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Post by slayernz on Mar 20, 2011 20:48:52 GMT -5
When you have a full complement of cannon fodder err crew, and you defeat some hapless ship without obliterating their hull, I notice the Enslave button still being "live". Questions: 1) If you have full crew, should the "Enslave" button be grayed out? 2) If you have full crew and click on "Enslave", does that count towards one of your character flags and reputation points? eg - does morale get affected? - do you get more of a reputation of a crew snatcher? - does it count in your score (where the count of crew stealing is)
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Post by jerry on Mar 21, 2011 7:51:45 GMT -5
Hmm - if I remember correctly - the same thing is with the "take all" button. It's always available, even when there's no cargo.
The only exception is the "rearm" button. It is grayed out when your torpedo tubes are full or the enemy doesn't have any.
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Post by Cory Trese on Mar 22, 2011 12:23:29 GMT -5
slayernz -- yes it looks like the game reduces morale, increases score and so on, even if you are only trading crew around between the ships and not gaining any net crew.
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Post by slayernz on Mar 23, 2011 0:27:21 GMT -5
Slayer's crew selection process ... "I like you and you and you ... but you were too smelly and you ... well your hat didn't quite fit your head."
You know I'm going to have to click on "Enslave" now just to see how messed up my crew can get.
Oh oh ... when crew get really stroppy (eg morale of 2 or 3) , and I have a (cough) exploration "accident" that kills off every single crew member (It's happened a few times), can I get a new crew that is happier (morale of 5+) because I have hidden all evidence (and body parts)? I mean, it's not like I have to file a report with the local Prince right?
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Post by Cory Trese on Mar 23, 2011 2:01:40 GMT -5
I suppose this is mathematically accurate in the ST game as it is today. It is easier to cheer up a small Crew. Easier to die too, however.
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Post by oldalchemist on Mar 23, 2011 12:26:32 GMT -5
So I should be buying drinks before recruiting. Good to know.
New recruit opens a crate in the hold...."Cap'n there are hundreds of ears in this crate!"
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Post by slayernz on Mar 23, 2011 16:30:21 GMT -5
Err ... I was saving these ears for when I next got to a cheap Doctor. Their cloning technology is amazing you know, and once I've saved up enough, I can pay for the healing sessions. In fact, dear recruit, your heroic actions during future explorations will help make these people whole again, so I strongly encourage you to redouble your efforts because one day, one of these ears could save your life!
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Post by havocme on Mar 24, 2011 9:20:57 GMT -5
I say enslaving an enemy crew should make a slave cargo. Massive rep loss, high value, maybe 1 or 2 slaves per ship, even if you enslave 100 crew ship. Thoughts?
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spike
Exemplar
Posts: 360
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Post by spike on Mar 24, 2011 9:46:28 GMT -5
That opens the door to Narcotics, Fissile Material, all kinds of other really bad trade items. Well it would be good for Smugglers to have some really bad stuff that you can't just get a couple of Permits for and transport it with no hassle.
Sure why not?
Maybe your Charisma splits them into the volunteers who come aboard as extra crew and the non-volunteers who come aboard as trade goods.
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Post by havocme on Mar 24, 2011 10:27:47 GMT -5
If not slaves, maybe take the enemy captain, turn the defeated ship over to the crew and you can try to bring the captain to his.him faction for a ransom, based on captives level and job, while dodging thier bounty hunters and military.
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Post by oldalchemist on Mar 25, 2011 10:48:20 GMT -5
"Bad news, Cap'n! Your spare ears have turned. They smell like cabbage and feet. Good news, Cap'n! We've got luxury rations!"
I'm in favor of more nasty cargo. I'd also like to see the flags for things like Slaver, and whatever the bad thing is when you scuttle captured vessels.
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