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Post by Zer0Winds on Aug 1, 2018 3:38:58 GMT -5
<sarcasm> Ah, of course. High stealth makes it easier to sneak up on those jump points. To be fair the original game didn't have HW Gates. And IIRC, Stealth helped avoid Radiation storms and the like, in addition to torps. It's one thing to know where your enemy was, but if you can navigate well in combat situations, you can avoid enemy firing arcs That I know for sure is true. So, what I'm getting out of this is a high Navigation allows for less encounters/better maneuverability in battles, NOT Stealth? If so, what does Stealth affect beyond dice rolls for missions?
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Post by fallen on Aug 1, 2018 8:27:59 GMT -5
Stealth is a physical, personal skill. Missions, Crew Combat.
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Post by Alex Fury on Aug 1, 2018 9:15:01 GMT -5
You might want to post a question about how to build your Template. If you're struggling with a small ship start, you must be doing something differently than other players. You mention not having Talents which makes me wonder what Profession priority you're having. If small ships aren't for you, then you should definitely play the way you want. That is why we included so many options!!! PS: Stealth from ST RPG is in the game just called "Navigation" My general template order: Attributes Skills Contacts Ships Experience. So yes, I start with pretty low talents.. Though I could see swapping the last two, as it seems as Ships as D as opposed to E, doesn't give that many more options. And it's not so much I can't play with small ships, but if part of the 'benefit' of smaller ships, is that they can change-range, etc faster and easier. THAT I haven't seen quite prove true. Not at least until I get skill totals up to 200% , and even then, I've seen vastly bigger ships outmaneuver the smaller ones easily on occasion.
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Post by Cory Trese on Aug 1, 2018 10:12:46 GMT -5
Try a different Template and you'll probably find different results.
Different play styles, however, are part of the game. If you don't like the small ship advantages, you can use a different type of ship!
Thanks for posting, Cory
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Post by Dominus Sicarum on Aug 2, 2018 4:57:20 GMT -5
Well, I have my piloting, navigation, electronics and gunnery at 200% in scout cutter and still fail most of my range change actions and miss most of my shots against bigger ships. And even when I use defensive talents (like evasive maneuvers) I'm still getting hit a lot.
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Post by Cory Trese on Aug 2, 2018 7:52:14 GMT -5
Feel free to send in a saved game and I can do an analysis.
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Post by drspendlove on Aug 6, 2018 7:37:00 GMT -5
Yeah, I've given small ships a real go lately. It hasn't ended well for me at all. There are three main areas where I had massive problems:
1) The combat dice pools.
I didn't see much of a benefit over other ships. This appeared to be strictly harder (and massively so) than in any other ship size. I'm suspecting that either I misunderstand how the math works or there's a bug in the calculations here. I'll open another thread to figure out the exact math but I'd be thrilled if you'd take a quick glance to make sure the multipliers are working as you intended.
2) Few combat talents.
Given that I didn't have the firepower to end combat quickly, I was running out of talents due to my small crew size. If the combat dice pools were different, this might not have mattered as much though. Additionally, I couldn't spare many enhanced boarding talents so it required more boarding attempts before the crew was sufficiently crippled.
3) Radiation Storms
With a smaller crew, it is really hard to stack talents for radiation storms, which is a necessity to survive passing through them. I'm not sure what the solution is here but perhaps reducing the frequency of the radiation skill checks when you're on a small ship would be a step in the right direction. (Unless this is working as intended, that is.)
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Post by drspendlove on Aug 8, 2018 15:30:28 GMT -5
Another point. XP bonus for a smaller crew on a tiny ship is less useful (from my limited experience) on Impossible difficulty as you are more likely to lose individual crew members due to various events. This mitigates (but doesn't remove) the advantage of the smaller spread for the XP gain.
One quick request but not something I personally had issues with: Maybe reduce the morale loss for surrender when you are on a tiny crew. -30 Morale across 36 members + officers isn't a ton but -30 Morale across 24 members + fewer officers is a tiny bit more painful and doesn't quite make sense in the lore why a smaller crew would be proportionally more upset about their bunk being tossed than a larger ship.
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Post by Cory Trese on Aug 8, 2018 17:54:45 GMT -5
Sorry to hear you were struggling. We will keep monitoring player success rates with all ship sizes. Hopefully you'll find a play-style that you do enjoy and that works for you. Good luck!
As we continue to expand the wiki and guide sections, I will keep an eye out for opportunities to build a specific small ship guide.
Thanks for the feedback!
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Post by resistor on Aug 20, 2018 19:26:37 GMT -5
Dominus Sicarum after a few failed small ship runs, I've discovered the Volk Frigate and Palace Interceptor can be effective in combat on Impossible (at least to around level 10-ish, I haven't played long enough to get those captains into late-game).
The trick is to try to maximize your Electronics and Pilot skill caps. Officer Suites to free up small slots and the mass reducer that uses Pilot and Electronics help with this.
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Post by fallen on Aug 20, 2018 20:44:51 GMT -5
The new officer suites are definitely a boon to many small and mid sized ships, as are the new variety of missile and railguns!
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Post by drspendlove on Aug 22, 2018 11:26:14 GMT -5
I'd be interested to see data dumps on this topic. Cory claims to have data suggesting that *large* ships are actually quite underpowered according to player metrics. I have no reason to doubt him of course! I'd love to see a data dump of some of this. Maybe after the next 250 or so feature requests are done.
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Post by fallen on Aug 22, 2018 11:34:55 GMT -5
Thanks! We have to focus on the priority things and our commitments. As a 2 person team, it is focus or die
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Post by resistor on Aug 22, 2018 17:04:58 GMT -5
I just killed a level 21 xeno ship with a Volk Frigate (2400 mass) with a level 17 captain on Impossible difficulty, and with no crew casualties either. I'd say that is the ultimate test proving the viability of small ships
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Post by fallen on Aug 22, 2018 18:07:34 GMT -5
I just killed a level 21 xeno ship with a Volk Frigate (2400 mass) with a level 17 captain on Impossible difficulty, and with no crew casualties either. I'd say that is the ultimate test proving the viability of small ships Nice work!
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