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Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 12, 2019, 02:49:20 AM »
This is going to become a "required" mod. It's almost a work of art.
Some observations from using 1.0.3 for a few hours:
Combat ships which are routinely deployed get a mix of traits.
Combat frieghters which are sometimes deployed get a mix of traits.
Non-combat ships which are never deployed get mostly negative traits, and they seem to gain them at a similar rate as deployed ships.
Possibly look into having the rate of trait gaining for non-deployed ships vastly reduced.
Doesn't feel good getting a ton of negative campaign modifiers for using a class of ships as intended.
As counter balance, could possibly vastly increase the chance of traits appearing if force-deployed in a pursuit mission, or if CR-burned by hyperspace storms.
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Ship tech families seem to behave differently, and I'm not sure if this is intended or not.
High-tech and Midline ships, and all carriers almost always get a mix of traits with more positive than negative as they're either tanking damage on shields or avoiding it altogether.
They also get lots of loyalty boosts due to not taking damage.
Phase ships seem to be all-or-nothing. They either get a roll of mostly positive traits, or mostly negative ones.
And tbh, that actually seems about right for something technologically fickle as these things.
(I have a pirate Shade set up for EMP support and it gets constant 'bad' rolls for everything, and I can't bring myself to get rid of it because it's hillarious.)
Low-tech ships though.... Being an armour tank seems like it's quite disliked by this mod, as constantly taking damage means that traits tend to be more negative.
And crew loyalty sits firmly in the toilet because the ship is designed to take all the punches so nothing else has to. Which is not really helpful as extra CR decay is a hard no for safety override ships when you cannot easily replace them.
Possibly look into having each tech familiy respond to taking damage differently.
High-tech ships - very damage averse, taking damage has good chance to apply negative trait and badly affect crew loyalty.
Midline ships - somewhat damage averse, taking damage has moderate chance to apply negative trait and badly affect crew loyalty.
Low-tech ships - largely indifferent to damage, taking damage has small chance to apply negative trait and badly affect crew loyalty.
Phase ships - current rules
Some observations from using 1.0.3 for a few hours:
Combat ships which are routinely deployed get a mix of traits.
Combat frieghters which are sometimes deployed get a mix of traits.
Non-combat ships which are never deployed get mostly negative traits, and they seem to gain them at a similar rate as deployed ships.
Possibly look into having the rate of trait gaining for non-deployed ships vastly reduced.
Doesn't feel good getting a ton of negative campaign modifiers for using a class of ships as intended.
As counter balance, could possibly vastly increase the chance of traits appearing if force-deployed in a pursuit mission, or if CR-burned by hyperspace storms.
-----
Ship tech families seem to behave differently, and I'm not sure if this is intended or not.
High-tech and Midline ships, and all carriers almost always get a mix of traits with more positive than negative as they're either tanking damage on shields or avoiding it altogether.
They also get lots of loyalty boosts due to not taking damage.
Phase ships seem to be all-or-nothing. They either get a roll of mostly positive traits, or mostly negative ones.
And tbh, that actually seems about right for something technologically fickle as these things.
(I have a pirate Shade set up for EMP support and it gets constant 'bad' rolls for everything, and I can't bring myself to get rid of it because it's hillarious.)
Low-tech ships though.... Being an armour tank seems like it's quite disliked by this mod, as constantly taking damage means that traits tend to be more negative.
And crew loyalty sits firmly in the toilet because the ship is designed to take all the punches so nothing else has to. Which is not really helpful as extra CR decay is a hard no for safety override ships when you cannot easily replace them.
Possibly look into having each tech familiy respond to taking damage differently.
High-tech ships - very damage averse, taking damage has good chance to apply negative trait and badly affect crew loyalty.
Midline ships - somewhat damage averse, taking damage has moderate chance to apply negative trait and badly affect crew loyalty.
Low-tech ships - largely indifferent to damage, taking damage has small chance to apply negative trait and badly affect crew loyalty.
Phase ships - current rules