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LordofSyn

Scholar
Joined
Nov 8, 2014
Messages
113
eh how to retrain officers?
can vrew be retrained?
Go to Talent page and as long as you do not have to level up or pick a new Talent, you can see the Retrain button on right side. It will cost you some credits, but you can choose your talents again.

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SausageInYourFace

Angelic Reinforcement
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In your face
Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
Yea, maybe I should just stop ripping out all the weapon systems in order to install more spyware. I also never tried boarding before, just ran away all the time. Last time I failed to escape in the first round and then got hit bullseye and the shot disabled my engine.

And then I got executed. I feel like I shouldve been given the chance to at least have one more boarding fight before that happened.
 

LordofSyn

Scholar
Joined
Nov 8, 2014
Messages
113
job lvls cant be changed though. That being said, if you promote crew member to officer - he will get fully reset. You will be able to multi class him at will by reassigning all his lvls,save for 1st base one.



ive just tested most expensive tiny ship(400k or so). Same crew hold(1 officer more), same fuel efficency(warp jumps will cost more but you will have more fuel), way more space for goods.
Just had 2 fights against broadsword(large ship for 800k). Won both easily through boarding. Lost less than 20% ship hp but most weapon slots got disabled. For that reason I've respecced gunners to pick talents that repair weapons after battle.
Cant wait to try it against xeno. Im def gonna stick to small ship.

Also boarding is very nice as you can steal extra intel. Now im not leaking money by fighting ships


Another question that maybe someone can answer: i've started stacking initiative cards like crazy. After doing so... it appears that only single one can be activated per team. Am I understanding it correctly?
Initiative cards? Please explain what you mean by that.

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LordofSyn

Scholar
Joined
Nov 8, 2014
Messages
113
Yea, maybe I should just stop ripping out all the weapon systems in order to install more spyware. I also never tried boarding before, just ran away all the time. Last time I failed to escape in the first round and then got hit bullseye and the shot disabled my engine.

And then I got executed. I feel like I shouldve been given the chance to at least have one more boarding fight before that happened.
Boarding is where you can get some of the biggest XP gains. Boarding and Victory Talents are very boss and if you have the right ones, then you do so much after ship encounters that you'll wonder how you ever got along without them.

Nothing wrong with Spy ships. You can sway a decent amount of faction Rep, Personal Rep, Conflicts; and gain access to top tier weapons, armor, Ironclad Black Market access, RTGs and recruits using Intel. A good spy has many friends that he can exploit for personal gains and don't forget that Spies are one of the better Stealth job types in CC.

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LordofSyn

Scholar
Joined
Nov 8, 2014
Messages
113
You do not have to rely solely on the Boarding Assault Talent and can board most of the time from Range 1.
Soften your target up with crippling attacks like torpedos, railguns, etc. Do a couple of boards when the opposing ship's Red meter/ Hull is about 250-300 using Boarding Assault if possible.
Stop attacking the ship around <150 hull and when you board, either from BA or from Range 1, make sure that you Panic Crew/Crippling Dread on each boarding. That does stack and you can watch their crew morale plummet while you keep sending boarding shuttles in to wipe crew out.
If you are a Bounty Hunter, and on a mission, then wait to use Blood Game until after your first boarding attempt when they are panicked and you will usually pull the Captain with that Talent. Kill the Captain and the ship is yours as no Star Trading crew can carry on without their Captain. It is part of the charter.

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Nirvash

Liturgist
Joined
Jan 20, 2017
Messages
1,108
Just give up, doing ship fights at hard+death is just not viable.

I can easy see a small ship losing the engine even at round 1.

1 solid armor mod on ship will set you up.

No.

I had top combat ship, top extra armor defense/shield things and still lost engine at round 3 vs a lv18 pirate.
 

LordofSyn

Scholar
Joined
Nov 8, 2014
Messages
113
nothing wrong about removing weapons. You win through destruction from inside, not outside. Largest ships will need up to 5 boardings. You can help with assassins - they got talents that execute random officer(cpt being one). Like LordofSyn said, board win cards are STRONG. Single boarding gives 100+ xp to crew that executed it.
That being said, once you get that raptor ship(bad name imo, it looks more like raider from battlestar galactica, not raptor) you will have enough space. All you really need is 1 torpedo to cripple enemy ship in round one to prevent escaping... And you probably dont want it on scout.
Only issue with raptor is that it still got same crew count as scout(with extra officer). It is doable though to have all skill checks at 200%. Im still in process of optimizing head count for perfect spy. Will share once im closer to being done :). Spy style cpt synergy with specialist crew is amazing for all: flying around, spying, boarding.


1 solid armor mod on ship will set you up.


for example cards like 'Raining Steel'. Ive tested with 3 crew members having 3-5 of those and only single one gets fired on single crew member. It also works for cards that are fired against your enemy, like 'First Blood'. Due to that my splash to assassin feel bad now.
Oh Talents.
Threw me off when you said cards. Especially initiative cards.

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Nirvash

Liturgist
Joined
Jan 20, 2017
Messages
1,108
No.

I had top combat ship, top extra armor defense/shield things and still lost engine at round 3 vs a lv18 pirate.
interesting. did you use cards that increase your defences or lower enemy fire?

Yes. i do 2 volleys of 4x crippling cannons, the -25% hit debuff at round 1 and +dodge/purge debuff at round 2-3, then pound the crippled enemy with the megaguns, also doing repair/crew healing near the end.

This is the best and safest strategy.
A pro boarding team can end things a couple turns faster but the "danger" is at the start of of the fight in long range and coming closer also make you more vulnerable. (you lose shots for moving and need the mobility talents)

But no strategy or set up can is 100% safe if the enemy also buff/purge well and use those crippling crit cannons.

You can also easy lose crew and in the late game that's a huge pain in the ass. (like, how do i even know who deserted/died? The maybe you have to jump 8 system for a new one)
 
Joined
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every death/desertion should have a pop-up with at least name, level and profession. every time i see that "1" i have a panic attack.
 

SausageInYourFace

Angelic Reinforcement
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Messages
3,858
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In your face
Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
Yea, the UI is very unclear in that regard. You can go into the captains log which is again only a submenue of the ships log to see who exactly left or died but then it only states name, profession, level and sometimes I am not able to connect it to one of the many crewmembers.

Together with their mortality rate that makes most of the crew seem pretty exchangeable. It would be better if they had an X-Com or indeed Templar Battleforce style list of who died, how and why. It would add to the immersion.
 

LordofSyn

Scholar
Joined
Nov 8, 2014
Messages
113
Yes. i do 2 volleys of 4x crippling cannons, the -25% hit debuff at round 1 and +dodge/purge debuff at round 2-3, then pound the crippled enemy with the megaguns, also doing repair/crew healing near the end.

This is the best and safest strategy.
A pro boarding team can end things a couple turns faster but the "danger" is at the start of of the fight in long range and coming closer also make you more vulnerable. (you lose shots for moving and need the mobility talents)

But no strategy or set up can is 100% safe if the enemy also buff/purge well and use those crippling crit cannons.

You can also easy lose crew and in the late game that's a huge pain in the ass. (like, how do i even know who deserted/died? The maybe you have to jump 8 system for a new one)
Ship>Captain's Log
You can see who died and or deserted your ship.

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SausageInYourFace

Angelic Reinforcement
Patron
Joined
Dec 28, 2013
Messages
3,858
Location
In your face
Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
Sounds like you need to pay more attention to reputation management. In the beginning I found it funny that people would consider me a crime lord but after frequently getting in trouble for not being able to get services or being attacked I came to realize that its probably smarter to be in good standing with as many factions as possible.
 

Galdred

Studio Draconis
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May 6, 2011
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Middle Empire
Steve gets a Kidney but I don't even get a tag.
later on missions suck. I have nice ship with lowest fuel consumption but higher end ship cost a bit to warp(better have discount from pilots and navigators). Still having to cross 3 fully hostile zones without refuel is no joke. You can grab fuel by destroying enemy ships on the way but it brings me to next point...

my raptor with highest defenses will lose lets say 5-10% of total hp. Suddenly I have 2 ship parts not working, 4 crew members in sick bay and mutiny closer at hand.
As such the only way to pass 3 bad zones is to avoid fight which is not much possible.

Whats more: whats up with ships attacking you(without chance to retreat) only to withdraw? Im talking about those explorer/smuggler/spy/merchant ships. It makes no sense and adds to above annoyance. Good luck running missions since they make nearby sectors hate you.
There are several talents that help you with reputation management:
The merchant has some that trigger whenever he sells for more than 5K (but with a large cooldown).
The pirate has one that reduces the penalty for attacking a ship in mission or something like that.
You can also patrol and do mission for contracts from opposing factions.
Actually, getting contacts in every faction is the best way to mitigate reputation loss, as you can buy pardons, sell intel, or run missions for them.
Here too, the merchant can help with two talents (one that triggers on 5k+ sales, and another one on the spice hall).
Spying can also help you get new contacts.
 

SausageInYourFace

Angelic Reinforcement
Patron
Joined
Dec 28, 2013
Messages
3,858
Location
In your face
Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
Shit reputation with several factions can really fuck you over. Even your contacts won't do shit if their faction hates you and Pardons are super expensive. Its better to have an eye on reputation from the start and act early.

Not sure how to get out of the massive reputation hole with at least one faction that the Faen storyline leaves you in.
 
Joined
Mar 3, 2010
Messages
8,820
Location
Italy
there is a ship medium component that adds range change. With it I rarely fail to get closer even without helping cards.
and that item is idiotic. with two of them on the slowest ship (with a shitton of availble space) nobody can run, you always dictate range without activating skills. a speed 9 ship manages to be faster than a 27. something is veeeeery wrong. that's why mods are just too important with these kind of games.
 

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