Post by Alex Fury on Sept 12, 2017 7:59:44 GMT -5
I played a good bit over the weekend finally, and found a few things.
1) When 'looting' a ship after you win. I didn't find any option to get rid of what's already in my cargo. If I have, say, biowaste, and want to get xeno artifacts, would be REALLY nice if I had that option to dump cargo first during the battle-end bit.
2) Multiple times (3+) during the game. I had a Juror, and went up against a larger ship. Pirates who were just going to attack. EVERY time, (alta mesa clan I think it was). We'd trade fire, I'd get 3 hits, to their 1, maybe 2... And either my captain would die, the engines would go out, or something equally 'lethal'. Any single hit damage was never above 100. Kind of a serious pain to lose via bad luck that many times, against the exact same faction. Kind of odd too.
3) Does each faction have at least one contact to give a max-level trade permit? I've got at least two factions so far, Thulun being one, where the only trade-permit contact I have, will only give up to a level 2. Rather limiting there.
4) Black Market access. Now, don't get me wrong, I know it's a bit of a luck thing to get in. But here's my current issue. I have max-level trade permit. And Ironclad (max) level access to the Black market. WHY is it that the only options I get for actual market access are level 1 or 2 permit trades (spice or free trader I believe)? I could see potentially one level lower, or max level (without any talent boost) being the same level as the access-allowance. But to only be allowed barely more than base-trader status in a black market when I can do vastly better normally, just doesn't make sense. As a side-note, it's due to this that I've been trading 9+ xeno artifacts for probably close to 2 in-game years now, as I can't get a place to offload them, even WITH a black market. I tend to prefer faction planets for the potential rep-boost of high value trades over indie worlds, but even most of the indie worlds won't let me trade these.
I think there's at least one more, but this is good for now.
1) When 'looting' a ship after you win. I didn't find any option to get rid of what's already in my cargo. If I have, say, biowaste, and want to get xeno artifacts, would be REALLY nice if I had that option to dump cargo first during the battle-end bit.
2) Multiple times (3+) during the game. I had a Juror, and went up against a larger ship. Pirates who were just going to attack. EVERY time, (alta mesa clan I think it was). We'd trade fire, I'd get 3 hits, to their 1, maybe 2... And either my captain would die, the engines would go out, or something equally 'lethal'. Any single hit damage was never above 100. Kind of a serious pain to lose via bad luck that many times, against the exact same faction. Kind of odd too.
3) Does each faction have at least one contact to give a max-level trade permit? I've got at least two factions so far, Thulun being one, where the only trade-permit contact I have, will only give up to a level 2. Rather limiting there.
4) Black Market access. Now, don't get me wrong, I know it's a bit of a luck thing to get in. But here's my current issue. I have max-level trade permit. And Ironclad (max) level access to the Black market. WHY is it that the only options I get for actual market access are level 1 or 2 permit trades (spice or free trader I believe)? I could see potentially one level lower, or max level (without any talent boost) being the same level as the access-allowance. But to only be allowed barely more than base-trader status in a black market when I can do vastly better normally, just doesn't make sense. As a side-note, it's due to this that I've been trading 9+ xeno artifacts for probably close to 2 in-game years now, as I can't get a place to offload them, even WITH a black market. I tend to prefer faction planets for the potential rep-boost of high value trades over indie worlds, but even most of the indie worlds won't let me trade these.
I think there's at least one more, but this is good for now.