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Post by beverage on Jul 8, 2014 8:43:47 GMT -5
Firstly, I hope someone who knows the game well can help me and sorry if this makes no sense. I have tried to be clear so apologies if I brainf$%k you I am fairly familiar with the hold/officer bonus' and use them always in my gameplay:
I have a couple of questions though and will use the Pilot and Mechanic as an example :
1) It says Pilot Bonus per/unit if 10% of hold of spice.
I know: If my ship has 40 hold I need to have 4 units/spice to receive bonus. Question : Is this bonus +4 to my pilot skill?? I know: If my ship has 80 hold I need to have 8 units/spice to receive bonus. Question : Is this bonus +8 to my pilot skill?? [is this also true for the Political Officer Negotiate bonus?] [is this also true for the First Mate Intimidate bonus?] [is this also true for the Military Officer Warrior bonus?] Summary : Do officers merely Add to my existing attributes/skills and if yes..... do hold bonus' reflect these stats when saying +1 per unit??
2) 10% Bonus query.
If my hold has only 45 capacity will 4 units/spice be enough, or do I need 5 to receive benefit??
3) Mechanic Hold Question
Usually in my playing career when using a mechanic (ship hold of 45 as example) I always carry 5 units/METALS and 5 units/Crystals because the manual says I will get 10% Hold Bonus of +1 repair/METAL and 0.5 repair/CRYSTAL.
I assumed that METAL bonus would repair Hull and Engine damage whilst CRYSTALS would repair Sails and the Hold Bonus total would add to a Random Dice for a chance to repair but this game system has me BAFFLED. I have played a fair bit of ST and cannot for the life of me figure out this Mechanic Officer/Hold Bonus system. Any clarification??
I assume basically that the larger your hold capacity, the more effective your officers will be because most hold bonus' state (10% Hold/X Bonus per Unit)!? How real is the Pilot Boost for the Pilot Officer with (10% Hold) of 5 Spice as opposed to no spice in the hold??
Can someone clarify this for me?
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Post by beverage on Jul 29, 2014 21:15:09 GMT -5
Bump or delete suppose
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jul 30, 2014 14:03:43 GMT -5
I remember asking this a long time ago but don't think I ever got any definitive answers...
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Post by phantombudgie on Jul 30, 2014 17:34:31 GMT -5
+1 to wanting to know the answers to this.
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Post by resistor on Apr 10, 2016 16:13:02 GMT -5
*cough* bump *cough*
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Post by qbspy on Apr 10, 2016 17:45:34 GMT -5
This will help us as a visual aid. Those big long questions are hard to answer on a mobile.
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Post by qbspy on Apr 10, 2016 18:03:33 GMT -5
Upon careful consideration, I think all the answers are in the picture. Just don't look for something that's not there. Love this game.
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Post by slayernz on Apr 10, 2016 18:07:26 GMT -5
resistorThere have been a number of threads and posts on the matter, including the tresebrothers.blogspot.com/2011/07/what-is-in-your-cargo-hold.html But in general, 1) It says Pilot Bonus per/unit if 10% of hold of spice. Pilot bonus is 1% increase per unit of cargo above 10% cargo space. That is, if you have cargo space 45, and carry 5 units or more of Spice, you get 1% bonus for each spice unit you are carrying Records - Increases Explorer Skill At Optimal Dang/Rich (80%) for +1 Absolute Points Records - Increases Scout Officer Explorer Bonus at All Ratios for +0.5 Absolute Points (Note for Records, no cargo minimum. Is an absolute value - so no variance to cargo size) Spice - 10% Hold Spice Provides Pilot officer 1% Pilot bonus per unit (assumed it is your pilot skill that is used for calculations) Spice - 10% Hold Spice Provides Political Officer +1 Negotiation Per Unit Metals - 10% Hold Metals Provides Mechanical Officer +1 Repair Per Unit Crystals - 10% Hold Crystals Provides Mechanical Officer +0.5 Repair Per Unit Vudka - 10% Hold Metals Provides First Mate +1 Crew Boss Per Unit Luxury Rations - Slows Rate of Morale Decline By 2% Per Unit During Water-Fuel Use (3% with First Mate) (Note no cargo minimum) 2) 10% Bonus query. My understanding is that you need at least 10% cargo ... so if hold = 41, 44, 47, or even 49, you need 5 units of cargo to take advantage of the bonus. 4 units <10% cargo. 3) Mechanic Hold Question Repair bonuses for mechanic stack. 1 repair point per unit for metal, 0.5 repair point for crystal. You need 10%+ of each in order to stack the bonuses. Yes, random dice rolls are used, but with the example of 10 Metal + 10 Crystal, you get a +15 to your Repair base number which is ... umm ... I dunno. See #4 below 4) What happens if I don't have any cargo? My understanding (may I be corrected if I am wrong) is that each officer has a certain amount of latent ability. They give you bonuses even if you aren't carrying cargo. However, they give you much bigger bonuses if you are carrying stuffs.
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Post by qbspy on Apr 10, 2016 18:19:43 GMT -5
slayernz Are you sure of point 1? I thought 10 percent was the max bonus.
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Post by resistor on Apr 10, 2016 18:21:11 GMT -5
Thanks slayernz for you're very thorough answer. How and why does having luxury rations slow morale decline when you have water-fuel? I've never noticed morale declining when I'm flying with water-fuel.
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Post by slayernz on Apr 10, 2016 18:27:57 GMT -5
I don't know man, I only live here! You can get morale impacts just by flying around and doing nothing. Most times though, you have an encounter, or you're actually committed to an action that has an outcome on Morale. Not many of us fly around purposely trying to waste years of our captain's life for the fun of it.
Lux Rations are primarily beneficial when you have bingo WF. You're going to have morale hits when your crew has to go out onto the ship hull to chisel ice to add into the reactor. Giving them a great roast meal in return makes them think it's not so bad.
I personally still hope that Cory will implement a crew-insertion module where you can throw a crew member into the reactor intake and it pulls out the liquid from within the crew member. It may help with long-term ship efficiency as crew very quickly learn to ration their water usage ...
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Post by beverage on Apr 15, 2016 2:42:03 GMT -5
Thanks slayernz and qbspy for the resurrection and fulfillment of this query. TGhe manual must have been updated or I just Derped my way through it. Totally agree First Cat. +1 to crew converter, (+3 w/f and +1 Luxury Ration for loss of one Crew [mmmm, Jerky]) So, the bigger your hold the better
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Post by Cory Trese on Apr 15, 2016 13:43:53 GMT -5
Not sure how I missed this thread originally, but sorry for the lack of answers!
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Post by slayernz on Apr 15, 2016 17:34:54 GMT -5
Not sure how I missed this thread originally, but sorry for the lack of answers! So long as I didn't get the answers wrong, it's okay if you didn't respond ... if I botched things up, THEN you needed to step in and go "No, actually, ignore the cat, the correct answer is this ..."
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