Star Traders: Frontiers

Star Traders: Frontiers

happybjorn May 3, 2018 @ 4:47pm
Question(s) about Stealth Dodge mechanics
As far as I can tell the way Stealth Dodge functions is that it allows up to the character's Stealth skill in strong dice for avoiding (ranged) attacks. Is this correct?

The reason I ask is that I've noticed my medic getting hit often in Crew Combat. Their relevant stats (according to the wiki) are 22 Quickness and 6 Tactics. They also have 3 Stealth and the default lvl 5 grey ops armor. When a ranged attack is made against them they have 3s+14 dice to dodge (stealth abilites appear to make no difference, aside from adding % bonuses). The only explaination I've come up with that makes sense is that they are getting half Quickness and Tactics as standard dice for 14 and 3 strong from Stealth Dodge (because it is limited by Stealth skill).

I may need to rethink some class combinations. Also, it would probably be usefull to players if the auto selector for armor didn't choose Grey Ops type armors for characters with low Stealth skill (I'm assuming it is currently a boolean for does character have Stealth).
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Showing 1-4 of 4 comments
Blinkicide May 3, 2018 @ 5:15pm 
That's my reading of the math (haven't tested). Thus, I think you should be putting your guy in normal armor or heavy armor unless they have 8 stealth or higher, because normal armor adds 7 dodge (Tier 5 armor) whereas stealth armor only gives dodge up to your stealth skill. I noticed as you that any char with one point of stealth is initially assigned grey ops armor, which seems a mistake.

At lvl 32 pure attack combat classes have about 25 weapon skill, 7-8 weapon accuracy , and 1/2 attribute as weak dice. So you eventally are getting attacked by something like 32s + 15w. Combat medic doesn't even have evasion as a skill to raise it, so his starting stealth bonus will likely become irrelevant after the early game.
Last edited by Blinkicide; May 3, 2018 @ 5:39pm
Trese Brothers  [developer] May 3, 2018 @ 7:00pm 
@blinkicide - your read on the math is correct = 3s (Stealth) + 14 (22/2 + 6/2).

Good point that the Stealth armor selector is probably too trigger happy at this point. I have added it to our list to make it compare available armor so that Armor Dodge is given a better shake if your Stealth Skill is too low.
JimmysTheBestCop Aug 31, 2018 @ 9:05pm 
Is this still how Stealth Armor works? You need equal points in Stealth as the armor states to get the full bonus?

So if you have a character with 14 evasion and 14 stealth in the +14 stealth armor it will be 28 strong dice not counting other factors?
happybjorn Aug 31, 2018 @ 9:34pm 
Check out the wiki for more info: https://startraders.gamepedia.com/Crew_Combat

For ranged combat the example you gave appears to be correct. It would be more precise to say stealth armor is a limiting factor on your Stealth skill, if you have less Stealth than stealth armor rating you get all (or possibly half for non-ranged attacks) your Stealth as dice.
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Date Posted: May 3, 2018 @ 4:47pm
Posts: 4