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Post by John Robinson on Feb 27, 2019 11:24:25 GMT -5
ECCM Screens (small component) currently have Nav and Ship Ops soak. I think they should have primarily Electronics soak, because it is in the name Electronics Counter-Countermeasures. Bonus suggestion: ECCM Screen should be renamed to ECM Screen. ECCM means Electronic Counter-Counter Measures, meaning a counter to ECM, Electronic Countermeasures. As I understand it, ECM refers to deceiving enemy sensors, making it more appropriate for an escape bonus component.
Totally Agree. Great idea!
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Post by John Robinson on Feb 27, 2019 8:22:08 GMT -5
During 2018 I've noticed a trend to make Skip Off the Void more difficult to use. The latest being an odious suggestion to harm crew traits even using a hyper warp. There is an undercurrent that Sotv gives an unfair advantage to players. It's time to replace Sotv with some other talent the Navigators can use. This suggestion comes from a devoted, Skip off the Void fan. But it's time to deal with the elephant in the room. If Sotv is to be preserved restrict it to a specific Captain's starting trait or talent. Remove it as a crew talent. Unique to a specific starting Captain type. The bonus trait, should make it easier to use SoV with less engine damage and threat to crew safety. (Obviously the Captain's bonus starting trait would not be named Sotv) Edit----------------------------------------- Notes: 1.) Take another look at the icon for Sotv.At the bottom it says "Encounter". I think the spirit of the law has always implied ship encounters. Not the presence or absence of storms. For the sake of clarity lets get rid of this Navigator talent. 2.) Doubling and tripling damage from flash & sotv undermines these concepts; Storm Navigator | Nav 1 | protects the ship and crew from damage when flying through Radiation Storms (quadrant) ...
| Storm Shielding | Etech 1 | Protects the ship and crew from damage when flying through Radiation Storms (quadrant) " "
| Boosted Shields
| Etech 11 | Buffs Ship with +10% Shield, +50 Radiation Resist,
| Stormhunter
| Engineer 8 |
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Nav linkEtech link 3.) Absence of Mitigating factors. - No help from ships with high medical rating and advanced med facility components? - No help from ship's damage control parties. Ships with high repair displayed in stats? - No help from Doctor or Engineer default starting officers? If you make a talent too damaging to use. The risk to ship, and crew, is too high, with no consideration for doctor abilities, or crew damage control parties, then get rid of it. Edit---------------------- 4.) -New Trait mutation? "Guild Pilot". If a Navigator already has the spice addict trait. Then there is a very small chance they can turn into one of those Dune pilot worms in a box things. Guild pilot trait would increase protection from any type of space related damage. A face only a mother could love but everybody would want one. 5.) - Bounty hunter Blood Game talent Smells allot like an attack version of Sotv with no penalties.
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Post by John Robinson on Feb 27, 2019 7:51:42 GMT -5
Some how related to the % safety rating on the ships engine?
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Post by John Robinson on Feb 26, 2019 23:43:08 GMT -5
resistor Distracting Shots, and Disappearing Act do not require prerequisites to use. My request is to remove the prerequisite obstacle when using Killer's Aim. I agree there are already two ways to turn on Stealth mode. However using Distracting Shots forces the user to retreat one slot. [x R R x | o o o x]. This disrupts my team's firing positions. You don't have to move into a new slot when using Disappearing Act or Killer's Aim. I use distracting shots to solve a specific problem. If the character in slot-2 gets hit with a knock back attack. Then using D-shots will put character 2 and 3 back into their correct slots. Not a big deal. I've seen some great user ideas put into the updates. Thought I would run one up the flag pole. Ignoring Killer's Aim is certainly not a deal breaker when playing Spies.
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Post by John Robinson on Feb 26, 2019 13:51:02 GMT -5
John Robinson - ok, and the reason you say you are losing 2 attacks is because you have to Engage Stealth Mode with a buff and then use Killer Aim? Would be an interesting change, another way to get into Stealth Mode. Yep. Lose 1st attack to activate first buff Stealth mode. Lose 2nd attack to satisfy Stl-m preq to activate Killer's Aim buff. To make good use of the 3 round time clock. I need to start both buffs one after the other. This leaves me vulnerable to enemy Debuff attacks, or I might even die from a direct fire attack. It's round robin, I'm not likely to get 2 actions in a row. The team member, or enemy with next highest initiative will act. More enemies will have more time to take a shot at me before I can get the combined buff effects started. Killer's Aim is a top tier talent, Maybe a little more flexibility?
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Post by John Robinson on Feb 26, 2019 8:21:20 GMT -5
Killer's Aim is great. I cannot afford to use it with Stealth Mode as a prerequisite. The initiative cost is not the problem, it's the combat round you use it in. It reduces the team's fire power by 25% during setup. The cost is low (6 init). But you lose 2 attacks during the combat round instead of 1. This also gives the enemy two chances to stun or apply a debuff attack. Could you grant alms to this supplicant? Should this unwashed peasant be flogged and thrown from the walls? K-A new Initiative Cost = (Stealth Mode + Killer's Aim) =14 initiative. Thanks for giving it a think over. P.S. With this enhancement. If the talent was moved to rank 15, it would still be worth the wait.
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Post by John Robinson on Feb 25, 2019 14:28:09 GMT -5
The counters cost 0 initiative. Thanks +1k
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Post by John Robinson on Feb 25, 2019 10:20:56 GMT -5
fallen When Sharp Counter triggers are you getting the Balanced Blade counter attack for free or paying an additional (1.5 x wep) initiative during your character's combat round. Why I'm asking. * Sharp Counter will trigger a counter attack using the Balanced Blade talent. * Both of these are rank 1 swordsman talents, and each cost (1.5 x weapon initiative) to use. I'm guessing the enemy AI must think this is a high threat to require the high initiative cost?
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Post by John Robinson on Feb 22, 2019 7:52:48 GMT -5
I would argue that a bayonet would decrease accuracy of the ranged portion of the weapon. If a bayonet is heavy enough to penetrate armor, it is likely enough to offset normal firing balance. But as this isn't likely to enter the game, it seems moot. Yeah those old 2 foot long WW1 bayonets must have thrown off accuracy. I'm thinking about high tech, lighter weight metal that might be available in STF quadrants? Or crazy idea of small embedded device in blade that works like a mass reducer on ships? Hits full weight but seems light in the hands.
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Post by John Robinson on Feb 22, 2019 7:06:53 GMT -5
It would be cool if someone with a Rifle type weapon and Blades skill could equip a bayonet in the 'offhand blade' category. I think a bayonet would have low parry and would be unable to do AoE blade attacks, but have good damage. You are a physic. I was thinking the very same thing couple days ago. Would really like to see this implemented. Talent only works in slot 1. Could be single attack, or attack buff. Accuracy = ((ranged + melee) x .5). Damage uses strength as weighted dice. Knock back. I visualize the lunge followed by a rifle butt stroke to the head. Debuff self; Dodge Penalty. When distracted with desperate hand to hand combat. It should be easier for ranged attackers in slot 2, 3 & 4 to hit you.
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Post by John Robinson on Feb 21, 2019 3:09:41 GMT -5
I'm very happy with the medical bay changes! I like the higher med rating, and what a boon not spending a small component space for an officer cabin. Perfect timing. Off and on, last three days I've been building a new team "Galtax Medical Salvage". Putting the finishing touches on it tonight, getting ready to play. It's my first attempt at salvage, and haven't been on an "Orbital" yet. Hope I can figure it out. Again great change, robot chicken out P.S. Finding out "Doctor" is a Scavenger skill really unlocks my new team. New Captain design Merchant(14) Diplomat(19) Scavenger(11) I'm looking forward to ending the red plague again. The animation of the secret lab exploding on the mountain is one of my favorite scenes. The picture of the lab on the mountain would make a great screen saver.
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Post by John Robinson on Feb 17, 2019 19:25:02 GMT -5
Yes, credit where credit is due, John Robinson's talent tables were my initial inspiration when I started this project. The first version of the data file was sourced from his excellent work. Wow! Well done. I've been concentrating on STF and haven't updated HOS since 1/18/17 v4.2.77 I'm nuts about using color codes. Entire thing not only allows easy team planning but tutors players at the same time. +1 karma and enjoy your "badge of awesome deed" Note to readers: Don't forget to hit the exalt button for progor karma Thanks for the honorable mention fallen This guy is holding a royal flush in creativity! Thanks for pointing it out.
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Post by John Robinson on Feb 16, 2019 23:43:08 GMT -5
fallen & Cory Trese"- Contacts no longer give Missions related to Conflicts out of their zone of interest -- Smugglers ignore Trade Alliances, Merchants ignore Solar Wars, etc " Thanks for the wiki link. STF is even more immersive. Big help to all professions. Carefully designed captains will not be thrown into missions that they aren't designed for. Selection of contacts will cut down on my Merchant being offered Patrol, or blockade missions. Top notch enhancement guys. I just discovered Zenrin contacts live 30% longer, Excellent!
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Post by John Robinson on Feb 15, 2019 19:05:27 GMT -5
Opportunist
packrat
scrounger
picker
magpie
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Post by John Robinson on Feb 15, 2019 3:19:53 GMT -5
Time to order a dozen pair of new shorts, and a box of "Depends" from Amazon
Kind of scary thinking of all the times golden wings must have appeared, I didn't realize what was happening!
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