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Post by drdave on Nov 12, 2013 11:08:02 GMT -5
I had assumed it was multiple squads all after you for doing the dirty on them. I played through MnB a few months ago and chose to fight rather than escape the squads. As soon as defeated one another appeared, I can't remember how many I fought, but eventually they stopped. So it might just have been coincidence that when you chose to fight it was actually the last squad.
I then met another couple of squads in immediate succession whilst passing through Mars territory. They were even more p****d off, but finished up just as dead!
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Post by drdave on Nov 6, 2013 10:09:16 GMT -5
Don't you think that the bonus payments on job types should only depend on the Knight's profession, not on runners, because it is you they are hiring to do the job. Yes, have a runner skilled in negotiation argue about price, but keep the job bonuses restricted.
I wouldn't expect to get cast in a Hollywood Blockbuster, having never acted in my life, just because I know someone who knows Peter Capaldi.
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Post by drdave on Oct 30, 2013 13:36:12 GMT -5
A nice thematic balance for this would be the occasional package that explodes on expiration Or possibly some (all?) of the packages are booby-trapped and you have to defuse them. Could the game monitor if a knight is in the habit of opening packages and have connectors testing them with more complicated and deadly traps?
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Post by drdave on Oct 30, 2013 13:27:06 GMT -5
I already always negotiate. I was just curious if I was slowing my progress up the ladders.
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Post by drdave on Oct 29, 2013 14:04:59 GMT -5
Is there any disadvantage to negotiating the price for a contract with a connector? If you ask for more money do you get a smaller reputation boost for success, or a bigger penalty for failure? If not, why wouldn't you negotiate?
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Post by drdave on Oct 29, 2013 13:36:46 GMT -5
My thoughts were more:
"Thanks to that drone attack I've missed the delivery deadline. Now Mars are really p****d with me and I'm stuck with this package that nobody wants, I wonder what's in it that's so important."
That's why I suggested it might only be possible to open a package if the contract had expired. If there are players out there happy to sit twiddling their thumbs waiting for delivery contracts to expire rather than actually play the game, well who are we to criticise, they probably also like reality tv and watching paint dry.
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Post by drdave on Oct 28, 2013 10:22:32 GMT -5
I've just been jumped by a KH team en-route to delivering a package. When I regained conciousness the mission had timed out and I'm left with a package, but nowhere to deliver it to. Does anyone else like the idea of being able to pop the seal on the package to see what's inside? The chances are it would be something of little or no value, but there's just a slight chance of it being a shiny new kraken suit or something equally useful. The odds of something valuable would have to be fairly low (but then if it's not valuable, why pay a cyber-knight to deliver it) and perhaps it should only be allowed if the contract has expired. It might also be worth increasing the reputation loss for failing to deliver a package, to discourage people from just opening all the packages, this would be less relevant if only expired packages could be opened, or perhaps have a much larger penalty for opening a package with an active contract.
"Unfortunately the package you though might contain a Kraken Suit, actually contains the Doc Liz's laundry. Your reputation with Mars has fallen by 100"
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Post by drdave on Oct 3, 2013 13:57:15 GMT -5
How about an occasional delivery mission when you have a reasonably high rep with a faction, where you are asked to deliver to an allied faction for a small payment, but increased rep with both factions? EG Fennian asking you to take a passage or message to Brave Star or vice-versa.
It would help introduce the links between factions and make it slightly easier for a new knight to move up the faction pecking order.
David
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Post by drdave on Oct 2, 2013 11:42:24 GMT -5
It's just a little niggle, but I've got two Agent-Exs on my team (Seeker and Bluesteel), in combat, they have the same sprites as some of the corporate goons (the blue suits) I've just got into a fight in Az-Tek territory and, when the fight started, I assumed it was one of my team standing next to my knight, so instead of prompty shocking them, I ignored them and was shot in the back whrn it tuned out to be one of the Az-Tek guys. How about a change of sprite either for the allies or the bad guys even if it was just a different coloured suit.
Yes I know I should have tried to attack regardless, but that's untidy.
David
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Post by drdave on Sept 24, 2013 5:12:08 GMT -5
I think I must have been an update behind. I'm on V1.4.5 now and the problem is gone. I've noticed before that despite being set to auto-update and having just installed an update there has been a feature missing that should have been in the last update. I then have to go to Google Play and manually update to solve that.
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Post by drdave on Sept 8, 2013 0:32:37 GMT -5
I have started getting a forced close whenever I cancel a contract. It happens with Vinny and Cognac. I haven't tested it with any face to face connectors. It happens if I accept then cancel immediately and if I accept 2 jobs, disconnect, then immediately reconnect and cancel.
Galaxy S3 on simple.
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Post by drdave on Aug 27, 2013 10:22:41 GMT -5
Further info: I decided to try avoiding a similar encounter (again in friendly territory) and was rewarded with some cash ("We'll never forget what you did for us last night..."
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Post by drdave on Aug 27, 2013 9:01:01 GMT -5
I had a similar problem with the encounter that reads something along the lines of "A group of citizens approach you...they seem intent on reaching you..." I was in (very) friendly territory, so I clicked confront, hoping to get a V-chip or some cash, and was instead told I had successfully avoided them. That does suggest there are crossed wires rather than just a knight failing a roll, as I would have thoght failure for me would have resulted in a fight.
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Post by drdave on Jul 19, 2013 12:43:30 GMT -5
In the "Long way out" map of the Xenos Headhunt campaign, activating the second (right hand) objective gives the text "long way out dialogue #2" instead of the intended dialogue.
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Post by drdave on Jun 29, 2013 3:05:21 GMT -5
That's actually a conscious design aspect of the game. Being able to save and revert takes away 99% of the risk of the game, resulting in a substantial unbalancing. Even if the save games were done at the time you went to sleep or in ST, went to a palace, it would mean you would be able to avoid the permadeath aspect of the game, and would be able to revert bad decisions. This would allow you to take higher risk gambles, knowing there is little/no downside. Good point! I was thinking more from a noob's point of view. Rather than having to start a new knight every time you realised you had messed up. I do like Cory's idea.
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