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Post by John Robinson on Apr 10, 2018 4:13:14 GMT -5
How is Nav skill used in "mitigated" calculation? "Use a short-burst of the hyperwarp drive to 'bounce' a short distance and escape ship combat. Causes 25-60% Damage to the drive, mitigated by entire crew's Navigation Skill"(Skip-o-V) Here are my current ship skill pools. How can I estimate how much damage to my warp drive will be mitigated?
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Post by fallen on Apr 10, 2018 9:51:23 GMT -5
John Robinson - first up, wow those are insane skill totals. Do you know that you get no bonus generally once you exceed 200%? Read the Optimal / Understaffed / Overstaffed section of this document. You might consider firing a few Crew Dogs, Gunners, E-Techs and Navs to make room for more specialist crew! startraders.gamepedia.com/Skill_PoolsSecond, I will get the WIKI updated but the in-game text reads: "Use a short-burst of the hyperwarp drive to 'bounce' a short distance and escape ship combat. Causes 30-70% Damage to the drive, mitigated by entire crew's Navigation Skill and burns Fuel equal to a Hyperwarp jump" So, we're starting from 70%. Then, every point of Navigation (113) is rolled as a Standard Die. For each success, the damage to the HW Drive is reduced by 1%. In standard terms, that is 20% of your Navigation score will be mitigated, so I'd expect you might get -20 Dmg mitigated in this case. From looking at your stats, this makes me consider changing the rules to the more normal -- Strong Dice for Ship Pool (26 in your case) and Standard Dice for up to 200% (26 again). This would help the Ship Pool size be more important and also adhere to the common rule that anything over 200% is too many cooks in the kitchen.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Apr 10, 2018 12:40:48 GMT -5
It's not an uncommon situation for me either. I find that it's rather difficult to get enough Pilot skill pool, whereas Navigation is super easy to overshoot. I think part of the problem is that Pilots are also supplying nav skills, in a manner that's unnecessary for ship operation (in terms of balancing the required dice pools).
I usually have 4 (and upwards of 6) Pilots to get it to a level I'm happy with. I also like to have 2-3 Navigators because I find their Talents useful, but my nav skill pool is easily >300% as a result. It also means that my Pilot Talents are overly duplicated. For the last few games, I've tried getting Pirates to replace Pilots when available, or having Officers take two levels of Pirates to get some extra pilot skills.
Firing "spare" crew isn't really ideal since by that point their salaries generally are easily manageable with your income level, unless you are doing it to speed up XP gain for the remaining crew. I find it better to have some "spares" around in case of accidental death.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Apr 10, 2018 12:43:33 GMT -5
Would it be reasonable to replace the navigation component of the Pilot's skill set with a low amount of stealth skill instead? i.e. Pilot>Tactics>Stealth instead of Pilot>Nav>Tactics
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Post by Cory Trese on Apr 10, 2018 15:00:48 GMT -5
No, that wouldn't be reasonable. Giving them Stealth would not make sense.
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Post by John Robinson on Apr 10, 2018 17:28:21 GMT -5
John Robinson - first up, wow those are insane skill totals. Do you know that you get no bonus generally once you exceed 200%? Read the Optimal / Understaffed / Overstaffed section of this document. You might consider firing a few Crew Dogs, Gunners, E-Techs and Navs to make room for more specialist crew! startraders.gamepedia.com/Skill_PoolsSecond, I will get the WIKI updated but the in-game text reads: "Use a short-burst of the hyperwarp drive to 'bounce' a short distance and escape ship combat. Causes 30-70% Damage to the drive, mitigated by entire crew's Navigation Skill and burns Fuel equal to a Hyperwarp jump" So, we're starting from 70%. Then, every point of Navigation (113) is rolled as a Standard Die. For each success, the damage to the HW Drive is reduced by 1%. In standard terms, that is 20% of your Navigation score will be mitigated, so I'd expect you might get -20 Dmg mitigated in this case. From looking at your stats, this makes me consider changing the rules to the more normal -- Strong Dice for Ship Pool (26 in your case) and Standard Dice for up to 200% (26 again). This would help the Ship Pool size be more important and also adhere to the common rule that anything over 200% is too many cooks in the kitchen. fallen Perfect Solution! mana from heaven: "From looking at your stats, this makes me consider changing the rules to the more normal -- Strong Dice for Ship Pool (26 in your case) and Standard Dice for up to 200% (26 again). This would help the Ship Pool size be more important and also adhere to the common rule that anything over 200% is too many cooks in the kitchen."This would solve so many problems, I will do the happy tap dance all day long! Maybe even get a new tin foil hat with antennas. For the sake of the crazies please do this one. Skill totals - Hhaha You are right they are insane! I'm flying a Longbow cruiser with crew 25/30, Officers 5/5. Seasoned all around level(22). One crew is a recruited diplomat. Reducing the Crew that supports the ship to 24/30. Like any ship the Longbow has a limited number of component slots, they are all full of the most expensive equipment I can buy. Here's where wearing a tin foil hat comes in handy. If I want to, and have the cash. I can purchase a huge ship, and fill all the dice/skills pools right from the get go, with plenty of room to upgrade components. That will add more strong dice. Hopefully getting closer to 200% (I probably will upgrade as soon as I have the cash). I always take my ships to the max components with less than maximum crew size. Got my fingers, and toes crossed, thanks!
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Post by fallen on Apr 10, 2018 17:45:18 GMT -5
John Robinson - one thing I overstated -- there are places where your immense pools do make a difference. In missions and orbital ops (spying, etc) these pools have impact. It's travel and combat that are locked into the rules of ship pools.
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Post by John Robinson on Apr 10, 2018 18:10:06 GMT -5
John Robinson - one thing I overstated -- there are places where your immense pools do make a difference. In missions and orbital ops (spying, etc) these pools have impact. It's travel and combat that are locked into the rules of ship pools. I get a real fist pump yahoo! Every time I pass a tactics test during a mission step.
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