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Re: Crew positions

Posted: Mon 01 May 2017, 01:59
by Lego
I think we fully agree now.  Oh and if you don't pilot a class 3 ship that is 3 EP and that is a ton extra jobs you can do.  Three actually.  With a crew of 5 (1 captain at 0 EP)  that allows for 1 person to do an extra job, if you have the engines with +1 EP thats 2 people doing 2 jobs if they want.  -2 is not that bad when you have +1 to sensors or +1 to weapons. Especially if the captain rolled well for his command bonuses or the sensor guy did well on locking on.

Re: Crew positions

Posted: Mon 01 May 2017, 07:04
by VoxenTass
Sure, and don't forget the option of backup ship intelligence and systems. My players have a combination of both that act as backups and extras as needed, as it would negate the multiple actions penalties. Expensive, but a life saver on more than one occasion I'm sure.

Re: Crew positions

Posted: Mon 01 May 2017, 14:58
by Lego
I would love to add both ship inteligence and a ship system but they are very expensive 300k and 200k for class 3. And you only get to start with 3 features. I really wish you could start with more. I think with most ships atmospheric entry is a must. If you wanted to buy one later you can but find 200k when you are in debt might be hard.

Re: Crew positions

Posted: Tue 02 May 2017, 14:09
by Garage
I let my players start with as many features as they liked, it doesn't really matter if they have more..... the initial stat difference makes it a lot harder for them to win space combat, unless they are lucky imho so I just let them go with what they wanted..... I think they are nearly 5mil in debt.......

Re: Crew positions

Posted: Tue 02 May 2017, 15:40
by VoxenTass
Yeah, I'm similar in approach in my games. If they want to incur more debt, thereby increasing their monthly payments, it just means they have to take on more (or riskier) work. They feel like they have more control with their characters and I've found they don't go overboard with the debts.