#Request: Crew role templates

1 messages · Page 1 of 1 (latest)

low snow
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I got to a point where I can reliably pursue certain strategies that work well enough on higher difficulties.
The road to get there was pretty brutal (started and learned on hard). I had many failed runs and near-wipes where I got away with less than a quarter of my crew. One of the most tedious part of playing this awesome game for me is crew management/replacement.

If my third E-Tech and second Pilot die, I have to go look at 6-8 other crew' skills and figure out what I'm missing. It just gets worse on larger ships.
The way I've gotten around this is by dully renaming my crew: "Pilot 1, Pilot 2, Pilot 3, Tech 1, Tech 2, Tech3, etc...".
When one dies, I immediately know what I'm missing from an excel sheet not too far off with the desired jobs and skills.

Am I the only one doing this? Do you have a better method?

What I would love to see is a "Crew role template" where you can assign your own desired skills to your crew members and have the game auto-level according to your desired templates". It would make the game much more accessible to newbies and and make for a smoother strategy testing process.

I feel like this would be a major QoL feature but I understand that the game is complete at this point and that adding new features might be too much. You could even implement it in a way that you can upload role templates from external files.

deep cliff
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Am I the only one doing this? Do you have a better method?

You might be. I don't usually lose crew. You can go pretty far into the late game on impossible without taking damage to most of your crew if you're hitting check thresholds and doing ship combat carefully- I think it's my combat crew that's most vulnerable to initiative rolls and replacement until I find good ones, and those are easy to track since there's usually only 3-6 of them (depending on redundancies)

low snow
deep cliff
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I like the idea of templates tbh even if it's just for setting up games for trials and such. I was just answering your question about the excel sheet- to me excel is excessive and unnecessary but if crew templates were a feature in game I'm sure some people would use it

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(*assuming they were user friendly enough to set up)

glossy marlin
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I dont use excel sheets unless its something forced on me like school or work. There's a Talent manifest tab somewhere... I think you have to go in crew and then look for that button on the bottom. The thing you want to note here are total skill saves. You want at least 3 for all the ones that get tested in space. Eventually 4-5 on bigger ships.

Other than that, I just make sure I have 100% in all ship bars except for gunnery which I can ignore.

The devs actually updated the way auto training talents are done about a year ago. Before it was kind of crappy but now it does take priority in skill saves. To be honest, the current version of autotraining is fine for most jobs in my opinion but I do manually do officers and when I mass hire military officers (I make sure they all have a recruiting talent while the 2nd is a balanced amount of patrol, stiff salutes, rank discounts, skill saves.)

I think one other thing I take note of is when I click a talent and I look at the "X number has exact talent or X number has similar talents." But I guess that isnt helpful for someone who is new to the game since I kind of just have most talents memorized at this point from playing.

I believe you can find like one or two other people on the steam forums who play with spreadsheets open. Tho I find it unnecessary, I'm also not getting into any of those lucrative jobs that require you to prove your work through tons of excels.