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Attributes: Uh, yeah, what are they good for? Absolutely something!
by The Ninja Scot
Barring the protest song rampage (You did remember that classic song War, didn't you?), attributes do have their uses for a variety of different purposes. Battling, dilemmas, mission completion, it all can be a matter of attribute usage. After all, who wants to expend more personnel than necessary if they don't have to? So here to help you out, a guy who's had way too much time dealing with tiny numbers on tiny pieces of paper-product. 1. Battle Nothing says "I love you so much that I want you to stay as far away from me as humanly possible," like a squad of Jem'Hedar boarding your ship. Oh, the humanity, the blood runs thick upon the floor of the bridge. But what can you do about it? Fight back of course ;-) There's plenty of means by which you can combat these monstrosities, some that modify attributes and some that do not. The Klingons are the best off in this category (not surprisingly) with a variety of interrupts and weapons readily available: Honor Challenge, which automatically kills one Treachery personnel for every Honourable Klingon present; Klingon Rights of Vengeance, which doubles the remaining Klingons' strength and lets you attack again; not to mention artifacts like the Sword of Kahless, which makes Kahless the kamikaze of choice, and of course, Blood Oath, which will let you download Bat’leths like no one's business. But what about the rest of affiliations? Borg have probably one of the more powerful cards in the game in Awaken, which besides letting you download a Navigation or Communications drone, lets you also download a Defense drone at the start of a battle. Did I mention that Assault drones are Defense drones and that they can increase all strength present +2 or that Talon Drones can abduct those that they can stun with Assimilation Tubules? Not to mention Gowron's once per game attack skill. Finally, the Non-Aligned are probably the most risky but can be the best prepared for such confrontations for one simple place: Empok Nor. Commandeer Empok Nor and you have all those lovely pieces of equipment, all those lovely weapons to which you can download and use for your enjoyment. Of course, that's assuming that you commandeer first but wouldn't you if you could essentially send tons of people to a planet and simply laugh at the Neural Parasites? ;-) Nope, you didn't wig out, I skipped 6 affiliations. Why?
Because there's little that they can do to increase their strength or handle
against a Jem'Hedar attack. Yes, they can use equipment (some
personnel can download those as well) and some personnel increase personnel
stats (Shakaar Edon being a prime example) but when you're pitted against
personnel whose natural stats are already more than 2 in Strength ahead
of you, you're fighting an uphill battle. Assuming that they don't
have equipment, of course and they aren't using personnel that increase
their own attributes (Ixtana'Rax comes to mind). Needless to say,
it's not as promising for your Ferengi to hold off a Jem'Hedar task force.
2. Dilemmas Now this is where things get interesting. Did you know that if you had a crew or Away Team of the following, you wouldn't have to worry about any attribute dilemma ever again? Dr. McCoy, Marouk, 3 Leadership, Engineer, 2 Honor or 2 Treachery, Fed with Treachery or Any Garak or Founder, no outpost near Outpost raid, 2 Diplomacy, Science with Greed or Treachery, Any tricorder and hand weapon Integrity > 60, No one under 5 in Integrity, Integrity > 6 from one personnel, 3 personnel with Integrity 8 or more, Officer with Integrity > 6, Someone with Integrity > 8, no women Strength of 54, 2 personnel with Strength > 16, Strength > 27 from up to 4 personnel, 1 personnel with Strength > 9, 3 Officers with Strength > 5 Cunning > 50, Diplomacy + Cunning > 7, Cunning > 38 from up to 5 AT members, All even Cunning, Greed + Cunning > 7, Cunning > 14 from one personnel, Cunning > 9 and Biology, Cunning > 15 from 2 personnel All attributes which one of them must match, 2 attributes which add up to 21 or 5, no one with Strength + Cunning < 16, total attributes > 150, Most leadership with Cunning OR Strength + Skill dots > 12 and either no women or no men. That's all ;-) Of course, a lot of those have other requirements as well and many of those are easier to come up with but almost strictly on attributes, that's all that you need (of course, I could have missed some but that's what critiques are for) and that's not even counting the other hundred or so dilemmas but then again, they don't require attributes either ;-) 3. Missions While of course, if you have all of the above requirements, missions which require attributes will be a breeze but just as a helpful guide, here's the maximums for each affiliation for the attributes that they require in this order: Integrity, Cunning and Strength: Federation: 40-50-35
(x's are for places where there is no value to be had) Go figure. Also, for an average total of how many personnel you need to complete those requirements for each affiliation, here you go: Fed: 7.43 (5th)
Something to take into consideration for this includes the following: Since the first three have a mission that can require Cunning of 50, there are other requirements for those missions which are very easily found, even from two AMS personnel. Also, since the Ferengi and Non-Aligned didn't have missions which had requirements in all of their attributes, that also has an effect for standings. With that in mind, the standings would be far different. 4. Conclusion Well, to me at least, I seem to have exhausted all avenues to go on with attributes as you can tell from this rather short and sweet sum up. Onto different topics I suppose, any ideas? Just e-mail me at theninjascot@yahoo.com and I'll see what I can come up with. Until then,
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