use the military officer and the xeno hunter recuitment talents because "What's the point ?" Discerning Glace can do ALL of that what the higher tier recuitment talents do at lvl 1 commander. You need command for ship combat anyways so there isn't any or much incentive to use those talents when i can grab like puncture points on the Xeno hunter even if the guy has 9-16 ini points.
So my suggestion would be that the commander one stays as is. The military officer one gives a bit higher attributes the the commander one ergo of being a higher tier or give an extra level on top of the recruited level. Same deal for the xeno hunter one just with that perhaps 2 extra levels. At the end of the day that is at the best case scenario a lvl 13-15 guy if you are super lucky with rumors and have high military rank. And by that point a lvl 15 guy isn't too far from what you need or what your crew is nearing to.
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Post by daveal on Jul 13, 2019 16:13:15 GMT -5
I feel it would be worse if these talents are similar, but not identical. There is no way to control which one fires if several are available, so then it could happen that you recruit one person and the worse one fires. To me, the main point of multiple of these talents is so that I can hire more than one recruit at a time. Unless I am mistaken, if I have one copy of this talent and hire three people, only one of them gets the improvement. That seems to be the reason to have multiple copies of an identical talent.
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Post by sparda4 on Jul 13, 2019 16:24:40 GMT -5
daveal yes you are correct in that but you can re-train the commander for something else so you have a "better" recuiter talent. My issue is that high tiers are not worth investing in it, i literally have the same option at lvl 1 and there is absolutely NO difference. That's the problem. Better to stock up on 4 commanders instead of bothering with getting military officers for that specific type of talent if they all produce the same end result.
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Post by daveal on Jul 13, 2019 17:36:51 GMT -5
I don't think I explained well enough. Do you see any reason to have multiple officers/crew with different talents, that have the exact same effect? I do that very frequently.
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Post by sparda4 on Jul 13, 2019 18:09:18 GMT -5
I do see a reason. If one talent is objectivelly better i will double down on that objectivelly better talent and retrain the inferior talent for something better then what that talent gives.
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Post by daveal on Jul 13, 2019 18:12:09 GMT -5
Anybody else want to try? :-)
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Post by contributor on Jul 13, 2019 18:18:50 GMT -5
Yeah, I don't know, I see the argument, but I haven't really felt it in game myself. My Military Officers, which I generally have more of, tend to get to level 5 pretty quickly, if they're not recruited above it already. I don't see that big of a difference between a level 1 and level 5 talent and then it just comes down to what other talents you want. I could see the argument for some higher level ones (11, 15) that would give more added bonuses though. I tend not to use those because I already have those bases covered. I do like to have a lot of those talents though so that I can find the best recruits, so sometimes I do take them. Having a xeno hunter talent that gives an extra level or best stats + would make that a more tempting choice and add trajectory to the recruitment game.
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Post by lordscrod on Jul 13, 2019 19:45:42 GMT -5
For my part, it's the talent level that makes the difference. I also round things out pretty quick with either a couple of commander talents or a commander and military officer, and almost never take one of the higher tier talents. They all do exactly the same thing, so there seems little point in using up a level 8 or 11 slot for something I can get relatively easily and don't utilize very often.
Now, if the 8's and 11's gave bonuses to particular stats, then I'd be much more tempted. Like the Xeno Hunter having the potential to hire better ground combat crew, that'd be a thing.
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Post by grävling on Jul 14, 2019 4:47:09 GMT -5
One of the nicest things about this game is that it lets people who are interested in crew optimisation come up with different strategies. Here is how I skin this cat. There is no starting contact that will give you commanders. The FDF commander will give you military officers. Do missions for him, and get your military rank to level 5. Bingo, now you hire level 10 MOs, who can start with Recruiter's Eye. Hire a bunch of them, early, as in 'when I grow my barracks to fit more crew/buy my first bigger ship'. You don't waste an officer slot on a commander just for that one talent. (Well, scorn is very nice too, but my combat officers generally have something else they prefer to be training, until much, much later in the game. Command, Intimiate and Tactics do not win combat for you and if you aren't training in blades and/or evasion you will be one very dead combat officer sooner rather than later). When you are done replacing all the brutes, greedies, snobs and whatnot on your ship and have hired up some really good-will-be-officer-later combat crew you can replace some of your military officers with something you need more, because, unless you intend to spend your whole life patrolling there will be something you want more than that 3rd and 4th MO. (Besides, one of them will be a drunk spice addict by then, anyway, sigh. )
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Post by fallen on Jul 14, 2019 18:48:13 GMT -5
One of the nicest things about this game is that it lets people who are interested in crew optimisation come up with different strategies. Bingo. This won't be changed.
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Post by sparda4 on Jul 15, 2019 12:22:26 GMT -5
Sigh.Those higher tier talents post lvl 5 are basically useless then.
Oh well. Kinda dissapointed. But i accept the decision
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Post by tarquelne on Jul 15, 2019 12:45:54 GMT -5
Sigh. The those higher tier talents post lvl 5 are basically useless. I don’t always have Commanders or MOs. (I also like the way some of Job’s talents overlap, but at different levels. I believe that, *ideally,* every talent would be unique. But there are only so many differences available at a given level of abstraction, those differences can quickly become more busy-work than anything else, and I do think that the same-talent at different levels gives the various Jobs enough of a difference in flavor, given that we don’t see it used too (IMO) frequently.)
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Post by grävling on Jul 15, 2019 14:41:16 GMT -5
I just wish that when we got the better recruits their traits, or at least the one we can see, was factored in, instead of just their attributes. I keep finding spice addicts with great stats, alas, and have to immediately fire them. On the other hand, I'd happily take a non-combat crew member who was quick witted, or brilliant even if their attributes were not as good as the person with substance abuse problems.
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Post by contributor on Jul 15, 2019 15:24:12 GMT -5
grävling, I'm disappointed in you. You take someone who is already struggling with substance abuse issues and you turn them out on the street despite their potential and the fact that you could give their life meaning and purpose. That's cold. ...I think this thread is officially over now.
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Post by tarquelne on Jul 15, 2019 16:40:31 GMT -5
If you spaced the last batch of recruits, is that factored into the new recruits stats and traits? And if so, in what direction?
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