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Quite how you can heal LOADS in combat but not patch your crew up while flying around I don't know.
Maybe the game could be balanced to allow crew to heal somewhat during space flight if you have med bays - it makes no sense to me and as I said, I've actively sought out combat just so I can heal my crew.
https://startraders.gamepedia.com/Medical_Rating
The point is precisely to make you spend the same 3 weeks in port to heal your crew that all non-Medical Bay ships must spend. Otherwise, Medical Bays would be OP, no-brainer, must-have components, and no contender could play without them.
It's consistent with all other ship components. None of them are event handlers. I think ST:F's internal pipeline goes like this:
1. There exist a set of events. (Sort the crew talents wiki page by the icon box, and those are exactly the set of events.)
2. Ship and crew actions raise events: landing, trading, card game draws, deaths ...
3. Talents are event handlers: they subscribe to events. (From other threads, we know alert players are already grumbling that they cannot control the subscription queue order for each event type, and so they go to extremes like retraining away all crew talents of the On Landing event just to ensure that the captain's mega-talent will be the sole subscriber, and thus be guaranteed to fire.)
4. Skill levels, and some ship components (intel, mining, medical), are data, basically a vector (or phone book) of quantities. Some event handlers (talents) do table look-ups to query certain values, as explicitly stated in each talent's description.
It's a nice system, quite elegant. But some "common sense" things become weird fits when you shoehorn them into it. Medical facilities lying fallow until something queries them doesn't jive with our understanding of Star Trek sickbays and RPGs, but that's the game. It seems to be deeply intended that You Don't Just Heal Over Time. I don't think it's wrong; it's just one more unique rule that makes this game not-an-RPG. (Similarly, ST:F has the brilliant, if a tad startling, concept that leveling up does not increase HP, which means an L18 xeno dies just as quickly as an L04 xeno -- if you can hit it. So does your L24 captain.)
We note that there are talents that auto-repair "over time" (actually on landings, but that amounts to time), and traits that auto-cheer-up (add morale), but no talent that auto-heals. Surely this is deliberate. I like it: it gives you some uncomfortable decisions to make when you're camping on a card game, and ensures that crew battles you barely survive eventually do attrition you down. Plan ahead, bring extra guys, have a bolthole or haven nearby, and periodically shift gears.
And maybe pick an easy fight for the sole purpose of popping off a bunch of repair + healing + morale talents, then escape. That's a perfectly legit use of a Pirate.
I have to say that these space travelers sure seem accident prone.
"When making doctor tests during Travel, medical rating plays a big part in your success, specifically it adds 3 weak dice per point of rating. That's effectively the same as 1.5 doctor skill per point of rating applied to these rolls."
Doesn't this mean that medical bays also affect travel? Or this is something that applies to events occurring during travel, like work injuries, not on previous health issues.
We do not have a roadmap item to totally redesign the Ship Component system but we will have a discussion about the suggested changes and see if there is something we want to change there.
Thanks for playing!
In my opinion, morale lose and ship damage is also very dangerous to leave uncheck. It not uncommon to have crew desert from low morale. Leaving your engine damaged from from a bad card is a recipe for disaster.
Later in the game, I usually lose more time from spice hall and repairing at port then finding easy prey to trigger both in combat and post combat talents to heal, repair, and rally.
As has been said I think this is one of those cases where the game has been designed to balance a concept (you're stuck in space with limited ability to repair, do you take a risk and make the mission timer, or play it safe and repair to make sure you make it at all?).
It does seem that later in the game everyone seeks out combat just to use talents to heal/repair, because it's quicker than the starports.
While on that, though - why the frag do combat hospitals etc take so long to repair? :)
Not sure about everyone else but later in the game I am super busy and don't have time to get into a fight just to fire off talents.
Granted it is a good tactic if you failed a major kill test and you have like 9+ crew members with bad morale.
If its not something major like that I don't bother with it personally.