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Firefly: The Game» Forums » Rules

Subject: Multiple Heavy Load Jobs? rss

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Carter Burke
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Almost ran into this situation and couldn’t find a clear answer.

If you are running x2 jobs with “heavy load” at the same time, do they stack?
Do you need to burn +1 fuel per additional job?

Eg. x2 heavy loads, does a full burn equal 2 or 3 fuel?
 
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Timothy Finn
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If you check the most recent FAQ on the Firefly: The Game website it actually clears this up.

But yes, if you have multiple jobs all with the "Heavy load" requirement they do indeed stack. So running 3 Heavy load jobs on a basic Firefly would cost a total of 4 fuel to full burn.
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Bone White
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This is the only reason why the Walden is even remotely competetive.
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Christopher Scatliff
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It's about time, too.
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Also worth noting that you have to pay this extra fuel even if your drive core normally doesn't require any fuel to initiate a full burn.
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Trevor Taylor
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Bone White wrote:
This is the only reason why the Walden is even remotely competetive.


...AND that you can stack up for some great Salvage Ops bonuses AND carry a lot of goods all at once (for x*$ jobs or just running multiple cargo jobs (heavy load or not).
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Roger BW
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Hmm, let's build the perfect Walden.

Sash, obviously. Billy, Jesse, two Scrapper Pilots, two Scrapper Mechanics. That gives us

Fight 1
Tech 8
Negotiate 2

as well as Pilot, Mechanic, and Hacking Rig.

Now we add two Onboard Chop Shops, and Hydraulic Docking Clamps.

Every time we complete a Piracy or Crime job we get the full salvage op bonus of 4 fuel, 2 parts, 1 cargo, 2 contraband and $1,000 - another $500 if it was Piracy.

We'd want to equip the crew with some more Fight, Negotiate and keyword items.
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Trevor Taylor
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Firedrake wrote:
Hmm, let's build the perfect Walden.

Sash, obviously. Billy, Jesse, two Scrapper Pilots, two Scrapper Mechanics. That gives us

Fight 1
Tech 8
Negotiate 2

as well as Pilot, Mechanic, and Hacking Rig.

Now we add two Onboard Chop Shops, and Hydraulic Docking Clamps.

Every time we complete a Piracy or Crime job we get the full salvage op bonus of 4 fuel, 2 parts, 1 cargo, 2 contraband and $1,000 - another $500 if it was Piracy.

We'd want to equip the crew with some more Fight, Negotiate and keyword items.


I like Wash for pilot, as you get the extra range as well.
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Roger BW
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Yeah, I'm just trying to layer on all the possible Salvage Op bonuses to see how far it'll go.
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George Krubski
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I think you're one Crew over, no?

I would go:

Sash
Billy
Jesse
Scrapper Vulture
Scrapper Leech
Enforcer (there was one on his Crew)

For Gear, Breaching Tool and some sort of Firearm for the Enforcer.

For Upgrades, although two Onboard Chop Shops are idea, I would cut one and go with an EVA Suit, which will also help protect either Jesse or Billy.

I think that gets you to:

Fight 3 (assumes a basic Firearm for Enforcer)
Tech 7 (assumes Breaching Tool)
Negotiate 3 (assumes Firearm on Enforcer)

If you focused on Legal Work (say, hauling mud for Higgins), I think you could actually get away with just this, although if you want to make sure you can leverage every Salvage Op, I believe you need a Tech of 8 and Fight of 9.

Except for the Salvage Ops that require Fight, you can almost get away with pretty much pure Tech. Hmmm... Perhaps that's a nice custom card the the mentioned but never-seen Stern...
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Chris Laudermilk
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I love where this thread is going. See? Walden isn't hopeless!
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Fred Buchholz
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negatrev wrote:
Firedrake wrote:
Hmm, let's build the perfect Walden.

Sash, obviously. Billy, Jesse, two Scrapper Pilots, two Scrapper Mechanics. That gives us

Fight 1
Tech 8
Negotiate 2

as well as Pilot, Mechanic, and Hacking Rig.

Now we add two Onboard Chop Shops, and Hydraulic Docking Clamps.

Every time we complete a Piracy or Crime job we get the full salvage op bonus of 4 fuel, 2 parts, 1 cargo, 2 contraband and $1,000 - another $500 if it was Piracy.

We'd want to equip the crew with some more Fight, Negotiate and keyword items.


I like Wash for pilot, as you get the extra range as well.

So does everybody at the table so I try to build crew without just so I don't feel like I "lost" when I don't get one that I want. Heck build a firefly with the crew from the show/movie and not one of the story cards is really a challenge.
 
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Trevor Taylor
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Dren608 wrote:
negatrev wrote:
Firedrake wrote:
Hmm, let's build the perfect Walden.

Sash, obviously. Billy, Jesse, two Scrapper Pilots, two Scrapper Mechanics. That gives us

Fight 1
Tech 8
Negotiate 2

as well as Pilot, Mechanic, and Hacking Rig.

Now we add two Onboard Chop Shops, and Hydraulic Docking Clamps.

Every time we complete a Piracy or Crime job we get the full salvage op bonus of 4 fuel, 2 parts, 1 cargo, 2 contraband and $1,000 - another $500 if it was Piracy.

We'd want to equip the crew with some more Fight, Negotiate and keyword items.


I like Wash for pilot, as you get the extra range as well.

So does everybody at the table so I try to build crew without just so I don't feel like I "lost" when I don't get one that I want. Heck build a firefly with the crew from the show/movie and not one of the story cards is really a challenge.


Uhm, what?
 
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richard spangle
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Bone White wrote:
This is the only reason why the Walden is even remotely competetive.
I'm afraid I don't agree, I run the Walden on a regular basis and have considerable luck. I find her most useful especially with immoral jobs of human transport. with the right captain, and unique planning, she can be just as valuable as any other firefly (spare cargo and that wonderful compression coil upgrade are also handy).
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