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special squad question

Posted: Wed Sep 17, 2003 3:33 am
by smc415
I created a special squad the other night to try out some of the larger titans, along with some better Jocks. Well I gave them lots of money, and lots of Dev Points. When I went to allocate the Dev points I couldn't allocate many points into the various skills? The weapons skills at most went to 60 or so. Do I need to invest DPs in the Jocks attributes to boost the skills maximums? Or am I missing something? I really figured if I gave my jock 9000 DPs I could just boost the requisite weapons skills all the way to the max.

Posted: Wed Sep 17, 2003 3:46 am
by Sleeping_Dragon
Just like 'REAL' jocks.. you'll have to boost thier attributes to raise thier maximum skill limit.

Re: special squad question

Posted: Wed Sep 17, 2003 10:31 pm
by smc415
I am such a noob, I didn't even realize this. I just figured that as my jocks used their skills, their maximums would increase. Is there any sort of guide or rule of thumb as to which attributes increase which skill maximums?

Posted: Wed Sep 17, 2003 10:45 pm
by Silvermane
Yes, there is; check final pages of the manual, it's listed under the skills by which attributes they are governed.

-Silvermane

Posted: Thu Sep 18, 2003 12:16 am
by rosary
When you first mouse over the skill in HQ it lets you know which stats are needed for a specific skill. Its in the top left corner. Page 9 of the manual has a screenshot of this.

Notice that when adding dps to an attribute that it takes an equal amount from all DP categories. So if you need 22 to boost your constitution then you need 22 from each of the 3 types of DP. I add to attributes first if my skills are getting maxed out.

Posted: Thu Sep 18, 2003 12:50 am
by Firefly
Also remember that the jock's intelligence determines how many skills she has; so IQ 12 would get 12 skills, whilst IQ 10 would only get 10 skills.

Re: special squad question

Posted: Thu Sep 18, 2003 9:18 am
by Coyote27
Firefly wrote:Also remember that the jock's intelligence determines how many skills she has; so IQ 12 would get 12 skills, whilst IQ 10 would only get 10 skills.
With an IQ of only twelve, no freakin' wonder they fail the easiest skill checks. :mad: That's about even with an average starfish.

Posted: Thu Sep 18, 2003 7:30 pm
by Thorgrim
I know Firefly knows this, and I'm not correcting him, just a small broadening of the reply for anyone that might not understand this part of the game:
A jock always "has" all 19 skills available, and can use them at any time. Even a rookie can pilot an assault - just pray he doesn't have to make a piloting skill check. However, a jock can only *develop* a number of skills equal to his current Intelligence - meaning that if he has already invested DPs in a number of skills equal to his Int score, he'll have to raise it by 1 point to be able to develop another (still undeveloped) skill.

Also, the fact that a jock has a low Intelligence doesn't necessarily mean he'll fail skill checks more often, because most "active" skill checks aren't determined by a skill that requires Int as primary/secondary attrib. Especially piloting skill checks.