v6.1.41 - 1/16/2018 - New Smuggler Ships: Mercury Jammer, Mars Cutter - Rebalanced Credits paid by early game Missions on low difficulty - Fixed missing enforcement of max Trade Rep Loss rule (-128) - Smuggler Trade Record (Embargo) Ability now triggers > $1000 - Merchant Trade Record (Taxes) Ability now triggers > $1000 - Increased Reputation Gain for Merchants/Smugglers/Explorers ending Shortages by 20% - Tradesman Officer has 50% chance to grant double Reputation at home Faction Exchanges - Fixed Reported Crashes and Typos, Lore and Naming Fixes from STF - Play the sequel on Steam (https://goo.gl/cVoqNM) before it comes to mobile!
Xeno Wisdom: Continue to press your attack after the battle is already won. Attack relentlessly, ceaselessly, mindlessly.
Last Edit: Jan 16, 2018 15:17:24 GMT -5 by Cory Trese
HAH.. Oh, you know I already love this game. But the RNG can easily screw you sometimes off the bat, which is never fun. It can sometimes be a grind to get a solid start. But once you do, it's 1100% worth it
The PLAN is that the player has enemies. The game's intention is to make you pick sides. The data says people get that.
There will always be people who don't like the PLAN, but that's a small % and they do what they do no matter what I say
Perhaps a simple easy mod of x0.5 rep loss if in a home/friendly system and a merchant or such from another faction runs into you. (at least assuming you don't attack) I suppose it could be seen that 'well XXX faction just doesn't like you because of the colors you fly'... But when you're ~just~ starting out, it kind of sucks to build up a sizeable negative rep with a faction you don't really have contact with (made FAR worse when your home system is practically surrounded by the other faction)