Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The captain is never forced to fight in any situation, at least, not in the current version of the game.
https://startraders.gamepedia.com/Attributes
The main thing is I'm torn so hard between Abilities and Skills... What would you recommend for a smuggler? I'd love to play a Hans Solo type char, you know, one that always shoots first... But its hard to roll a smuggler, have all the smuggling abilities, and still be badarse in a fight.
I guess I could hire a few smugglers onboard to handle the smuggling talents... What are your thoughts?
Almost 30 quickness and 30 wisdom recruit, but it took a lot of recruit spamming from top rated ports. Stats and traits aren't as optimal and handpicked as captain creation either, but it show what is possible with random number generation. The low health is still an issue here, but it's very hard to top this recruit other than more insane randomness.
I seen someone else got better overall stats for crew combat than this but that was from a contact. Still not too bad for a spice hall recruit.
I once got fleet-footed in a different play through with similar stats. Another time a starting assassin captain lucky enough to get tense. Mostly just RNG.
Thank you, it's good to have a baseline, for RNG. It stills seems like having a minmaxed combat captain still has benifits though.
I think I see what your saying, but if the role of the Captain is best determined by your crew composition, and you have to roll your captain first, then see what crew you roll, okay I don't see what your saying. But thats probably me. I'm RPing a pirate-ish captain atm by drinking myself blind.
What did you mean about command and tactics tough? Sorry i'm having a hard time tracking.
The main reason is command is used as standard dices for avoiding enemy attacks and changing range. Tactics for standard dices for hitting enemy (if gunnery is fully staffed) and changing range. Mostly for ship combat dices but also help a lot with patrolling ops.
Sorry for the confusion, it get better when you figure out the game on your own pace.
Some of the mechanics are obscure if you don't read the wiki, unfortunately. Even then, the wiki is not entirely correct. There still one mistake inside the wiki.
For combat captain, I like attributes 1st, skills 2nd.
You will have enough points left over to have an pretty high amount for a 3rd stat of your choice then fill out the rest according to preference.
Skills for a combat captain: depends on the difficulty setting but in general max out evasion then pick whatever. For a smuggler base stealth might be a good choice. On higher difficulties weapon skill becomes more important to hit stuff so investing some points in that isn't a bad call either.
Smuggler start you have some options for classes to mix in: Spy + Pistoleer can work. Bounty Hunter + Sniper works, could even mix Xeno Hunter in instead of Bounty Hunter. More or less you want skill synergies in the classes you pick. Keep in mind you won't level smuggler as much as you may like. The higher difficulties (hard and up) the more important class synergy becomes so it becomes more and more likely you want 3 combat classes together instead of smuggler the higher you play on for a combat captain, as your captain dies, game over, and fighting xenos in crew combat is boo scary. By the time you get to that point, you'll know what you are doing enough to make amazing captains for whatever play style you may want. Look through the wiki and think of fun combos of classes.
Also anything Jimmythebestcop posts read and take notes, that dude knows his stuff and you can learn a lot!
Please correct the wiki when you find mistakes. I try to maintain the non-guide portions of the wiki, but I'm not all-knowing.
Combat officer builds are the key to successful crew combat. I vigorously disagree with the advice I've seen here sometimes to make your officers all non-combat. Balanced builds with a non-combat class (like Merchant, Diplomat, etc.), a semi-combat class (like Spy, Military Officer, etc.) and a combat class (like Pistoleer, Swordsman, etc.) have worked very well for me.
My favorite build so far is a Moklemehoweverthef**kyouspellit Merchant/Spy/Pistoleer. At creation, I put skills 2nd, and plunked 10 points into evasion, and 5 points into pistols.
Put attributes first. Gave him very high quickness and wisdom, and moderate scores in all the other abilities.
Wouldn't even consider a combat captain build without 10 points in evasion, and at least reasonably high fortitude and resilience. Best that your captain never go down (and I don't recall that mine has), but if he does, you obviously need him to survive it.
I use him in almost all my crew combats. He's still alive, around 30th level, has a fully maxed out Sword Battle Cruiser, and about 4 million credits to his name. Hard difficulty level.
He has mostly leadership and money making perks. Only combat perk he has is the "distracting shot" spy perk. But he's consistently deadly in combat just because he's so accurate, and gets to fire so often.
Only character build to have survived as many combats, and dished out a similar amount of damage is his promoted Swordsman/Zealot officer with a much heavier emphasis on combat perks. She may actually be deadlier than him overall, but I've never kept a record, and she's gone down in combat a few times.