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Post by jarvis on Aug 24, 2019 3:51:25 GMT -5
According to here: startraders.gamepedia.com/Ship_CombatEscaping takes the Escape Bonus and the Range Change Bonus into account. I wonder how both values relate to each other. How much Escape equals Range Change? For example: Pilot, Sharp Steering: Range Change +15, Escape +10 Navigator, Fast Getaway: Escape +20
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Escaping
Aug 24, 2019 7:28:49 GMT -5
via mobile
Post by drspendlove on Aug 24, 2019 7:28:49 GMT -5
1 point of escape is one strong die. 1 point of range change is also one strong die. They are equal.
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Post by Cory Trese on Aug 24, 2019 8:35:06 GMT -5
The Wiki has a great table that shows the combinations and the dice mechanics and sections about opposed tests are helpful here
the two values are related. for casual players, passive builds prefer Escape and aggressive builds prefer Range Change.
hope that helps, thanks for playing!
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Post by jarvis on Aug 24, 2019 8:36:04 GMT -5
Thanks, good to know! I wasn't that completely sure about these dice values. So Sharp Steering is definitely better as it can also help to avoid getting the enemy closer if escaping fails.
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Post by resistor on Aug 24, 2019 13:32:08 GMT -5
1 point of escape is one strong die. 1 point of range change is also one strong die. They are equal. Electronics gives standard dice for escape and range change. Navigation is what gives strong dice for escape and range change (at ranges 4-5).
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Post by Cory Trese on Aug 24, 2019 14:33:18 GMT -5
Thanks, good to know! I wasn't that completely sure about these dice values. So Sharp Steering is definitely better as it can also help to avoid getting the enemy closer if escaping fails. Correct. Isn't the wiki great?
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