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Post by drspendlove on Jul 1, 2020 9:39:53 GMT -5
I'm unsure how much work this would be. This might be considerable work for minor benefit. But if it's not terribly hard...
Experience Priority in Templates could, in addition to starting your captain, officers, and potentially crew at higher levels, could also make your starting crew slightly stronger:
Experience E: Keep as is.
Experience D: Officers also gain +1 skill point (assigned to a relevant skill according to their job)
Experience C: Officers also gain +2 skill points and +2 attributes (attributes are assigned appropriately based on job*)
Experience B: Officers also gain +3 skill points and all crew members (other than the captain) gain +2 attributes (crew attributes are randomly assigned**.)
Experience A: Officers also gain +5 skill points, and all crew members (other than the captain) gain +4 attributes
*Attributes and skills for officers should be fixed in their bonuses to keep the officer rerolling problem solved. Attributes for normal crew matter a bit less and wouldn't really make the rerolling problem for combat crew members any worse.
Example bonuses for Exp A: Doctor Officer: +5 Doctor skill, +4 Wisdom (Crew combat but also a single Doctor talent) Engineer: +5 Repair skill, +4 Resilience (in case they dual class to Mechanic which has a talent that uses Resilience) HW Navigator: +5 Navigation, +4 Quickness (in case they decide to put remaining jobs into a combat job.) Quartermaster: +5 Intimidate, +4 Fortitude (because why not?)
This would add to the theme of starting bonuses, as many of your crew will still die, desert, or be replaced by different crew for different needs later game. This would also boost a minor theme of having a stronger group instead of a stronger individual captain.
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Post by drspendlove on Jul 1, 2020 9:50:52 GMT -5
To be clear these would be on top of existing static bonuses to skills for officers.
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Post by fallen on Jul 1, 2020 13:37:48 GMT -5
Cool concepts!
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