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Post by oldalchemist on May 20, 2011 10:20:31 GMT -5
Well, the white pages do soak up the gravy...
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Post by slayernz on May 20, 2011 21:44:04 GMT -5
Also useful when you need to find the number of the nearest emergency room when your crew comes down with a mass case of food poisoning.
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Post by sgtcookie on May 21, 2011 10:14:35 GMT -5
Perhaps it could be a pilot? We don't have one of those.
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Post by Damaso on May 21, 2011 16:39:04 GMT -5
This thread took an odd turn from the original post...
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Post by slayernz on May 21, 2011 17:08:53 GMT -5
Yeah I've never thought of cooking the pilot with a phone book. Expendable crew is one thing but given that I suspect YOU, the captain, are actually the pilot as well (given your Piloting skill makes a difference in flying that crate you call your flagship)
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Post by Cory Trese on May 22, 2011 11:22:04 GMT -5
OK so:
- Pilot - Doctor - Robotic Hand Doctor
anything else?
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Post by slayernz on May 23, 2011 0:48:10 GMT -5
Weapons officer - increases accuracy of ship to ship combat (but but leaves boarding bonus to the military officer).
Navigator - improves travel efficiency (either the auto-navigation stuff, or helps reduce fuel consumption because of more efficient travel)
Trader officer - significantly improves the buy/sell rates in the marketplace (has the effect of doubling your negotiation skill level)
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sebastian
Exemplar
la la la la la la la la la
Posts: 255
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Post by sebastian on May 23, 2011 1:19:32 GMT -5
cook - helps keep crew happy with yellow pages n alienballs.
scout seems to be dual role, explore / harvest how about splitting them?
archeaologist - explore helper
scout/farmer/mountainman type - harvesting just a thought
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Tenebrous Pirate
Exemplar
[ Star Traders 2 Supporter ]
Why? Well, why not?
Posts: 482
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Post by Tenebrous Pirate on May 23, 2011 9:47:08 GMT -5
OK so: - Pilot - Doctor - Robotic Hand Doctor anything else? Quartermaster was my suggestion. Weapons officer - increases accuracy of ship to ship combat (but but leaves boarding bonus to the military officer). Navigator - improves travel efficiency (either the auto-navigation stuff, or helps reduce fuel consumption because of more efficient travel) Trader officer - significantly improves the buy/sell rates in the marketplace (has the effect of doubling your negotiation skill level) The Veteran Officer does what your Weapon's officer would do, I believe. My idea for the quartermaster seems to be similar to your Navigator. Doesn't the Political officer already give you bonuses at the exchange, similar to what the trader officer would do?
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Post by oldalchemist on May 23, 2011 11:29:13 GMT -5
Space Cook would be awesome. Massive morale booster and super cheap luxury rations...with minor crew losses.
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Post by noesis on May 23, 2011 15:04:58 GMT -5
Not to mention Space Cook could be an ex-commando/green beret type - so help in mutiny situations also i.e. A first mate and Military officer in one Seriously though I notice so many new officer type's being requested or posted about that since you can only have three in your ship it seems they become kind of irrelevant to a certain degree. I've only ever encountered the Scout, Political, Military, Mechanic, & First Mate officers - I've read about Spy, Smuggler & Alien officers being implemented, but never encountered any of them and I find in some games I never find the first four either (the exception being the First Mate which you start with). I guess my personal thoughts are that there should be some "advanced" officer types that do the same job as two or more of the basic officer types but then, that wouldn't really support the specialization of the officers but would still be good for a game, the other option (and my preferred one) is that we could somehow increase the number of officer slots available so we could have more than three officers on a ship - especially if we have a large ship or large crew. Just my thoughts as I see a constant inflow on the forums suggesting new officers or splitting old ones but at the same time the number we can have on a single ship is constant as far as I know, and the game is hard enough as it is, well for me anyway. - My 2 cents.
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Tenebrous Pirate
Exemplar
[ Star Traders 2 Supporter ]
Why? Well, why not?
Posts: 482
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Post by Tenebrous Pirate on May 23, 2011 16:38:12 GMT -5
How about a slaver officer? He offers assistence in "recruiting" new crew member, fighting off mutinies, and improving work performance under low morale. Having one onboard should decrease your maximum morale at the same time as decreasing the penalties for really low morale...
Just think about it...shock collars, razor whips, cranial implants...
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Post by oldalchemist on May 24, 2011 10:58:17 GMT -5
The cook should only help if you get boarded, not if you board. Why? Plasma frying pan to the head, that's why.
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accidic
Initiate
[ Star Traders 2 Supporter ]
Posts: 23
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Post by accidic on Jun 30, 2011 9:32:27 GMT -5
The cook sounds rather cool. Perhaps a chance to find luxury rations when you loot a ship. RAT KABOBS FTW!!!
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Post by nuke147147 on Jun 30, 2011 11:43:11 GMT -5
How about a slaver officer? He offers assistence in "recruiting" new crew member, fighting off mutinies, and improving work performance under low morale. Having one onboard should decrease your maximum morale at the same time as decreasing the penalties for really low morale... Just think about it...shock collars, razor whips, cranial implants... Sounds more like a commisar to me... including an opportunity for awesome officer hat art? "If you will not serve on the boarding crew, then you will serve on the firing line!" *blam*
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