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Post by John Robinson on Jun 15, 2018 15:38:41 GMT -5
Thanks. Your STF Planner makes my tables look like a clumsy child with his first box of crayons.
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Post by John Robinson on Jun 15, 2018 15:30:53 GMT -5
aj Incredible! This is the best I've ever seen. My work looks anemic in comparison. Great job ! +1k
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Post by John Robinson on Jun 15, 2018 15:25:34 GMT -5
Well she finally convinced me to get a small dog! Meet 9wk old "Beignet" the french bulldog.
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Post by John Robinson on Jun 7, 2018 21:56:00 GMT -5
When raiding the cookie jar, always sneak one more, before getting caught. Bye the way. The new Assassin job has got my head spinning! This will be the first time I've used a Swordsman in any combat team, because of the possible combos. Thanks great design!
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Post by John Robinson on Jun 7, 2018 21:21:28 GMT -5
Could Aimed Focus be changed from casting, to on init?
Aimed Focus: When making Initiative Roll in Crew Combat, Buff yourself with +25% Ranged Accuracy (Rank 1) +25% All Damage, +10% Critical for 3 Turns, Restores (10 + 0 Evasion) Morale
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Post by John Robinson on Jun 6, 2018 9:54:03 GMT -5
Thanks thought it was just me. I had the same problem, even with officer intel bonus talents. Up till now I've gotten rid of crew with sly trait. Great job
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Post by John Robinson on May 31, 2018 12:16:30 GMT -5
Pistols are the low Initiative cost weapon and so it is perhaps the most efficient Talent to drop bleeding debuffs on enemies right now. Just in case I muddied the water. The -3 Initiative was part of the effect on target, not lessening cost of the attack. I'm probably digging my hole even deeper. A pistoleer with off hand blade, assassin combo gives a nice synergy. Assassin(8) talent Arterial Slash (+24 bleeding) Reminds me of being stabbed then shot. Pistoleer(8) talent Terrifying Accuracy (+14 bleeding) Reminds me of using hollow point ammo. Or perhaps adding more Armor Piercing to Terrifying Accuracy simulating copper jacket ammo? Thanks for the -25% Dodge change.
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Post by John Robinson on May 31, 2018 9:09:13 GMT -5
Pistoleer: Terrifying Accuracy is a rank 8 talent. Could you add -3 Initiative, -25% Dodge?
I think it fits well with the new initiative driven combat system.
Terror inhibits a targets initiative. That moment of fear and indecision could also make it more difficult to dodge the next shot.
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Post by John Robinson on May 30, 2018 12:36:20 GMT -5
John Robinson - Skip All? We've talked about highlighting the "get me out of here" conversation option potentially, but also think that might confuse players into clicking on it and therefore dropping rapidly out of conversations accidentally. No sweat. Just exploring a concept. Doesn't look like a good fit. Space bar is plenty fast. Thanks
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Post by John Robinson on May 30, 2018 7:04:09 GMT -5
I'm wondering if heading in the HoS skip dialog option might be a future direction. Some long dialog scenes like the Faen cut senes. After I've seen it many times (currently 365 steam hours). Might be nice to have a skip option that takes you right to the decision choices screen.
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Post by John Robinson on May 1, 2018 18:43:01 GMT -5
Excellent implementation on Keybindings! I can play so much faster with one hand on keyboard and the other on the mouse. Having the option to rearrange some of the keys is such a fun feature.
For months I've been using the defaults because they make so much sense. ( c = contacts, etc.)
I'm looking at the map button that is between ship, and orbit.
m Is an unassigned key. I would like to jump to the map directly from the planet surface without left clicking the Map button or hitting escape two times.
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Post by John Robinson on Apr 24, 2018 16:27:29 GMT -5
I highly suggest looking closely at the zones where you are recruiting. Seek out zones with high danger, high military, high government, high spice, high economy, high high things. You get what you pay for, where you pay for it. We're kicking around some ideas about how working closely with contacts could help give other ways to improve the situation. A quadrant danger of 16 does have some good qualities after all, thank you. Tough dangerous quadrant only the strong survive, tough soldiers. I've been playing Steel Song, Prince Faen's planet is pretty strong. You are right I haven't paid close attention to Military / Gov levels, definitely will do better on that. Just purchased a level 4 licence to shut up!
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Post by John Robinson on Apr 24, 2018 14:08:21 GMT -5
Metrics Hmm...
1.) Contact Recruits: Should have better attributes, and skills in key areas. For example: Diplomats usually have low Negotiation, and Charisma. Hired Spies, low in every category. Just use them for card games, and small bonuses.
2.) Soldiers, Pistoleers, Swordsman. Starport recruits have much lower stats than initial crew. Especially in Quickness / Wisdom that is so important in the new initiative system. Consistently low hit points. What? If you have a fighter with HP = 100 to 108, they are cannon fodder. What you hope for is good trait bonuses, which do often occur. However a pistoleer with a trait that gives 20% +1 electronics, or stealth is not uncommon.
3.) Initial crew will almost always give you one sometimes two strong fighters. But my most powerful fighters come from looking at every initial crew member stats. For example I've created my top fighters by promoting a Gunner, or other crew, to officer then adding a combat job like soldier.
4.) Starting Officers: Really fantastic. Sometimes I get a default doctor with extraordinary fighter stats.
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Post by John Robinson on Apr 24, 2018 1:01:12 GMT -5
OK, so all Crew everywhere just have "bad attributes" is that the verdict? I wouldn't say "all crew everywhere" have bad attributes. I have run into a few planets where I can get decent combat crew, but I don't think I've found anywhere where I can get crew as good as the starting crew. resistor "I don't think I've found anywhere where I can get crew as good as the starting crew." Yup totally agree. I'm not trying to be a party pooper. I really am worried about hurting any feelings. You will never find any crew members in starports, as strong as, the ones you got by default. It's not a "maybe", it's a fact. If you can't build what you need from the initial crew. You might as well "reroll", and start a new captain from the template. The wrong conclusion would be to make starting crews weaker. That would make me go bonkers. It's really exciting to roll up a crew with allot off strong possibilities. I do have a few hundred hours of playtime under my belt. What I said isn't just a point of view. It's experience.
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Post by John Robinson on Apr 22, 2018 20:00:01 GMT -5
I think this is already "Baked in".
If you look at the 3 available engine type upgrades. Reliability is expressed as a percentage.
A less safe engine is easier damaged. I'm not positive. But a less reliable engine may be causing more Command test failures. These will already require repair, and often injure the crew.
Then you have a situation. Crew have to be healed. If things go badly, morale can drop big time. Some non veteran will quit the ship.
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