|
Post by vwllss on May 13, 2011 10:12:46 GMT -5
I consider myself a video game vet and I've been playing complicated RPGs for a while (even had a run with EVE Online) but Star Traders just seems hard. I see people posting about having multi-millions of credits on hardest difficulties and I have trouble taking off well even on normal difficulty.
No matter what I do I end up pissing off factions, losing fights all of the sudden, and often taking enough damage in a contract that the pay isn't even worth it.
|
|
Tenebrous Pirate
Exemplar
[ Star Traders 2 Supporter ]
Why? Well, why not?
Posts: 482
|
Post by Tenebrous Pirate on May 13, 2011 10:20:19 GMT -5
Don't sweat it. I got my butt kicked a lot when I first started playing. This is a very nuanced game compared to a lot of other ones out there, especially compared to any phone game.
I'll be happy to help. Let's start with any specific questions you have, or things you are having trouble with, and go from there.
|
|
|
Post by absimiliard on May 13, 2011 11:33:29 GMT -5
It took me a while to get the hang of play on the higher levels, no doubts. And I'm far from one of the better players around here, most of my characters die around level 20 or so. (On insane)
That said:
I found that extreme levels of caution about faction relations pays off well in survivability. My captains do best when I remember to check for political conflicts before buying anything at ANY exchange, getting a political officer helps hugely with this since she warns you before selling into an embargo but you still need to check conflicts before selling records even with one since she misses Spy Wars. Additionally I'm a bit persnickety about accepting contracts for the same reasons, I will take messages, cargo, and passengers around fairly freely but I never surveill, blockade, or bounty hunt a faction unless I'm planning on pissing them off.
I've also found that paying high amounts of attention to the route you travel in space pays off well. The auto-nav-comps on my ships are a little flaky, and on Insane every sector I don't have to pass through because I chose a better route is often 1-3 water-fuel.
Lastly, I just learned to accept that there's a steep curve that all new captains start behind. If you can get ahead of the curve (often by stealing a good ship early in the game) you can then expect a fairly long life. But captains who never get ahead of the curve almost always die, in fact it's so predictable that my favorite captains are the proud few who come close to death but manage to pull it out. (Tara "the Terror" Cadar is one example of this, she was in a shot-to-hell ship, out of fuel, down to like 2 health, facing mutiny, and somehow managed to still duel the captain of a Mars class to death. Following that she got a lucky break with a shortage of records on Cadar Prime. And *poof*, Tara was back in business!)
But the most important thing to get used to, "dying a lot".
-abs
|
|
|
Post by oldalchemist on May 13, 2011 11:41:18 GMT -5
Don't fight. Run. No kidding. Until you're ranked with 6 factions, fully permitted, and riding a sweet boat, it only makes sense to run from fights. (Unless of course that Jango Class is piloted by a very low level captain....)
Watch the conflicts screen like a hawk, especially when trading.
It only takes one well timed shortage to make a really nice chunk of space change.
|
|
|
Post by vwllss on May 14, 2011 2:16:18 GMT -5
Don't sweat it. I got my butt kicked a lot when I first started playing. This is a very nuanced game compared to a lot of other ones out there, especially compared to any phone game. I'll be happy to help. Let's start with any specific questions you have, or things you are having trouble with, and go from there. Thanks. I mostly get the game by now (I've had it a few days) but I always end up failing in some way that causes me to spectacularly fail in others. I understand water-fuel conservation, combat, contacts, faction affiliations, etc. Then I head out, some pirate attacks me, I can't escape, he loots all my water, my crew mutinies because I have no water left, I go to the nearest planet to get more (usually getting attacked again?), and then to purchase water there I'm violating a trade ban and now I'm a criminal somewhere else. I guess my top questions would be: - How can I keep my faction reputations high? If I'm a bounty hunter and get sent on assassination missions will killing criminals hurt my status with the affiliated factions?
- Often I just want to ignore every encounter because combat uses up too much resources. However, I also often fail to escape combat and end up wasting precious turns just pressing retreat. I assume pilot / tactics affect being able to escape the most? And what's the best way to end fights efficiently and not spend thousands on repairs?
- Do you often reject contracts or is it good policy to just hunt after every one? What makes you decide to reject them? We probably have the same reasons, but I want to compare notes ;P
|
|
|
Post by vwllss on May 14, 2011 2:21:46 GMT -5
I found that extreme levels of caution about faction relations pays off well in survivability. My captains do best when I remember to check for political conflicts before buying anything at ANY exchange, getting a political officer helps hugely with this since she warns you before selling into an embargo but you still need to check conflicts before selling records even with one since she misses Spy Wars. Additionally I'm a bit persnickety about accepting contracts for the same reasons, I will take messages, cargo, and passengers around fairly freely but I never surveill, blockade, or bounty hunt a faction unless I'm planning on pissing them off. So for non-merchant do you always suggest spamming contracts in the beginning of the game and only accepting pacifist ones? I did try this once yesterday, but even then I struggled with the trade bans when I needed to resupply and found myself a criminal in one or two. I've also found that paying high amounts of attention to the route you travel in space pays off well. The auto-nav-comps on my ships are a little flaky, and on Insane every sector I don't have to pass through because I chose a better route is often 1-3 water-fuel. I did notice this often. At first I never really thought about it and just clicked on some spot on my screen 10+ AU away, but now I'm micromanaging travel like a mother. Especially with my bad habits of my sails getting torn to pieces. Following that she got a lucky break with a shortage of records on Cadar Prime. And *poof*, Tara was back in business!) Do you stockpile things like records in wilds just in case of a shortage or did you just purchase some when you saw the event?
|
|
|
Post by vwllss on May 14, 2011 2:22:35 GMT -5
Don't fight. Run. No kidding. Until you're ranked with 6 factions, fully permitted, and riding a sweet boat, it only makes sense to run from fights. (Unless of course that Jango Class is piloted by a very low level captain....) Watch the conflicts screen like a hawk, especially when trading. It only takes one well timed shortage to make a really nice chunk of space change. A lot of times I flat out fail running! I remember yesterday playing a new captain (with some pilot skill.. put up to 6 or 7) and I just wanted to deliver a message. Some pirate popped out and I tapped on retreat a good 10 times before I could finally escape.
|
|
|
Post by absimiliard on May 14, 2011 6:01:12 GMT -5
I probably should stockpile. But the truth is that I very rarely do. If I'm not playing a merchant character I don't often look too closely into the rumors. I'd probably do better if I did, but I'm usually just too busy doing stuff.
As for contract spam. Yeah I do a lot of it. I very rarely take the first contact I'm offered. I also reject a lot of good contracts just because they don't match my flight plan. What I try for is a sequence of contracts that are in the same area, or are all on the same flight path, and that won't piss off factions too much (so either little things like delivery contracts or ones against independents) I don't usually succeed at getting then though. So I'll either irk some factions by evading a ship on space, or dropping a terrorist off on one of their world (which if royally what I think most passenger contracts are). At that point the trick, for me, is too make enough cash to buy pardons with.
Lastly, early on (before you have managed to get stealth and piloting up a bit) you just need to accept that you will fail to run sometimes and that you'll take a lot of his no matter what. It's just what it is. Until you her ahead of the curve life in the game is a rough ride.
(i don't run from all encounters though, for me it depends on the captain.)
-abs
|
|
|
Post by Cory Trese on May 15, 2011 14:59:26 GMT -5
My comment, as the designer, is that the game has many ways to get ahead. A skillful player will exploit more than one.
Almost every operation in the game -- trading, taking contracts, exploring, fighting -- each have many profitable and not profitable paths.
Another way to put it is that ST RPG is design as many games rolled into one.
If you play only one of the sub-games (fighting, for example) and ignore the other sub-games, you will not succeed. However, if you master several of the sub-games and switch back and forth as they become profitable, then success is at hand.
Looking at the profession as the "fall back" or "default" mode of play is much more effective than looking at is as an exclusive restraint. The skills are ultimately what make a Captain, not the profession of his Father.
|
|
|
Post by slayernz on May 15, 2011 18:30:46 GMT -5
As you move from the Basic level through to Insane or Impossible, you definitely become more risk averse. At Basic, even when you are starting out, you can take on enemy ships and have some chance of survival. Once you get to a middling sort of level, you are pretty much like the space hero captains in the movies, picking your targets, and wiping them out with impunity. Reputations ... so long as a couple of factions like you, the others can go to hell, and man, you're there to help them on their way.
When you get to Crazy level, this type of attitude turns you into a smoking pile of drifting space debris within a very short amount of time. Even if you are lucky enough to survive to a moderately good level, you can still have a bad-luck experience that turns your 22 point hull into a giant sieve in a Thalun heart beat. Yes their hearts beat slow because, lets face it, their brains don't seem to need that much oxygen, but beat it still does.
When I start up a new captain on a difficult level, I focus on being very friendly with my home faction, getting a trade permit as soon as I can. If I am an explorer, I go and start exploring one of about 3 different worlds (low risk moderate reward worlds), and find some artifacts/electronics/weapons. Stockpiling is great, but at the beginning of the game, cash in hand is far more useful.
If I am going to a different area of space that isn't controlled by my friendly faction, I don't fly with any restricted goods. That way, I can surrender without causing too much angst. I still run away from pirates though (evil vile smelly scum). Retreating/Ignoring pirates is a good thing, and if you have a trade permit, they ignore you too. I haven't seen too many pirates bring up an "Acknowledge" option, even if you are really close (like dating one of the prince's children close).
I sign up for contracts, but only those contracts against independents (principally delivery ones). I don't pick the assassinations, blockades, or capture missions because at the early stages of the game, I just don't have the pilot skill to be able to get close to a target - they always seem to fly off into the distance leaving me coughing in their radioactive exhaust fumes. My Doctors have all said that this is yet another reason why you don't fly around with the windows down. What do doctors know anyway - next they'll tell us that the mass exodus from earth was triggered by global cooling (too many companies planting trees) ... but I digress. So yes, focus on the babyish delivery boy type missions (messages, people). They don't pay a huge amount, but you don't end up in a big firefight in order to have a mission success. You get +ve Reputation with the faction you did the mission for and for the most part everyone is happy.
If you are in the Javat Military (even Rank 1), you get access to a pretty sweet Javat Cutter. It's got a good hull, great engines even better sails and a moderate hold. It seems cheaper than a lot of the stuff that gets put up in the standard shipyard - those 2nd hand ship dealers are as dodgy as their 22nd century hybrid hover-car counterparts were.
What have I missed. Oh you already probably know about the always always always check rumors for surplus or even more importantly, shortage rumors. They are the things that allow you to get pretty good amounts of cash without having to buy large amounts of red "Expendable" ensign shirts.
In terms of XP - there are lots of threads on here about what you should focus on to level up. Given there are a bunch of attributes that will help you depending on what you want to do within the game, focusing on just one or even 2 attributes is useful during phases of the game, but not something you should do from start to finish. Do I mean you have to be the ultimate well-rounded captain with even stats throughout? no. You should definitely be more ... well egg-shaped. Have moderate stats in a bunch of areas, but have higher stats in some focal areas as well. My father told me once that being an Egg is the best way to get ahead. Of course, that was before he got critically injured by the larvae of a Proteus Ickiaglorus back on Leiwin-A. After that, he told me that buying the biggest biggest biggest gun and sending crew into slimy tunnels first is the best way to get ahead.
Don't trade with factions that are in trade embargoes ... even if it means you are left with trading with independents, and stockpiling stuff on planets. Make a note of what planets you are keeping stuff on as well. Otherwise it's a good way to burn through all your W-F supplies trying to find those elusive 200 artifacts kept safe in some planet cache.
Finally .. even being cautious and nice to old ladies trying to cross the road, be prepared to lose more than a few captains. Aliens, pirates, and nasty "accidents" caused by disgruntled crew all can lead to a very short life expectancy. As they said back in the old days of VHS and tape decks ... "Don't worry, Be happy". "If you don't succeed, try, try again". "Do or do not, there is no try." "Left of road, okay. Right of road okay. Middle of road - sooner or later, squish like grapes". "So, Lone Star, now you see that evil will always triumph because good is dumb". I'm sure there is a message in there for you somewhere ...
|
|
|
Post by HateSolstice on May 18, 2011 16:00:17 GMT -5
I just wanna chime in on this one thing.
For retreating, sometimes you need to do some quick damage to the enemy. I typically go for their engines, as the less they have the less likely they are to keep pace.
|
|
|
Post by oldalchemist on May 19, 2011 9:11:03 GMT -5
If you can hit the engines, keep hitting the engines. Usually, that first hit on the engines is a slippery slope in your favor.
|
|