Star Traders: Frontiers

Star Traders: Frontiers

The Juror class is the worst?
The rationale for the Scout Cutter is solid. Small crew, fast ship.

The Juror class is worse because... Why? I'm thinking the Speed and Agility stats... but how do these stats affect the ability to change range and escape combat? Or is speed a function of distance over time on the map?

For the Juror, i can get a 1 fuel per AU engine at the cost of speed. I get one more Officer than the Scout. So I can kit out a noncombat Juror just like I can do with the Scout. And I get to put Ship at the bottom of the template.

What makes the Juror worse than the Scout? Or, what are the advantages of ship speed?
Last edited by angel of derp; Mar 28, 2018 @ 6:49pm
< >
Showing 1-14 of 14 comments
The Jurour doesnt seem to reall excel at anything, however I've never flown the ship myself XD By the time youve saved up enough for a Jurour your far better off just saving a bit more for a better ship.

I tend to go Galatek straight to Warhammer for most of my runs :3
Trese Brothers  [developer] Mar 28, 2018 @ 7:27pm 
Prices of ships are primarily set by the cost of their components, hull and base values.
brutusaurelius Mar 29, 2018 @ 10:50am 
The wiki has info on how Ship Speed and Agility affect combat.

https://startraders.gamepedia.com/Ship_Combat#Movement_and_Range

In short, Agility is used for tests at close range (1-3) and Speed is used at long range (4-5)
angel of derp Mar 29, 2018 @ 11:17am 
Originally posted by brutusaurelius:
The wiki has info on how Ship Speed and Agility affect combat.

https://startraders.gamepedia.com/Ship_Combat#Movement_and_Range

In short, Agility is used for tests at close range (1-3) and Speed is used at long range (4-5)

That does help.

On the other hand, how much do they help?

It's pretty easy for a big ship to pummel a Scout, and there's often a big speed mismatch there.

I'm just wondering how much more is the Scout worth over the Juror for noncombat ship Captains. The marginal difference doesn't seem worth it when compared to +1 Officer pool.

What are the stats that matter most?
Component slots, officer and crew pool, hull points?

How important is Speed for escape? Maybe I've just had terrible luck with Scout ships...
Trese Brothers  [developer] Mar 29, 2018 @ 11:45am 
@smelly tank - the dice pools are listed in the same wiki page that @brutus posted. Hope that helps!
brutusaurelius Mar 29, 2018 @ 11:48am 
Speed adds Strong Dice for tests at long range. Aility does the same for short range. You'll want to pick a range and specialize in it. At long range you want Speed, Navigation, Pilot, Command and Electronics.

To Escape, Speed gives Strong Dice. The brekadown of what contributes to dice pools is on the page I linked.
angel of derp Mar 29, 2018 @ 12:33pm 
Okay. So reading that and looking at skill pool...

Scout Cutter is a 9 base Navigation pool ship. And Juror is 13 Navigation skill pool. That's a plus for the Juror when it comes to Escape.

For evading ship attacks (if I'm reading it right)...
The Juror has a smaller edge in Pilot skill pool (11 vs 9 for the Scout). Electronics is a push.

Speed of 25 on the Juror versus 30 on the Scout... Agility being irrelevant because both are dead at Short range.

I guess I think the Juror is the better ship, then.
Trese Brothers  [developer] Mar 29, 2018 @ 12:56pm 
Keep in mind that the ship pools can be upgraded significantly once you own it. Also, you can install a Charger Engine, etc for different speed and agility setup.
angel of derp Mar 29, 2018 @ 5:11pm 
Upgrade info in the wiki would help.
The Juror also has upgrade paths, and I think it has a Charger engine option. (Not as fast as the Scout, but the initial skill dice pool is higher (assuming adequate crew at minimum).

there's a cost to rigging a ship with shiny stuff. Like there's a cost for another Officer and more crew in the Juror (and their associated talents and dice).

It's not clear which is better at the bottom end, but it's definitely not clear that the Scout is worth a bump up the template over the Juror.
angel of derp Mar 29, 2018 @ 11:25pm 
I would say that those really don't explain enough about building a ship.

Sure, I can boost the dice pools in a Scout, but I can do the same in the Juror.

I guess that's the question across all the ships. Which stats are most important on a ship at the time you purchase it?

If I can overcome something easily, then that's not a big issue compared to immutable things like # of Officer slots, or # of Component slots.

How really mutable are base dice pools for skills? I was looking at the Fidelis Cruiser versus the Guardian Interceptor... and I thought people were saying the Fidelis was the obvious choice there. I'm not sure I see it.
starfaller Mar 30, 2018 @ 12:54am 
GI is the best ship IMO hands down for starting. The way I look at it is the ships are a part of the universe they are not there just for us to use. They are used by all captains. That means a few ships will be crappy against other ships as is true in the real world. If you don't want a crappy ship then do not buy one. Its kind of like buying a cheap crap car instead of spending the money to by a nice car. The choice is open to you to buy what you want and that does include a piece of junk. I love the scout but I would never buy one as I dont want to get blown out of the sky but I could buy one if I wanted.
Last edited by starfaller; Mar 30, 2018 @ 12:55am
CoryTrese  [developer] Mar 30, 2018 @ 5:30am 
Originally posted by smelly tank:
I would say that those really don't explain enough about building a ship.

Sorry! We will keep trying to improve the game and the game's wiki.

Sincerely,
Cory
angel of derp Mar 30, 2018 @ 2:33pm 
There's time to grow the wiki as the game changes. It's a low priority, I think.

What I think made the game work for me was playing with a Ship that outclassed the competition at the start.

If the starter default Templates are set up with powerful Ships in the top 2 slots, then I think new players would have an easier time.

Originally posted by starfaller:
GI is the best ship IMO hands down for starting.

Just got to the end of the Faen storyline with the Guardian Interceptor, Hard difficulty, Custom Galaxy (35 systems).

What I didn't think I could kill (some Xeno ships, big Bounty Hunter traps), I was able to run away from. The GI is fast enough, and there's a lot of Navigation dice. I really like the size of the Skill dice pools on the ship. You definitely get room to grow into optimal Skills with the GI.

I also can't imagine a better starter ship than the GI. It's tough enough to take down anything in the mid-low tier, and it's faster than anything bigger.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Mar 28, 2018 @ 6:44pm
Posts: 14