Post by nerezzar on Apr 28, 2020 1:31:27 GMT -5
Ever since the introduction of the blade dancer, I have more or less abandoned Crew Dogs.
They were good for three things:
1. Ship ops + save
2. Repair
3. Spicing
1. The QM also has a ship ops save and better talents overall, even though less ship ops.
2. Both engineer and mechanic are WAY better with their repair talents + have better talents overall
3. While not as reliable I'd argue that the blade dancer's spicing talents still are better, especially as you usually get enough story teller traits anyway.
Also, they double as crew combat crew.
All in all, the crew dog's talents are too few* and too bad. The only job that has less is doctor, being unique and more or less irreplaceable. The other jobs with only 11 talents are combat jobs that are particularly valuable on an officer.
After 10 or so years, that makes crew dogs feel like a burden rather than a boon.
My suggestion is massively buffing some of the talents and adding new (and unique?) talents.
For the buffing part:
If suggest enhancing the repair talents. That's what stands out as really terrible compared to engineer and mechanic. E.g. you could improve battle damage repair to repair 30%+repair instead of the old 10%. In addition I suggest coding the talent so that it always prefers the highest damage module. That way, you'd have one module working again almost guaranteed.
For the unique part:
I could imagine a talent similar to the doctor's death saving talent but for modules. The talent would trigger upon hitting the 60% damage mark (in ship combat and failed skill tests) and repair 40%+repair.
Alternatively, I could see a universal saving talent (or a subset fitting the crew dog's proficiency). A long CD saving talent that will prevent any skill test fail if other saving talents are used up.
For the subset, I could see something like ship ops, repair, electronics and intimidate (because they somewhat are the ship's police). That way, you'd have 2 ship ops saves on one job, giving crew dog an USP again. That would also help small ships that have problems stacking saving talents.
*for comparison (if I counted properly):
10 talents - doctor
11 talents - crew dog, c. medic, exo scout, sniper, swordsman
12 talents - pilot, pistoleer, quartermaster, wing leader, wing tech
13 talents - bodyguard, diplomat, hyperwarp navigator, merchant, wing bomber
14 talents - assassin, commander, engineer, gundeck boss, soldier
15 talents - blade dancer, bounty Hunter, e. tech, mechanic, scavenger, wing commando
16 talents - explorer, xeno hunter
17 talents - zealot
18 talents - gunner, smuggler
20 talents - spy
21 talents - m. officer, pirate
They were good for three things:
1. Ship ops + save
2. Repair
3. Spicing
1. The QM also has a ship ops save and better talents overall, even though less ship ops.
2. Both engineer and mechanic are WAY better with their repair talents + have better talents overall
3. While not as reliable I'd argue that the blade dancer's spicing talents still are better, especially as you usually get enough story teller traits anyway.
Also, they double as crew combat crew.
All in all, the crew dog's talents are too few* and too bad. The only job that has less is doctor, being unique and more or less irreplaceable. The other jobs with only 11 talents are combat jobs that are particularly valuable on an officer.
After 10 or so years, that makes crew dogs feel like a burden rather than a boon.
My suggestion is massively buffing some of the talents and adding new (and unique?) talents.
For the buffing part:
If suggest enhancing the repair talents. That's what stands out as really terrible compared to engineer and mechanic. E.g. you could improve battle damage repair to repair 30%+repair instead of the old 10%. In addition I suggest coding the talent so that it always prefers the highest damage module. That way, you'd have one module working again almost guaranteed.
For the unique part:
I could imagine a talent similar to the doctor's death saving talent but for modules. The talent would trigger upon hitting the 60% damage mark (in ship combat and failed skill tests) and repair 40%+repair.
Alternatively, I could see a universal saving talent (or a subset fitting the crew dog's proficiency). A long CD saving talent that will prevent any skill test fail if other saving talents are used up.
For the subset, I could see something like ship ops, repair, electronics and intimidate (because they somewhat are the ship's police). That way, you'd have 2 ship ops saves on one job, giving crew dog an USP again. That would also help small ships that have problems stacking saving talents.
*for comparison (if I counted properly):
10 talents - doctor
11 talents - crew dog, c. medic, exo scout, sniper, swordsman
12 talents - pilot, pistoleer, quartermaster, wing leader, wing tech
13 talents - bodyguard, diplomat, hyperwarp navigator, merchant, wing bomber
14 talents - assassin, commander, engineer, gundeck boss, soldier
15 talents - blade dancer, bounty Hunter, e. tech, mechanic, scavenger, wing commando
16 talents - explorer, xeno hunter
17 talents - zealot
18 talents - gunner, smuggler
20 talents - spy
21 talents - m. officer, pirate