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Old 07-21-2012, 12:28 PM
Philexan Philexan is offline
Join Date: Jun 2012
Posts: 20
Default simple buff idea for command...

I was thinking that for the levels of command where you don't get an extra slot, that instead of getting +3 to whatever the most favored stat is of your race, that you would get a total of +5 stat points to whatever stats your race favors.

5 command = extra slot +3 engineering
11 command = +3 engineering, +2 tactical

5 command = extra slot +3 tactical
11 command = +5 tactical
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Old 07-21-2012, 05:42 PM
Chumpy Chumpy is offline
Join Date: Jan 2011
Posts: 271

Well, 11 Command is a medium slot, but that's actually a pretty good idea to replace the 25 HP.

25 HP isn't exciting. Actual crew stat bonuses are exciting because they might let you equip new stuff. This is of course assuming we need "dead" command levels in the first place.

Good suggestion!
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Old 07-21-2012, 09:30 PM
Philexan Philexan is offline
Join Date: Jun 2012
Posts: 20

whoops, my bad on using 11 command, I was thinking of the later levels where it's every other upgrade you get the slot, you get the idea though
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Old 07-23-2012, 01:06 AM
alstein alstein is offline
Join Date: Oct 2010
Posts: 118

That's a big problem with this game, too much of the eq you get is pretty much unequippable.
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Old 07-23-2012, 10:05 AM
silverhound silverhound is offline
Join Date: Jul 2012
Posts: 21

This suggestion would definitely give some more crew points to play with, but i dont think its really going to solve the problem.

I made a suggestion about this elsewhere that i think could be mentioned again here.

Basically the "dead" command levels give a lot more crew points for all attributes but these crew points dont raise your stats.
(no attack bonus, no regen bonus etc.)

Another way to look at it is as if it doesnt raise your attributes but lowers the attribute requirements of the items (say every "dead" command level lowers item requirements by 5)
This way you can equip better items on your ship but they wouldnt be as effective as someone that did put in those extra points.

Early on it might only be a small difference, but at later levels it will have a more significant impact when it starts to add up.
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Old 07-23-2012, 12:41 PM
LostSoul LostSoul is offline
Join Date: Jun 2012
Location: Earth...welcome.
Posts: 104

Command as a secondary *finite* pool of pseudo-stats?

Let's say your ship has 100 command.

So you've got a laser that takes 8 more tactical points than you'v got points for. It'll draw the excess from your command stat. And you're using a powerplant that requires 15 more engineering than what you've got, so that comes from Command too. Shields require 20 more, and armor is soaking up another 12.

That leaves you with 45 command points that can be used in place of the main stats for your equipment. Once your command stat reaches maximum saturation, you can't use it for that purpose anymore.
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