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Creating new Jocks

 
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Creating new Jocks - 3/3/2008 6:01:16 AM   
McGib

 

Posts: 395
Joined: 6/26/2000
From: Ontario Canada
Status: offline
I've looked around in the forum and read the guide thats posted in the map subforum and can't find the answer I'm looking for.

When making new jocks should you use up all of your points for skills or save them to use later? Or is that even possible?

Now I hope people are still visiting this forum
Post #: 1
RE: Creating new Jocks - 3/3/2008 6:32:46 AM   
jureidinim


Posts: 91
Joined: 6/8/2004
Status: offline
Heading off to sleep now, but i'll try and give you a quick overview.

Your XP is broken down into three parts listed under DEVELOPMENT - PILOT, COMBAT, OTHER.

Initially you will tend to use them all up. You will max out your piloting skills using the first set of XP figures (PILOT), Combat using the second (COMBAT) and systems/social/survival using the third - OTHER.
However, you will hit a maximum that you cannot pass (you see the current maximum per skill under the MAX column for each skill).
This maximum is set by your attributes (Charisma, Reaction, etc). The only way to increase this maximum is to spend XP in ALL three categories (PILOT, COMBAT, OTHER) to up your attributes (example DEXTERITY, INTUITION, etc). The higher you want to increase this, the more XP you need in all three categories - so you will then have to save XP from one mission to the next.
The amount of XP you need to spend in all three categories to increase an attribute is shown under the DP column beside each attribute.

During the mission, the more movement/jumps/checks you pass will increase your PILOT XP. COMBAT XP is increased by.. well.. combat  :-)  OTHER is increased when you pass checks in survival, make good scanner locks, damage repair attempts successful.. etc.

That's a general overview.. other players here can get more specific. The manual (or guides in docs folder) explains the actual figures better and the relationship between the different attributes/skills and the different XP types.

(in reply to McGib)
Post #: 2
RE: Creating new Jocks - 3/3/2008 8:59:33 AM   
LarkinVB

 

Posts: 1887
Joined: 10/9/2001
From: Germany
Status: offline

quote:

ORIGINAL: McGib
When making new jocks should you use up all of your points for skills or save them to use later? Or is that even possible?



You can save points but new jocks desperatly need to be trained fully. Therefore it is vital to spend as much points as possible. It is also vital to specialize their skills. Therefore the sequence is usually this.

Buy a jock, check his initial skills. If he is ok with some weapon look for a titan with a loadout that matches this skill.
Raise the approprite skills to match the titan as best as possible. If you hit skill limits, raise the necessary attributes.

As a rule of thumb new jocks should have a minimum skill at piloting recon/light of 50+%. Same for their main weapon skill. First jock should raise his leadership to 50+% before recruiting more jocks ! Second jock should raise his business skill to 50+% before buying any titans, third should raise his damage control to 50+%.


(in reply to McGib)
Post #: 3
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