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Post by resistor on Nov 3, 2017 16:44:48 GMT -5
My suggestion is that Javat gets a +8 Econ bonus instead of +4, but only for Mining, Refinery, Industrial, and Tradeways. Pop, Lux pop, High Tech Ind./Orbitals,and Farming worlds would receive no Econ bonus.
This way Javat stays specialized as a mining-related economy. While there Econ bonus would be doubled, it would only apply to about half of their zone types, so it stays balanced.
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Post by resistor on Nov 3, 2017 16:13:57 GMT -5
What is the purpose for requiring an Edict for the warden's story missions, anyway? Isn't it an illegal, off-the-records transportation? It would make more sense to me if those missions only required personal rep, since what she needs from you is to know you are trustworthy enough to be discreet and reliable, not necessarily a great Bounty Hunter. Edicts are a high mark of loyalty and respect to a Faction. They are a mark of trust. Personal Rep is great, but then Warden Seith likes you. Carrying an Edict gives you authority and with one in hand, you are trusted well enough to take on the illegal missions for those who will not be named Carrying an Edict marks you as a Faction agent who is licensed to participate in any form of martial justice, from being drafted in a Duel of Assassins to serving out Death Warrants for wanted criminals. In the eyes of the law, you have the right to mete out justice and, if called for, death. Edicts are most commonly carried by licensed Bounty Hunters, but a wise Star Trader knows it is always valuable to have such a mark of the law ready. If you are saying what I think you are saying — that the Edict is required here because it is proof of (Steel Song) faction loyalty — then I still don't think this requirement makes sense. If I have enough rep with the Warden for her to trust me, and I buy Edicts from her, how does that prove I am more trustworthy for the mission? If she already knows I am competent and loyal enough to deserve a level 3 Edict, then she wouldn't need to see my Edict as proof of competence or loyalty.
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Post by resistor on Nov 3, 2017 14:54:19 GMT -5
What is the purpose for requiring an Edict for the warden's story missions, anyway? Isn't it an illegal, off-the-records transportation? It would make more sense to me if those missions only required personal rep, since what she needs from you is to know you are trustworthy enough to be discreet and reliable, not necessarily a great Bounty Hunter.
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Post by resistor on Nov 2, 2017 20:56:48 GMT -5
A Zenrin Pilot that I promoted to an officer acquired this trait. I think the trait was added after paying her at a Spice Hall, but I'm not entirely sure. I thought Spatial was supposed to be unique to Alta Mesa, and not acquirable by people of other factions, so I'm not sure if this is a bug or not. Shield K1 Android 7.0
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Post by resistor on Nov 2, 2017 11:51:34 GMT -5
It is not a guaranteed rep gain. I know that. What I am suggesting is that Acknowledge does guarantee 1 rep gain at minimum. Is a sense of disappointment when getting 0 rep in Acknowledge the intended effect?
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Post by resistor on Nov 2, 2017 2:11:05 GMT -5
I recruited a Smuggler from a Moklumnue world, and he had the Rigidly Lawful trait. That's kind of ridiculous for someone who's entire profession is about avoiding the law and accessing "alternative markets". I don't think it makes sense for Smugglers to be able to start with that trait.
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Post by resistor on Nov 2, 2017 0:39:42 GMT -5
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Post by resistor on Nov 2, 2017 0:33:19 GMT -5
It's always feels disappointing when I get 0 rep for Acknowledge. Maybe change the rep gain minimum to 1 instead?
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Post by resistor on Nov 1, 2017 10:44:32 GMT -5
Merchants have Jetison Cargo, which ends a Pirate encounter with a draw. Oh, yes, about that: What's the advantage over simply surrendering? I'm not sure. I think that Talent is only useful when the pirate is too hostile for you to surrender.
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Post by resistor on Nov 1, 2017 2:52:37 GMT -5
Considering there are Talents that can be used to seize bonus loot from defeated Smugglers, it's only fair that the player should be able to get a Talent that causes some of their cargo to not be seized when looted by a pirate or an MO who's seizing illegal cargo.
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Post by resistor on Nov 1, 2017 2:44:00 GMT -5
Maybe you are not aware of all the Talents that already exist that do these?
Spy, Smuggler, and Pirate all have Faked Signature, which reduces BH hostility
Both Smuggler and MO have a Talent that reduces MO/Zealot hostility.
Merchants have Jetison Cargo, which ends a Pirate encounter with a draw.
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Post by resistor on Oct 30, 2017 17:48:47 GMT -5
Both Diplomat and Merchant have a Negotiation test auto-pass Talent. Strangely, there were two different options for bribe that cost the same and required the same Skill+Attribute. As I recall, one was titled something like "Early Morning Bribe" and the other, I think was called "Friendly Bribe" which required a certain amount of rep to do. fallen, maybe the bribe option that requires rep should use Command instead of Negotiate? That way people without Negotiation officers can be more likely to get through this.
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Post by resistor on Oct 30, 2017 17:38:47 GMT -5
Except now, I just failed the whole thing on one Negotiate + Charisma test. I no kidding put probably 3 hours into getting to that point to just lose the whole thing on one random button tap. Not fun. I probably wouldn't bother with this again. Are you talking about the moment were you have to distract the prison guards by either bribing them or fighting them? I remember I retrained an officer to have a Negotiation auto-pass Talent for that.
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Post by resistor on Oct 30, 2017 17:06:54 GMT -5
I would normally just use Exo-scouts primarily for Exploration, and only use them as fighters when one of my main combat crew died or was at low HP. Since I used Exo-scouts as explorers first and fighters second, I'm not really a fan of fallen 's decision to remove Electronics skill and put it into Rifles
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Post by resistor on Oct 30, 2017 17:00:21 GMT -5
I've been having a pretty rough time in my current playthrough. Eventually, some DV pirate punk comes along, and I am forced to destroy his ship. I thought I might as well salvage the wreck since I need the money, but for some reason my crew with Vulture are REDUCING the price I get by 70% (or adding negative 70%, however you want to phrase it).
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