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Be sure to check the latest release, which makes it clear that the example you have is incorrect. Those are two different types of talents, fired on different events.
Ah okay thanks. That makes like half the jobs kinda useless since they just repeat the other half that has some combat skills added in though doesnt it?
On a side note what gives access to higher tech level items? I cant find anywhere that says what does and its confusing. I know its not rep or influence of someone or military or trade rankings i think but then sometimes it doesnt appear to be levels either so im lost as to what gets it. Ive had games where i got the a5 weapons locker without doing anything at all to.
I also thought it was the starport that did it but even maxed ones dont have a5s on my current game.
Not sure how that makes sense? Can you give a specific example?
That does depend - in the example you used at the beginning for recruitment talents - I have many times wanted to recruit more than one of a particular type of specialist, so it can be very useful to have talents that do the same thing spread out across multiple crew members with different jobs.
With multiple talents I can recruit several crew members and know that the talent will fire on each one - admittedly there are other talents that perhaps you only really need one or two, although what these talents are will depend on what kind of captain and play through you are doing.
Well like commander and military officer. Every useful passive skill that doesnt invole combat is in military officer which is weird since you would expect commander to have them considering the title or like diplomat and merchent where merchant is just better. I went through every single class and noticed that if you only want passive skills for officers then there is always one clear choice with the other being for combat with like 1 or 2 of the most useful talets from the passive class.
Starport and military is what affects weapons locker availability - a recent update allows you to filter to show things not available at that particular starport and why they are not available, so you know what to look for.
Ah that makes sense. It never even occured to me that it would be 2 planet levels that would do it. Thanks.
I would not call them useless though. More like redundant. Specifically, that are 2 talents that reduce the jump cost. The cost depends on skill so unless you have changed it is possible that a talent which gives worse benefit is triggered. Also, bootleg can compete with artificat hunter if you sell artifacts on black market. In my game(v100) hunter triggered first while bootleg had higher profit.
Yuppie. Be nice if a priority triggered with that kinda stuff at least.
Even so though there are alot of reused skills in the half combat half other class ones makes it kinda pointless to even take half the classes cause of it. You either go combat or you dont. There isnt really an inbetween and even then your not going to take one class that has like half the skills of another class except in rare cases for a very specific skill in my opinion.
If you want an Intimidate Saving Talent, then you can get one from Pirate, Bounty Hunter or Zealot. If you have a Pirate and Zealot on your crew, you have the option to get take this Talent twice if you wish. However, you might want to spend more of your Zealot's Talents on other abilities and therefore it is to your benefit to have the Pirate's Talent.
If we were to remove these shared Talents, then we would be forcing you to take Pirates on your crew. That would be terrible blow to the crew system.
Also, Talents go on cool down. From what we've seen in the hundreds of saved games that have come across our desk, 3 Talents of the same type is a pretty common number of saves like landing, jumping, boosting Explorer results, etc.
To categorically call them useless is gross flattening of the crew building meta. Simply can't see that.
Anyway, good luck picking Talents!