Star Traders: Frontiers

Star Traders: Frontiers

Update #45: Interstellar Rover

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Trese Brothers  [developer] Mar 21, 2018 @ 12:57pm 
@chris - thanks for the post! We won't change crew combat boarding being interleaved in ship combat turns, that's critical to the entire combat balance and talent cool down meta (one Boarding Assault or Blood Game Talent is one boarding round). Are you employing special boarding victory Talents to further destroy the enemy crew and ship? Are you installing ship components with +X% boarding to increase the chance of hitting high priority targets like the engine or bridge?
Big Frankie Mar 21, 2018 @ 11:40am 
Would it be possible to add a mechanic so that you don't have to re-board every fight? It usually takes a ton of boardings to take the ship and it makes it super tedious. Could we please get something that lets the enemy crew keep fighting us until we either lose the fight or retreat back to the ship?
shuatahumaxt Mar 19, 2018 @ 11:27am 
superb update, love the new ships
Trese Brothers  [developer] Mar 18, 2018 @ 7:47pm 
@j_k98248 - you can swap any small component for an Officer Cabin. Select the component and hit Crew filter at the bottom of the next screen.

You can fire as many weapon as you have RP to fire per turn. If you have 8 RP, most Torpedoes cost 2 RP so you could feasibly fire 4 of them. Whether or not you need more long ranged weapons is up to you. I can guarantee that they are not identical weapons though they have similar ranges.
j_k98248 Mar 18, 2018 @ 7:04pm 
I guess they are torpedos but one is a medium component and the other is a small component.
Is there a reason to have them both if I can only shoot one weapon per round?
Why is one a small component and the other a medium if they are identical?
j_k98248 Mar 18, 2018 @ 6:37pm 
I've got another question... btw thank you for your answers.
On ship upgrades: my ship only has 3 officers cabins. I have enough spare ship mass to buy a fourth but i can't because i already have 10/10 small componensts.
I have two missile batteries however, but I only ever seem to use 1 of them.

What happens if i sell one missile battery (or can I) to make room for another officers quarters?
Trese Brothers  [developer] Mar 18, 2018 @ 1:52pm 
@j_k98248 - also, all Experience gain is taken and spread across your crew. It is not scaled up for larger crews or down for smaller crews. Therefore, the smaller the crew, the faster you level.
Trese Brothers  [developer] Mar 18, 2018 @ 1:51pm 
@j_k98248 -
For Ship Combat, Agility and Speed of your engine are the balancing factor. Check out the Wiki page on ship combat for more details --
https://startraders.gamepedia.com/Ship_Combat#Ship_Combat_Dice_Pools

Especially in combat, we're continuing to work on improving in this area for small ships, but we've seen posts of players taking down big ships with small ships. It can be done, but its also realistically risky. Small ships need to rely on speed, agility and dodging everything coming their way.
Trese Brothers  [developer] Mar 18, 2018 @ 1:51pm 
@j_k98248 - when it comes to traveling, the difficulty of the tests are set by one internal factor and one external factor. For example, tests related to Electronics will check the electronic requirements for your ship (internal) plus the danger level of the quadrant (external) and this determines the difficulty of the opposing roll. The internal difficulty always increases as your ship / crew sizes grows. For some saves like Command, it is directly tied to crew size. Therefore, larger crews are harder.
j_k98248 Mar 18, 2018 @ 1:35pm 
Oh wow, I didn't even think about not issuing a move order... that solves that.

I've noticed how extreamely important crew skills are... this trends toward always getting a bigger ship (more crew, more skills) and making smaller ships more obsolete. Any thoughts on this?