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Post by contributor on May 14, 2019 7:07:51 GMT -5
I know the devs have stated before that it was never really their intention that players would uninstall all weapons from their ships. But you gotta know we're going to try to find every way to break the game that we can. When I do this though, I still tend to keep a gunner or two around for Meteor defense and maybe the boarding skill (really not sure how gunners help us board from range actually? Are they firing crew directly at the enemy?), and the card game talents. In the spirit of realism and masochism, it seems like these talents should not be useable without guns. Making gunners useless without guns would be a pretty natural way to balance some of the benefits of uninstalling all your weapons.
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Post by contributor on May 14, 2019 5:56:01 GMT -5
This was actually suggested by the illustrious darion_neclador on Discord, but since he is too lazy to post things here I decided to do it for him. The suggestion is to have the AI choose more combat crew on large enemy ships, probably 36 crew and up. They seem to have room on the roster (how many gunners do they really need?) and it would make boarding somewhat more interesting/challenging if we had to fight through at least two waves of combat crew.
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Post by contributor on May 13, 2019 15:10:02 GMT -5
Thanks for reconsidering. Was the AI whispering in your ear?
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Post by contributor on May 12, 2019 18:38:16 GMT -5
Never lie to an Augur.
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Post by contributor on May 12, 2019 18:37:20 GMT -5
You might want to label that with [SPOILERS]. For the moment the rest of the story isn't written. But apparently it will carry on in the future. Oh, and can you proof this for me and see if your details match mine? startraders.gamepedia.com/Xeno_Ruins
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Post by contributor on May 12, 2019 15:08:32 GMT -5
It's not just stories though. It's every mission that generates ship combat.
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Post by contributor on May 12, 2019 12:47:18 GMT -5
Wow I have this on Android already and you just posted it here an hour ago. Google employees must be on crack again. Maybe you have a player in their review department?
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Post by contributor on May 12, 2019 12:40:14 GMT -5
I've been meaning to suggest this as well. It's like the mission stuff is blocking the use of flash charge
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Post by contributor on May 11, 2019 7:44:34 GMT -5
I would like a "Box of Shame" component. It would be a small component and you could put any Highbrow, Proud or Greedy crew in there for 6 months. They would not contribute to ship talents and skills during this time, but on release the offending trait would be removed.
...actually, I'm not sure I'm joking about this.
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Post by contributor on May 11, 2019 7:41:05 GMT -5
Maybe we just need more ways to lower morale?
I think landing on a planet and telling the crew that they're all so happy that the spice Halls are closed to them would probably bump it down a bit. Maybe this could be a level 15 QM talent, Discouraging Words.
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Post by contributor on May 11, 2019 7:23:42 GMT -5
This was a request made by the AI in training Oh Shalun help us now! ...and why does it take the AI saying it for it to count?
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Post by contributor on May 9, 2019 4:37:08 GMT -5
Also thinking that there is a lot of inspiration to be taken on trade negotiations from current headlines. It would be fun to see a story that could result in a trade ban or trade alliance depending on how we acted.
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Post by contributor on May 9, 2019 3:49:48 GMT -5
I know it may be more work to create, but I also like stories that depend more on choices players have to make through the dialogue scenes that may depend on how well they're listening to clues they are given. I'm thinking of the Augur story here which is one of the great pacifist stories out there right now. So I like the idea of needing to negotiate some sort of a deal with someone, but that deal depending on choices we make before and in conversation with someone. So a Diplo story that starts with a negotiation that we need to accomplish but has some branching choices on how to do it would be cool.
FIrst branch would be at the target contact's planet. We can either go in and speak with them directly or spy on their planet (3x?) until we get some key information. This information could give us a couple of options on how to gain some leverage over them or otherwise set up a successful negotiation. Talking to them could also result in some different options as they will ask us to do them a favor or we'll get some key information that might send us back to the person who initiated the story to renegotiate with them. Some options could involve combat, but not all. Lots of stealth and negotiate saves would be good. However we ultimately resolve it, it would be cool if it was really dependent on us paying attention to clues we're given to say just the right thing at the right time to swing the tide.
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Post by contributor on May 8, 2019 16:14:18 GMT -5
It seems like most of the stories involve combat of one sort or another. I'm not sure what a pacifist story would look like, but there should be one or two that encapsulates the essence of those play styles. Maybe those who play those styles would have some better ideas. Here are a few of mine.
- For Merchant/Smugglers maybe they would have to make so many trades of so much value in a certain amount of time. - Maybe a smuggler story where two contacts of opposing factions in a trade war require you to trade so much volume across the conflict lines. They're business men/women who see this conflict as a nuisance to get around and are just pissed that politics are spoiling their profits. You could either trade legally and lose rep or trade in black markets if you have the skills/contacts. - Diplo story where you have to race against time end a conflict, completing so many negotiations in so much time? - Spy story? Sell a contact 100 records?
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Post by contributor on May 8, 2019 15:42:30 GMT -5
I've got two bugs to report that seem related to the same thing.
So I am a Steel Song Zealot Captain but I'm hunting Prize Ships for my allies. Zenrin and Javat are both in Trade Wars with Rychart. I have the rank or edicts that I need with both of them to take Rychart prize ships. I have 1 instance of Fanatical Court and 2 of Military Tribunal talents. I'm taking contracts from Zenrin to go hunt Rychart pirates over Zenrin planets, so it should guarantee encountering ships that I can take. However when I manage to defeat (without blowing up) Rychart Pirates, looking at the post-combat Orders screen, 1) I see double the instances of the talents that I have, so it says Fanatical Court 2x and Military Tribunal 4x. 2) Neither talent will activate. It tells me there is no Javat court in the quadrant. So it's only looking at the Javat conflict and not at the Zenrin one when it's searching for a court. I happen to be in orbit of a Zenrin planet where I defeated the pirate so there is definitely a court available.
This happened 2 times in different quadrants so it seems consistent.
Android 9, Nokia 6.1, STF 2.5.19
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