Comment #2 on issue 34 by jsharbour: CREW SKILLS: Roll on success of
complex crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34
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Added roll for science officer planet scan, and related skill increase.
I also think we should leave this issue open until filling in the three and
non-utilized skill categories above. Here are a few ideas:
Tactical usage: Randomly misfire for low skill, somewhat increased firing
rate,
weapon damage, and ship acceleration for high skill.
Communication officer usage: garbled words (already discussed)
Communication officer skill increase: number of communication sessions, the
increase
in alien attitude after a communication session in comparison to their
attitude
beforehand (divided by 10?)
> I can imagine someone leaving their computer sitting in space unattended
> for hours
> just to make time go by...
The counter only increment when the ship is moving. Is that not enough?
> The counter only increment when the ship is moving. Is that not enough?
Yes, I noticed this now when I watched the counter. The current system is
much
better than I thought. Please ignore comment six.
Comment #10 on issue 34 by swirsz: CREW SKILLS: Roll on success of complex
crew tasks, increase skills, and notify player
http://code.google.com/p/starflighttlc/issues/detail?id=34
Communication officer skill utilization would require a decent amount of
modifications to the Lua code and making the arcade style tactical combat
somewhat dependent on the officer skill would either be unnoticeable or
annoying.
Closing this issue unless someone else has any suggestions? With the
constant streaming of fire random misfires for low skilled tactical
officers might be the only thing that is noticeable, but again would not
change the combat much.
All other skill increases and uses have been tested and verified as
functioning.
Another fantastic gameplay idea to improve realism yhat turned out to
dampen the fun factor. ;) I'm in favor of removing completely crew skill
factors.