![]() ![]() And I'm not fully mounted (in fact, I'm the opposite: 0 mounts). Why double or triple my upkeep costs when I can get the same effect for free?Īlso Traverse gives me 3 movement points, not 1. I had played as a penny pincher, so double rations or double pay were only used sparingly. I generally use Encourage to offset the penalties from Crowded camps and random events. This handily increases the success of most events. Instead, I have a slight amount more proficiency dedicated towards companion passives (the non-combat ones). I'd say this shows that many of the leadership skills suit different players, and more of them are viable. Command lets you more safely run tier 1 combat missions with minimal trader crew (if you pick up relevant Equipment). Exploit speeds up reputation tier gain, which is critical at tier 0 when all you can do is run supply, as well as to avoid tier regression by finding alternatives to opposed-to-at-risk-of-tier-regression factions. ![]() ![]() I think by far the best starting leadership perks are Enhance (event checks), Exploit (reroll faction tasks), and Command (advanced crew combat). The march to movement thing (Traverse) adds just one point of effective movement every 3 days if you are using half-march, so it's only meaningfully useful if march is not being used, not for early game. The Morale boost (Encourage) merely saves Bross, since the same can be gained faster with double pay, and is mostly relevant in constant starvation regime that's not very useful. Some boosted crew combat options (from Command leadership perk) are not even tradeoffs, for example the straight +100 defense from Barricades makes fighting with a weak crew much safer. ![]()
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