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Post by HateSolstice on May 18, 2011 22:50:25 GMT -5
Dude, this is awesome. Thanks a ton.
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Post by HateSolstice on May 18, 2011 16:00:17 GMT -5
I just wanna chime in on this one thing.
For retreating, sometimes you need to do some quick damage to the enemy. I typically go for their engines, as the less they have the less likely they are to keep pace.
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Post by HateSolstice on May 18, 2011 15:14:23 GMT -5
Strangely, I just noticed that the game never refers to you as either male or female. I'm assuming this is intentional, Cory?
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Post by HateSolstice on May 18, 2011 8:24:15 GMT -5
Do you have lists that are in a single book, or post-it notes on walls, or do you us an app to store "to-do's"? I'm ever curious because there seems to be an ever-growing avalanche of things that people want, and but a finite amount of hours in each day. That, and apparently the end of the world is going to take place on May 21st, so it certainly limits the amount of dev time XD That's the first time I've heard May 21st as the last day on earth.
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Post by HateSolstice on May 17, 2011 20:25:05 GMT -5
That's an even better direction than I originally had in mind. Hmm.
This game certainly reminds me of the show Firefly, which is likely intentional. You know what? I also propose a Salvager class. Or at the very least, salvage missions for certain classes. Perhaps military officers would salvage ships for intel(earning weapons & records), pirates and smugglers for scrap(possibly electronics & records?), explorers and traders could possibly find ways to get artifacts from them.
I hate getting one idea, and then having 10 more spawn from it.
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Post by HateSolstice on May 17, 2011 7:33:07 GMT -5
Hey guys, haven't been here in several months, so I'm probably a tiny bit behind on things.
Anyway, after winning combat with an enemy captain and going into the post-combat screen where you can loot them and whatnot, is there a way to have your ship stats and the enemy's ship stats at the bottom of the screen for easier comparison? It would make it simpler to determine if the ship is an upgrade or not for what you want to do.
Another thought(which has very little to do with the above) is perhaps being able to strip ships of their parts to perform mid-voyage repairs. It would especially make sense for pirates and smugglers, but there's no reason why it has to be so limited.
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Post by HateSolstice on May 17, 2011 7:14:25 GMT -5
Someone else said we are able to scroll the map while our ship is moving. How? It's never worked for me, it just stops ship movement. And I've looked through the options countless times and never seen anything to enable it. Only thing I've seen is the Auto-scroll option, which doesn't seem to do anything.
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Post by HateSolstice on Mar 12, 2011 9:17:17 GMT -5
I assumed they were either a bribe or a toll myself.
And I was more thinking that explorers should be able to get contracted by aristocrats, crimelords, and petty smugglers to go hunt down X amount of artifacts, for example. Possibly have rumors that could lead you to these opportunities rather than just a spot in the urban areas.
"You heard a rumor that prince So-and-so is looking for someone skilled enough to go spelunking for fancy and ancient artifacts to add to his collection."
This could lead you to a palace. Or replace prince with some underworld kind of guy, and head to the spice hall or some out of the way place floating in deep space.
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Post by HateSolstice on Mar 12, 2011 9:11:48 GMT -5
Unless Cory decides to be super sneaky and intentionally put in place false possitives for those contract targets.=P
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Post by HateSolstice on Mar 12, 2011 9:07:22 GMT -5
What is the morale boost for using the entertainers as opposed to buying a few rounds of spice? I haven't noticed much of a difference(perhaps a slight one), but I might be expecting it to work too well.
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Post by HateSolstice on Mar 9, 2011 13:10:54 GMT -5
I hear vudka is really good for robots.
>_>
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Post by HateSolstice on Mar 9, 2011 8:17:28 GMT -5
I think that, in order to help with the direction and flow of each class experience, specific contract types should exist for each one. Explorers should have missions to go search for ruins on a certain planet, smugglers should have contracts to steal and hide cargo and passengers, pirates could have orders to go hijack cargo and ships, etc.
Something like this could really help with the feel of the game, and help direct people a bit more.
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Post by HateSolstice on Mar 9, 2011 8:12:20 GMT -5
Smugglers do the underhanded missions from the Spice Halls, like "sneak this person to this location and look out for those guys who will try to stop you!" contracts. Also, the 3 main smuggler items - Artifacts, Weapons, and Electronics - are what you should be smuggling.
Keep an eye out for those rumors where items are in surplus, buy as much as you can, place them into caches on planets you can easily get to again. Eventually, rumors for those items you bought will suddenly be in high demand somewhere, so you return to your caches, pray to the gods they haven't been found by other smugglers, pirates, or explorers, pick them up and go sell.
As far as I can tell, you don't really need trade permits unless you intend to have decent faction standings(and as a smuggler, the law and loyalty don't mean much to you). One thing I think this game could use is more class-specific contract types. Hmm.....
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Post by HateSolstice on Mar 9, 2011 8:04:19 GMT -5
I find the Military and Bounty Hunter classes to be the easiest(so far) to earn expedited ranks with their factions.
For example, my Military officer would take blockade and headhunter missions, and even just hunt ships from non-allied factions. Merchant and Smuggler ships are the best ones, as you have a good chance of getting Records, Weapons, Electronics, and Artifacts from them. All 4 item types raise your reputation with the faction you have a trade permit with, so it shouldn't be hard to figure out who you sell them to. Besides, Rank 3 is real easy to achieve.
Good luck either way.
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Post by HateSolstice on Mar 9, 2011 7:58:29 GMT -5
I don't know if an unending war really would make a good win condition. After all, it's pretty much too easy to do on your own without trying. The victory conditions should really make the players have to think and put effort into them.
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