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Post by drspendlove on Apr 23, 2019 14:58:58 GMT -5
Escape grants bonus to a Range change action from range 4 -> 5. It does the same for 5 -> Retreat.
However, in both cases, if your foe is advancing on you, you must also pass a range change roll _without_ your escape bonus. This latter roll uses Tactics instead of Command, which is neat. However, it makes it very easy to be "trapped" in combat. It also makes components and Talents that add to range change far more valuable than ones that only add to Escape. If you can reliably pass an escape roll but cannot make your range change, you'll be trapped in the same position. Admittedly, that's a way to keep your foe from advancing one position.
I propose that the idea of two rolls be retained. And the difference with a roll using Tactics and one using Command be retained. However, I propose that Escape Bonus be added to BOTH the escape roll AND the opposing range change roll. Of course when your foe isn't advancing on you, this will make no difference. It will make escaping from combat significantly easier, but mostly just in the case where a player has plenty of (positive) escape modifiers and perhaps plenty of Command but not a ton of raw Range Change Bonus nor Tactics.
Rolls where this would matter assuming a starting position of either range 4 or 5:
<- Ship A <- Ship B <- Ship A : Ship B
Rolls where this wouldn't make a difference:
Ship A : <- Ship B Ship A -> <- Ship B Ship A -> Ship B
as well as any situations happening at range 3, 2, or 1.
Thoughts?
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Post by grävling on Apr 23, 2019 16:02:17 GMT -5
How does escaping from somebody who has used Twitch Surge on you work out with this idea?
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Post by drspendlove on Apr 23, 2019 16:03:31 GMT -5
The same as today. Twitch Surge is a different beast that needs to be handled separately.
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Post by grävling on Apr 23, 2019 16:05:19 GMT -5
Right now I don't know how to handle it, except for 'board that ship and kill crew as efficiently as you can' which ought not to be the best strategy, but works better than anything else I have come up with.
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Post by drspendlove on Apr 23, 2019 16:06:03 GMT -5
Handled == spoken about in a different thread.
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Post by resistor on Apr 23, 2019 16:18:33 GMT -5
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Post by grävling on Apr 23, 2019 18:27:59 GMT -5
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Post by fallen on Apr 23, 2019 19:56:00 GMT -5
Escape grants bonus to a Range change action from range 4 -> 5. It does the same for 5 -> Retreat. However, in both cases, if your foe is advancing on you, you must also pass a range change roll _without_ your escape bonus. This latter roll uses Tactics instead of Command, which is neat. However, it makes it very easy to be "trapped" in combat. It also makes components and Talents that add to range change far more valuable than ones that only add to Escape. If you can reliably pass an escape roll but cannot make your range change, you'll be trapped in the same position. Admittedly, that's a way to keep your foe from advancing one position. I propose that the idea of two rolls be retained. And the difference with a roll using Tactics and one using Command be retained. However, I propose that Escape Bonus be added to BOTH the escape roll AND the opposing range change roll. Of course when your foe isn't advancing on you, this will make no difference. It will make escaping from combat significantly easier, but mostly just in the case where a player has plenty of (positive) escape modifiers and perhaps plenty of Command but not a ton of raw Range Change Bonus nor Tactics. Rolls where this would matter assuming a starting position of either range 4 or 5: <- Ship A <- Ship B <- Ship A : Ship B Rolls where this wouldn't make a difference: Ship A : <- Ship B Ship A -> <- Ship B Ship A -> Ship B as well as any situations happening at range 3, 2, or 1. Thoughts? Yes, this is already the way it works today. If you are at range 5 and the enemy is trying to advance on you and you are either (1) staying put or (2) retreating then you get your Escape Bonus.
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Post by drspendlove on Apr 23, 2019 20:25:33 GMT -5
Really? Very interesting. Ok then. I'll pay more attention. I'm wondering now why you didn't bring this up when I ragged on those escape talents so much.
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Post by resistor on Apr 23, 2019 22:31:15 GMT -5
Escape modifiers affects range change even if you are staying put? So Using Forwards Thrusters to try to stay at range 5 and torp is a bad idea?
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Post by fallen on Apr 24, 2019 11:44:28 GMT -5
Escape modifiers affects range change even if you are staying put? So Using Forwards Thrusters to try to stay at range 5 and torp is a bad idea? ... using Forward Thrusters ... if you want to stay put ... Yes its a bad idea Said another way "Escape bonus helps you stay farther away."
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Post by fallen on Apr 24, 2019 21:23:50 GMT -5
Can't find the thread where you asked for it drspendlove , but here are the typed up numbers -- This is build on a step system, where you need to reach a threshold to gain extra bonus %. You are not gaining extra 2% per Agility, etc. FOR ATTACK ================== +X% based on the Engine Score comparison (Speed/Agility) Where Z = attacker's engine / defender's engine if(Z > 3) 35% if(Z > 2.5) 25% if(Z > 2) 15% if(Z > 1.5) 10% if(Z > 1) 5% otherwise 0% FOR DEFEND ================== +X% based on the Engine Score comparison (Speed/Agility) Where Z = defender's engine / attacker's engine if(Z > 3) 35% if(Z > 2.5) 30% if(Z > 2) 22% if(Z > 1.5) 15% if(Z > 1) 8% otherwise 0% FOR RANGE CHANGE ================== +X% based on the Engine Score comparison (Speed/Agility) Where Z = attacker's engine / defender's engine if(Z > 3) 35% if long range, otherwise 25% if(Z > 2.5) 30% if long range, otherwise 20% if(Z > 2) 22% if long range, otherwise 14% if(Z > 1.5) 15% if long range, otherwise 12% if(Z > 1) 10% if long range, otherwise 8% otherwise 0%
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Post by drspendlove on Apr 24, 2019 21:27:41 GMT -5
Alright, I'll move these step-wise functions into the wiki and do some analysis on them beyond that.
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Post by grävling on Apr 25, 2019 0:24:38 GMT -5
For the wiki, what I would really like as a player is a breakdown of what traits should you play in what order if you want to escape somebody who is facing you and wants to kill you.
I think that Playing Sharp Steering (Pilot) first, and then Bolt (Spy) works better than Bolt and then Sharp Steering, and that both work of these combos work better than just trying immediately with the Hyperwarp Navigator skill Fast Getaway. And that Fast Getaway and Bolt do not stack. But I could be entirely wrong about this, and being fooled by the RNG again.
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Post by drspendlove on Apr 25, 2019 6:47:22 GMT -5
Yeah, that's more of a "guide" kind of thing. It's hard enough for me to maintain the reference material. I don't usually stray into maintaining the guides.
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