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I tend to go Galatek straight to Warhammer for most of my runs :3
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...
To Escape, Speed gives Strong Dice. The brekadown of what contributes to dice pools is on the page I linked.
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.
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.
https://startraders.gamepedia.com/Ship_Components
https://startraders.gamepedia.com/Starting_Ships
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.
Sorry! We will keep trying to improve the game and the game's wiki.
Sincerely,
Cory
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.
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.