Star Traders: Frontiers

Star Traders: Frontiers

25 ratings
Talents - Don't miss these
By bookworm2156
A WIP guide of all the incredibly helpful talents in Star Traders:Frontiers that you didn't know existed!
Important Talents for Combat Avoidance
These Talents are an excellent way of defusing tension upon meeting possibly hostile ships - for the early game phase I recommend avoiding ship-to-ship combat entirely until you have some good 'Combat Recovery' talents.

Military Officer Level 1
"Stiff Salute": Lets you automatically leave an encounter with a Military Officer or Zealot with a 'Draw' result

I always give the military officer job to one of my starting officers because of this talent. It just works so well with all playstyles, as you never know when you'll have a full hold of illegal goods, be limping back to port, or be caught short while spying in an enemy system. Being able to run away from a hostile encounter can be the difference between victory and defeat.

Smuggler Level 5
"Forged Permit": Reduce hostility of Military Officers

Not as good as Stiff Salute, as it doesn't work on Zealots , but worth getting if you don't want to take a Military Officer for just that 1 talent. This talent won't guarantee a successful outcome, but often a small reduction in hostility is all you need to be able to bribe them to leave you alone.

Merchant Level 5
"Jettison Cargo": Throw a random type of cargo out of the ship to retreat from Pirates

This is a great talent, and I usually take 1 of all the really cheap trade goods (fuels, leather, scrap, biowaste etc) to lessen the chance of me losing any valuable trade goods that I'm smuggling. Pirates can be hard to get away from, so having this talent really helps.

Smuggler Level 5; Pirate Level 8; Spy Level 8
"Faked Signature": Reduces the hostility of Bounty Hunters

This talent won't guarantee a successful outcome, but often a small reduction in hostility is all you need to be able to bribe them to leave you alone.

Hyperwarp Navigator Level 11
"Skip off the void": Retreat from anyone at the cost of some Hyperwarp Drive damage

This Talent takes a large investment in levelling, but is the only reliable way of escaping Xeno ships as you travel through the void. A must-have for any navigator, as it works against all other space encounter types as well.

To be continued...
Specialist Skill Saves
These are all the skills for which the standard assortment of crew in the spice hall do not have auto-pass talents for. To get these, you will either have to assign an officer to the job or seek out a contact who you can recruit them from.

So many of the games safest missions involve diplomatic escorts, so as such choosing a Merchant or Diplomat will give you access to a Negotiation Auto-pass talent which is a great way of getting easy money.

Passing Doctor skill tests (Doctor and Combat Medic) are vital for keeping the crew HP up, and your crew will quickly become unhappy and leave if you can't keep them safe while flying around the galaxy. Luckily, your starting doctor officer has the Medical Staff pre-selected, but as there's a 3 week cooldown on talent saves you may want to invest in another.

Failing Command tests cause you to lose morale, which, as I'm sure you've found out, is not a good thing. Command tests are also used to bluff your way through checkpoints on covert missions. Command test saves are found on the Commander and Quartermaster jobs

Another skill test used to prevent morale loss during flight, auto-pass talent are found on the Pirate and Zealot Class

The stealth save talent is found on Spies and Smugglers, and is invaluable for Star Traders that like to run a lot of covert operations under the nose of hostile factions
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Dheran Feb 26 @ 6:44am 
I would say that Stealth skill save is not very important at all at the beginning, as it only triggers in certain missions stages and sometimes during spying. It's the least used skill unless you have a Spy geared for ground combat.
On the other hand Negotiate, Doctor, Command, Intimidate and also Electronics, Piloting and Navigate are triggered in everyday flight. Piloting triggers on planet landings and Navigate when going through gate (which you don't want to fail, really).

Forged Permit allows you to put yourself at +2 attitude with the Military Officer, which allows you to hail them for rep bonus. And if I recall correctly you can use multiples of this talent in one encounter.
Telephone Jan 9 @ 2:55pm 
A few suggestions for additions for trade profits. There are lots of bonus cards for the card games, but assuming you already have the goods, if you want to max out trade profits and buffs when making a sale, look at these:

Bootleg Profits/Righteous Profits - Profit Boosters (made $332k addtl profit once with this!)
Garner Favor/Insider Trading/Trader's Reciprocity - Reputation boosters
Market Confidant/Friendly Banter/Criminal Connections - New contact chance boosters
WaKKO151 Dec 14, 2017 @ 4:38pm 
There are some contact ones like lvl 8 nav i think gets this check every time you do something like land or maybe its passing the spice plate, anyway it just gives you a new Contact. There is the merchant contact talent as well. Basicly anytime you sell 5k worth of lootz in one go there is a chance to get a new contact. With these 2 talents i end up with contacts everywhere.
Trese Brothers  [developer] Nov 17, 2017 @ 10:04pm 
So awesome thank you!
bookworm2156  [author] Nov 17, 2017 @ 2:36pm 
@DaDiarra Hadn't thought about using the Hostility Reducing talents like that! That's really neat (will add :P)
DaDiarra Nov 17, 2017 @ 2:34pm 
I always like to help a fellow Contributor if I can ;). A fun thing with Forged Permit, is that if you have multiple crew with it, you can use it multiple time and even make captains from factions that hate you give the Acknowledge option which can gain you rep with them.
bookworm2156  [author] Nov 17, 2017 @ 2:16pm 
Updated formatting, added Smuggler Talents to the list (Thanks again @DaDiarra)
bookworm2156  [author] Nov 17, 2017 @ 2:05pm 
Thanks for the catch, @DaDiarra - I will add :spice:
DaDiarra Nov 17, 2017 @ 2:03pm 
Great work. Smuggler also has some "get out of combat free" talents, at level 5 I believe. I almost always have a smuggler aboard. So many useful talents.