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Post by Deleted on Jan 31, 2017 17:26:28 GMT -5
As you may infer from the title of this post, I have questions related to character management.
1) I've read about how one acquires xp, but how assigning those points advances my level is mysterious. How does this work? Does assigning points to particular skils or attributes count more towards level advancement than others?
2) This ties in with the first question. How do you manage skill and attribute development? I've seen folks advising maintaining pilot and tactics skills at 200% of level while building other skills to 150% or 75% and other combinations of skills and attributes depending on your class or what your perceived purpose in life may be. The problem for me is that about the time I need to start spending points on attributes, my level runs away from me and I cannot possibly keep more than one or two skills in line with such a plan.
3) Many other questions on this subject that are currently obfuscated by a senior moment.
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Post by resistor on Jan 31, 2017 18:14:24 GMT -5
As you may infer from the title of this post, I have questions related to character management. 1) I've read about how one acquires xp, but how assigning those points advances my level is mysterious. How does this work? Does assigning points to particular skils or attributes count more towards level advancement than others? If you are on v6 or higher, than the answer is no. However, if you are on a pre-v6 update, like me, than increasing Strength will not count towards levelling up, and increasing Stealth counts twice as much as a normal skill/attribute for levelling.You have to pick and choose what skills to be good at, and you may need to experiment to find the skill-to-level ratios that work best for your build(s). For my "normal" gun build, I'll keep Tactics at 75% of my level and put the rest of my XP into Pilot (which causes it to be around 250% of my level).Let us know when you have more questions!
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Post by amongstshadows on Jan 31, 2017 18:20:35 GMT -5
Add the value of every attribute and skill, subtract 50, divide by 6, and add 1. Determines level. Edit: Fixed Skill cost = 3 + (player level ÷ 7) Attribute cost = 6 + (player level ÷ 5) Use this formula to see what level you will be if put a point somewhere, and that's how you keep a skill or attribute a certain percent above level. Cory Trese fallen please confirm. Oh and any guide that says to keep strength at 300% your level isn't effective anymore. Once upon a time, strength didn't count to level, but now it does. On the main menu of the game, there is a button listed as help. Lot of good info there, but some outdated( Cory Trese fallen - hint hint lol)
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Post by Deleted on Feb 1, 2017 4:19:42 GMT -5
Thank you resistor and amongstshadows . This is exactly what I had been looking for. 😊 It seems, however, the formulas are not correct. In-game, my level is 11. Following is a listing of my skills and attributes: Explorer: 1 Pilot: 13 Negotiate: 1 Tactics: 15 Stealth: 10 Warrior: 15 Intimidate: 1 Charisma: 9 Wisdom: 16 Quickness: 13 Strength: 16 Total: 110 Level: (110 - 50) / 6 = 10 (actual is 11) Skill Cost: (3+11) / 7 = 2.0 (actual is 4) Attribute Cost: (6+11) / 5 = 3.4 (actual is 8) Really do need an update on these formulas.
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poryg
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Post by poryg on Feb 1, 2017 5:10:46 GMT -5
Thank you resistor and amongstshadows . This is exactly what I had been looking for. 😊 It seems, however, the formulas are not correct. In-game, my level is 11. Following is a listing of my skills and attributes: Explorer: 1 Pilot: 13 Negotiate: 1 Tactics: 15 Stealth: 10 Warrior: 15 Intimidate: 1 Charisma: 9 Wisdom: 16 Quickness: 13 Strength: 16 Total: 110 Level: (110 - 50) / 6 = 10 (actual is 11) Skill Cost: (3+11) / 7 = 2.0 (actual is 4) Attribute Cost: (6+11) / 5 = 3.4 (actual is 8) Really do need an update on these formulas. Level is: ((Attributes+skills-50)/6)+1 Otherwise the starting level could be 0. You forgot to count in the extra 1 Skill cost is not (3+ captain level) /7, but 3+ (captain level/7). Attribute cost isn't (6+ captain level) /5, but 6+ (captain level/5) Just for clarification amongstshadows -1 karma for misinformation
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Post by amongstshadows on Feb 1, 2017 5:15:22 GMT -5
Edit: What poryg said ST2 is in alpha right now @earthsuit. Don't know when it will be released on the app stores, but something to look forward to.
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poryg
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Post by poryg on Feb 1, 2017 5:22:13 GMT -5
Edit: What poryg said Cory Trese - fallen is there an updated formula for calculating level, skill, and attribute cost? ST2 is in alpha right now @earthsuit . Don't know when it will be released on the app stores, but something to look forward to. ############################################# ################### The formula should be the same, since it hasn't changed at all. Umm, someone tell me what just happened... I cannot type this text as my own text, only as a quoted text Clicking somewhere else does nothing,... And due to some reason I cannot find a delete post button... #longliveglitches
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Post by amongstshadows on Feb 1, 2017 5:25:02 GMT -5
poryg I was a little slow editing my post lol
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poryg
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Post by poryg on Feb 1, 2017 5:28:01 GMT -5
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Post by amongstshadows on Feb 1, 2017 5:29:37 GMT -5
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Post by Deleted on Feb 1, 2017 7:12:24 GMT -5
Really do need an update on these formulas. Level is: ((Attributes+skills-50)/6)+1 Otherwise the starting level could be 0. You forgot to count in the extra 1 Skill cost is not (3+ captain level) /7, but 3+ (captain level/7). Attribute cost isn't (6+ captain level) /5, but 6+ (captain level/5) Just for clarification amongstshadows -1 karma for misinformation Thanks for the clarification. 😊 Edit: What poryg said ST2 is in alpha right now @earthsuit. Don't know when it will be released on the app stores, but something to look forward to. I am looking forward to it. But, I'm bummed that I could not get into the Kickstarter campaign. Gonna miss the alpha. [shrug]
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Post by roybie on Apr 4, 2017 11:13:11 GMT -5
Hi. I'm new here. First of all, thanks to the Trese brothers for a great game. I've wasted so much time on this game. And for what? A HUGE pile of dead captains. Anyway, charge it all to experience.
Anyway, version 6 onwards counts strength towards levelling, and stealth is counted only once instead of twice as in the old scheme. I've plotted the formula in excel and it follows a linear relationship between skills & attributes and levels. What this means is: You get six (6) points to allocate in either attributes or skills before your level goes up.
As raising a skill requires you to first raise the associated attribute, this means you can: 1. Constantly keep 3 skills at par with your level
2. Keep 1 skill 300% of your level to the detriment of all your other skills (meaning you will never raise your other skills)
3. Keep 1 skill and attribute to 200% of your level (4 points/level), and another skill to 100% of level (2 points per level)
To maximize this, you NEED to buy the stat editor as in-game purchase. You will need to manually fix the stat of your captain from the start to suit your chosen profession.
For example, my character is a (wannabee) alien hunter. So i designed him to have his strength and warrior to be twice his level FROM THE START. to maintain this, i need to spend 4 of my 6 points every level change to keep this ratio. i then have 2 free points to spend every level. i can choose to have another skill to maintain constantly at par with my level. But doing so means i will not be able to touch my other stats and they will remain at the level they started with.
instead, i just raise other stats to levels that are useful. first I started to raise tactics to 20 (meaning I also had to raise wisdom to 20 also). then I started to raise pilot (simultaneously with quickness) to usable levels. after, i plan to raise intimidate (likewise charisma) to be able to use a bigger ship (which I build with the ship designer, another IAP). all the while maintaning my warrior (and strength) 2x my level.
crazy level 59 cha 10 wis 20 quick 52 str 118 explorer 1 pil 52 nego 1 tact 20 stealth 1 warrior 118 int 10
If i had chosen to maintain my warrior to 3x my level, all my other stats would have remained at their starting level.
i could have chosen to keep strength to 3x level, and warrior and another skill at par with my level.
But remember, falling behind in a skill that you plan to maintain 3x your level will never allow you to catch up because you only have 6 points to spend before you gain another level and will need to raise the skill and attribute again.
Hope i explained it well.
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poryg
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Post by poryg on Apr 5, 2017 2:04:36 GMT -5
Hi. I'm new here. First of all, thanks to the Trese brothers for a great game. I've wasted so much time on this game. And for what? A HUGE pile of dead captains. Anyway, charge it all to experience. Anyway, version 6 onwards counts strength towards levelling, and stealth is counted only once instead of twice as in the old scheme. I've plotted the formula in excel and it follows a linear relationship between skills & attributes and levels. What this means is: You get six (6) points to allocate in either attributes or skills before your level goes up. As raising a skill requires you to first raise the associated attribute, this means you can: 1. Constantly keep 3 skills at par with your level 2. Keep 1 skill 300% of your level to the detriment of all your other skills (meaning you will never raise your other skills) 3. Keep 1 skill and attribute to 200% of your level (4 points/level), and another skill to 100% of level (2 points per level) To maximize this, you NEED to buy the stat editor as in-game purchase. You will need to manually fix the stat of your captain from the start to suit your chosen profession. For example, my character is a (wannabee) alien hunter. So i designed him to have his strength and warrior to be twice his level FROM THE START. to maintain this, i need to spend 4 of my 6 points every level change to keep this ratio. i then have 2 free points to spend every level. i can choose to have another skill to maintain constantly at par with my level. But doing so means i will not be able to touch my other stats and they will remain at the level they started with. instead, i just raise other stats to levels that are useful. first I started to raise tactics to 20 (meaning I also had to raise wisdom to 20 also). then I started to raise pilot (simultaneously with quickness) to usable levels. after, i plan to raise intimidate (likewise charisma) to be able to use a bigger ship (which I build with the ship designer, another IAP). all the while maintaning my warrior (and strength) 2x my level. crazy level 59 cha 10 wis 20 quick 52 str 118 explorer 1 pil 52 nego 1 tact 20 stealth 1 warrior 118 int 10 If i had chosen to maintain my warrior to 3x my level, all my other stats would have remained at their starting level. i could have chosen to keep strength to 3x level, and warrior and another skill at par with my level. But remember, falling behind in a skill that you plan to maintain 3x your level will never allow you to catch up because you only have 6 points to spend before you gain another level and will need to raise the skill and attribute again. Hope i explained it well.
You explained it very well. And I am also glad to hear that you want to join up the brotherhood of alien hunters. And on top of that with my preferred captain build as well! However, if you want to be an alien hunter, the crazy difficulty is a way to learn, but not way to go. Because the damage limitation makes you receive very little damage. I play on impossible (ok, lately I haven't really been able to get to it), so I know that very well... The difference in damage you receive in Impossible vs Crazy is huge! Well, not that it matters that much though because aliens don't use weapons, so they aren't really a threat against such a strong build... Even with 60% crew you are still able to crush the enemy. Also, you probably won't need to have such a huge proportion of pilot to other stats. I usually do it so that I level pilot, tactics and intimidate to 30 and then for every 2 points in pilot I allocate 1 point in each. Although i may change the formula, because the only reason why I have pilot are annoying pirates. If it weren't for them, I would just pump it straight to the tactics and intimidate, because the effects on fuel are the same. BTW. If you want a good tip... Once you have an alien hunting ship, stick with it! Or else you risk random losing encounters with aliens.
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Post by pendell on Apr 5, 2017 9:04:15 GMT -5
Okay, two questions.
1) Does pilot assist gun-laying? I've been locked onto an alien ship at zero range, firing guns to hit both ships, and STILL miss. What stats and features increase the to-hit chance with guns? Tactics explicitly says it is, but it appears that piloting is more important for gunbunnies. Why? What goes in to the guns' to-hit?
2) Which stats need to be constantly levelled, and which can be safely raised to a particular level and maxed?
For a trader, it appears that stealth and piloting constantly need to be raised in order to avoid deep space encounters or those during planetfall.
For a boarding captain, warrior and tactics must constantly be improved. For a gunner, piloting and tactics.
'Explorer' doesn't appear to be a long-term option on the higher difficulty levels, since you can't spare any points to meet those tests, not if you're still going to need tactics/stealth/warrior/pilot to survive in space.
Intimidation can max at around 10-20, and I've never seen anyone need negotiation of more than about 5.
Is this correct?
Respectfully,
Brian P.
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poryg
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Post by poryg on Apr 5, 2017 11:36:44 GMT -5
Pilot is the most important status for a gun bunny, because you have to avoid damage. The point about pilot isn't to have strong guns, but receive no damage. Tactics are what raise the hit rate of your guns, but basic captains keep their pilot so low that you can defeat them with ease if you have the right gun bunny build. However, when you are locked at zero range, then it is way more difficult to hit. The thing is, first is ramming, then is boarding and then is gunning. If you ram successfully, then your enemy cannot board you. If you board successfully, then your enemy cannot hit you with guns. If you are boarded, you cannot hit, because the crew operating guns is busy combating and their morale is very damaged, because you don't have enough intimidate. If you boarded successfully, then you have a much greater chance of hitting successfully, because your crew operating weapons is still operating weapons. But why in the world would you do that if you boarded successfully.
With a gun bunny build you don't need to worry about normal builds. They are designed so that their stats don't get op. Which means that they will never have enough strength or warrior to board you if you have enough pilot, nor will they be able to hit you with guns, because they don't have the stats to hit you. But aliens are a different question and you often meet aliens built for boarding. It is the reason why you cannot be an effective gun bunny alien hunter - if they board you, it's over, because you cannot retaliate with guns and you don't have enough tactics to pull away from them. And trust me, they CAN board you, especially if they are 300% your level.
The second question depends on your build. I have said it countless times in different threads, so I won't be repeating myself again. But let me just adress what you said. While boarding, the only thing that matters heavily is strength and warrior. You only need some pilot to prevent being destroyed by ramming pirates, some tactics to be able to operate larger crews and some intimidate for the same reason. When I play as a boarding captain, I always have tactics and intimidate equal, but the main emphasis gets on warrior.
For a gunner piloting and tactics, indeed.
AS for intimidate, it is unnecessary for non boarders. But for my builds it is always helpful.
Having intimidate on 8 allows me to survive on impossible difficulty without needs to refuel. True, I travel on minimum crew, but it is easy and quite simple. Having more intimidate allows me to get bigger ships, because with more intimidate the point when I stop losing morale from having no water-fuel is higher. For reference it's around 1.75x your crew. So with 35 intimidate I can have a 100 cargo ship without any need for refueling, which saves me time during spy and solar wars and decreases the necessary power for character development.
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