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Post by Alex Fury on Jul 30, 2018 10:52:57 GMT -5
That would make it a bit more useful for lower-end starports. Else, there's really little point of that rumor for lower-end ones.
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Post by Alex Fury on Jul 30, 2018 10:22:57 GMT -5
On a game I'm quite far into, I landed at a planet with a 'Boosted Starport' rumor Text for the rumor: 'the busy starport is offering more components for ship upgrades than usual and at discounted prices' There's more, for water-fuel discount, and potential influence boost for contacts
The potential 'bug' here, is that the starport is only a 5-rating, and hence not high enough to DO anything When I tap the 'upgrade ship' it says a starport has to be rating 6+ to have the right crew... And of course Buy New is also grayed out. Kind of a pointless rumor in this case, if not a 'bug' that the rumor perhaps should really only hit on a 6+ starport, or perhaps allow lower ones to have 'something'. Yes, there is still the discounted water-fuel... But honestly, that's not a big deal.
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Post by Alex Fury on Jul 20, 2018 11:29:55 GMT -5
When purchasing a new ship, it would be nice if a 'default' cargo space would be included with everything else. Yes, I know that you can modify once purchased, but with crew, fuel, etc, etc, etc... Having that one other default space would be appreciated
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Post by Alex Fury on Mar 8, 2018 12:56:04 GMT -5
Quick question for the Commercier bit. Now, I'd understand if there is a trade war/ban or such. But by their own nature, are Commercier missions going to give a negative to another syndicate/clan automatically? I could see a spread of negative at times, to just the positive of doing business with them. Commercier give more friendly missions than not. Cool, it would be nice to have the occasional mission that won't continually worsen a different faction's rep
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Post by Alex Fury on Mar 8, 2018 9:37:20 GMT -5
Quick question for the Commercier bit. Now, I'd understand if there is a trade war/ban or such. But by their own nature, are Commercier missions going to give a negative to another syndicate/clan automatically? I could see a spread of negative at times, to just the positive of doing business with them.
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Post by Alex Fury on Jan 16, 2018 10:04:20 GMT -5
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
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Post by Alex Fury on Jan 16, 2018 9:56:41 GMT -5
Thanks for trying the next generation of Star Traders. 2. The Reputation is definitely something that new players will learn to work around. This is true of all games in the Star Traders series. Reputation management, and the impacts of it, are crucial skills to players who wish to explore the game. It is a core mechanic, as you say. The fact that you cannot move freely in any space is necessary for the game to function. We have been after this design for years now, and having worked through the balance variations over the past year of intense alpha testing I cam to report that we continue to make improvements in each patch. I will definitely work tirelessly to incorporate your feedback into the a future patch. Thanks again!!! Thanks again! I have a potential suggestion for this #2. Yes, the rep management is definitely a core mechanic. But I do understand the aggravation of losing rep with others (at least if there's not some kind of conflict) when you're still in your 'home' system as it were. 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)
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Post by Alex Fury on Jan 16, 2018 9:46:31 GMT -5
I don't have a screenshot. However, I had a fixer at a location on a WILDERNESS planet... Who gave a fuel discount. Note, the actual populated planet also at the location, was a different Syndicate/House/etc.
Soooo, just where are you getting the fuel discount for?
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Post by Alex Fury on Dec 26, 2017 11:23:36 GMT -5
That's not the point. The point is that your opponents don't have better spicing options than you have, so why do they always start at 100% morale? Even their always starting at 100% health is a little weird, as if they could roam a dangerous world without ever getting into one of the accidents that often befall the players when they explore the wild. Some good points there. If it's a very hazardous world, not every encounter would be some marauders who JUST landed only to deal with you as it were. And yes, if the system/quadrant has bad spice halls, then would make sense to not have a new group of bad guys always start at 100% morale. Unfortunately lots of games have this inadvertent screw-up. It's not a bad thing per-se, but does lack a sense of realism.
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Post by Alex Fury on Dec 7, 2017 13:57:31 GMT -5
I think potential rewards for the 10k and 15k... perhaps built in to the base talent. Or perhaps a higher-level talent for those amounts.. Though will mean thinning out other talents. 5k can be easier for larger/hauler types, but not so much smaller ones, especially not early on. Perhaps a simple 1.5x and 2x for rep bonus at 10k/15k respectively or the like.
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Post by Alex Fury on Oct 5, 2017 14:05:22 GMT -5
I think I can agree with Alex Fury. Maybe their just needs to be a bit wider field of mission difficulties/distances offered after the tier is picked. It would give the player more freedom to choose. Do I want to run some short missions right now to stay in this area, or do I want to take the big mission for big money. When I just want to build up some rep with a contact it is kind of annoying to have 5+ jump missions that are going to take half a year to accomplish. It might be tedious, but there are times when I want short missions and am willing to work for less money. Though in reality I haven't found farther missions to offer better rewards. The margins on a 1-2 jump 16k mission are probably better than a 4-5 jump 30k mission. fallen : This --^
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Post by Alex Fury on Oct 5, 2017 14:04:16 GMT -5
fallen It's the type of game where you just have a few unlucky encounters and basically unable to pay crew/buy fuel/repair ship/spice crew, etc... It can happen at any Captain level, and often quite a deep while into the game. It's simply that set of a few unfortunate events. Got a new ship, got slammed by a pirate or such. Just spent all your money for a permit-trade and got robbed before you could sell it. Suddenly you're sitting on 6k credits, when repairs are 50k+ credits, morale is shot, etc. That's the time when you go in for a mission to help, and it's 12+ hops away through high danger, and attack a ship.. Or the like. Need a way to either have them check your amount of credits, or perhaps even have an option for difficulty or the like.
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Post by Alex Fury on Oct 4, 2017 8:36:05 GMT -5
I do understand overall the desire for Contacts to want to give you harder/longer-distance missions as you rank up. But at times, it would be nice to have an option to go back with the 'more missions' button and effectively ask 'anything closer'?
Especially for captains a bit low on funds due to unexpected loss in combat, or just massive damage fix. Or perhaps having just purchased a new ship, you're a bit leaner on funds.
Now, I'm not expecting to go back to beginning of being able to cherry-pick same-system only missions like the first couple. But it'd be nice to have the option of doing a few quick local-system runs even for small cash to pad the wallet a bit before the crew mutinies because the only mission you can get is 12+ hops away.
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Post by Alex Fury on Oct 4, 2017 8:28:40 GMT -5
Heh, still want a one-touch navigation from 'pay crew' to pre-filtered 'levelled up crew' for ease of training, rather than the 3-5 steps to get there
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Post by Alex Fury on Oct 4, 2017 8:20:57 GMT -5
With all the scroll in the lower-right hand window, I've missed when people have quit too. Perhaps a small pop-up? There's been a time or two where I've run under-staffed for a longer period of time (all crew stats are 200% or better, so looking to recruit a specialist of some type).. So I don't catch when I'm suddenly 'under-crewed' because I was already there. Then realize, 'well crap, that' why I'm suddenly missing all these rolls I used to pass'.
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