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Post by Alex Fury on Oct 4, 2017 8:17:43 GMT -5
I'll see what I can do to replicate. 'missing' the button is certainly possible. large fingers, and right now playing on an older and smaller tablet. But I recall it happening on my larger one before it got sent in to repairs.
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Post by Alex Fury on Oct 3, 2017 9:04:59 GMT -5
But, overall, considering as I often start with a Juror... I think I tend to hit the level cap often before I can upgrade to a much larger ship (of course, I usually improve the hell out of the Juror at first with other modifications before I think of going up to a larger, so that's a factor)
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Post by Alex Fury on Oct 3, 2017 9:03:42 GMT -5
Where are games saved on an Android? I don't think I have any right now as my main tablet had to get sent in for repairs, so playing on an older one with smaller screen (which isn't scaling great for some stuff) But next time I get there, I can do that Also, by 'uneven' I just mean stopping at level 32 As opposed to a 30, 40, 50, or even more along the lines of a 25/50/75.. Though, as a fun easter-egg, could have it stop at 42
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Post by Alex Fury on Oct 3, 2017 8:54:19 GMT -5
Could potentially have a pre-set 'tutorial captain' Do a hand-hold type tutorial, BUT, not required to be chosen off the bat. This way more experienced players can just make their own.
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Post by Alex Fury on Oct 3, 2017 8:51:04 GMT -5
Curious as to what the crest is for rep before you start gaining it that way. Is there a certain minimum? Does it take having a rank or permit level?
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Post by Alex Fury on Oct 3, 2017 8:44:32 GMT -5
I think I've hit it a few times (I've never focused on the amount of time). Overall, I'd say a few days of here and there. I'll put between 1-4 hours in on a day depending on life (Haven't touched it in about half-a-week due to other RL stuff). Still working on current captain, but next restart I do, I'll try to track better. Personally, I'd like to go higher, perhaps 50 tops? 32, to me, just seems a little uneven as a stopping point. And of course, even without adding more talent levels, just being to add in a few more talents to make a more epic captain/crew would be good.
About the only thing I could say I'd love to have available at some point, is a way to perhaps train distinctly in specific skills. Sometimes you just don't want the extra skills that come with a specific class (at least at that time). A way to pay-to-train perhaps, kind of like Elder Scrolls. One contact for each skill you can pay to go up a level in (5 total perhaps tops) per actual level?
Also, perhaps as story-arcs come out, other ways to perhaps boost Attributes? Critical successes on some things, etc.
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Post by Alex Fury on Oct 3, 2017 8:30:15 GMT -5
I've come across this a few times now. Generally it's not game-breaking, but it can be annoying at times.
For the Crew filter/sort options. Once you've done a single filter/sort already, to then do a different one, you need to enter the new filter/sort TWICE.
It's as if the game needs to clear itself from the previous one (even though nothing seems to change).
I've now noticed it on 2 different android tablets, with different SW versions, so it's at least an Android issue.
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Post by Alex Fury on Sept 28, 2017 11:50:40 GMT -5
Heavylift should be unlocked by going to 10 new planets. Unlocks for Achievements are starting to be put in place? Awesome! I do miss those, even as aggravating as some of the Achievements could be
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Post by Alex Fury on Sept 27, 2017 14:47:46 GMT -5
I don't think the issue is as much perhaps wanting to be paid, but perhaps how much time it takes sometimes to do it. There's been a few times where some basic things botched a mission on time, which I was sure I had plenty of time for.
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Post by Alex Fury on Sept 27, 2017 12:49:44 GMT -5
Trade permits, especially if you're lucky enough to get a lot of the necessary paired planets in an area (ie, Orbital (for buying lots of high-cost trade-permit restricted goods) and Tradeway (for selling them all)). You can get a few trips between pairs like this, if they're in the same system, or nearby systems, and make a serious profit. Throw in some missions in between runs to let them build stock/demand reset Hey fallen , any chance to perhaps do something with a storyline or some of the merchant contacts or such (or as a talent) to boost output of some of these? Be nice to not be limited to only 11 at a time ever from some locations for some items (Like Power Generators)
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Post by Alex Fury on Sept 27, 2017 12:04:09 GMT -5
Sinocelt : Cool I like to try and have at least 2 of my ship-combat guys be officers at a minimum. At least right now with most test-builds, as I don't prefer 'hand to hand' combat. This makes them far more useful than just '4 random guys I keep on board just in case.'
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Post by Alex Fury on Sept 27, 2017 12:00:07 GMT -5
[Sound of dismantling weapons and installing medical bays.] Yeah, after a good first 300K or so money, I tend to remove the short/med range weapons in favor of other perks. Though I've been known to add in extra long-range. Right now my main test captains are more traders than warriors, so I focus on the 'run away' talents more than the attack ones. But that said, going up on a small xeno, can be damned fun to launch 3-4 sets of level-7 torpedos in a first salvo. ( I usually start small with a Juror ). It's fun when you can turn a small ship into a pretty fun weapons platform. That being said I look forward to a lot more options for ship-modding.
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Post by Alex Fury on Sept 27, 2017 11:56:36 GMT -5
One pairing I like to do is Military Officer w/ Pistoleer. As both focus on Pistols. Also lets you drop out the original Pistoleer you start with, freeing up a slot for a potentially needed Navigator/Pilot/Gunner/etc to balance out all the skill minimums to 100% (or better) at first chance to hire new crew.
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Post by Alex Fury on Sept 27, 2017 11:39:56 GMT -5
As a personal preference... Back with ST:O (original), you saw just how many units of a commodity that the location carried. The A-F rating is great for giving an idea for pricing for trade. But would be nice to know if I grab 25 of a single item, and it goes from B to C-, if that means they have none, have 5, have 30 (out of 120 starting), etc.. For those times when you take it all (you have 36 space total available, and the slider stops at 15) it can be obvious. But would be nice to know just what level surplus is there if you may want to make multiple trips
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Post by Alex Fury on Sept 27, 2017 11:01:01 GMT -5
Definitely a UI that we are working on improving! Without the info being displayed, its engine to engine as to what combat Reactor Points, Map Fuel Cost, Speed, Agility and Safety Rating are. We'll work on getting this in very soon. I do miss that kind of thing from ST: Original. How you could see between skill, engine, hull, etc... to see what worked best. Also the things like quick/fast, etc. Definitely some things that I hope we get to eventually with ST:F Will there ever be anything quite like the green/red grid for movement, or an equivalent?
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