About to start a run with this mod, went through all the skill descriptions very carefully. Overall, seems darn amazing, ability to just swap out whole skillsets on the fly for some CR s great. Its a bit of a shame i can't build an ultimate smuggler by combining starfarer and pirate XOs, but oh well. Giving up bulk transport will hurt, but piracy s an absolute no brainer for stealth.
Question, I know colony stuff s out of the window, since i went through the thread (which is kind of sad, but that can be at least made up by some other mods boosting colonies), but are there any aptitudes planned for campaign layer stuff? Specifically for managing ground battles\raids\surveying\trading? Unless i missed something, right now all you can do is buff ground ops by 30% and reduce marine losses by 25% by picking Hunting Grounds, which seems kind of subpar. Piracy doesn't have any crew capacity booster ability itself and excludes starfaring, which does.
It would be cool to have an aptitude that enhances raid related stuff, such as:
- making tactical bombardment cheaper\easier\more effective
- making raids more effective\nerfing enemy ground defenses
- increasing loot payouts on successful raids
- further reducing marine losses
- increasing marine xp gain
- buffing Ground Support skill like adding say 30% bonus to that hullmod
- reducing marine paychecks by some percent
And so on... That would go amazing in combination with piracy, to enhance the whole sneak up -> raid -> escape -> sell for huge profit cycle.
Regardless of the answer, very much looking forward to trying it out. Will give more relevant feedback once i have, cheers!
Upd: One more question, do XOs only get xp from fights? While it does make sense for most aptitudes, since they re combat related, i feel like they should get xp from other things player does, like trading, quests and exploration.