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Post by brentaur on Apr 16, 2020 20:50:30 GMT -5
Haven't noticed any other images disappearing. The game itself has acted funny a few times recently, which it almost never has before (partial locking up, with the ship stuck at jump gate and the screen jumping back and forth from map to jump screen, happened once). There was something else minor, can't remember. The invisible Obsidian was consistent though. Quit game, reloaded, power cycled phone, still the same.
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Post by brentaur on Apr 16, 2020 9:23:53 GMT -5
Small buff for Crew Dog failsafe protocol. Currently it just removes ship crippling effects. Add a morale boost to it. Restores Ship ops worth of morale to 10 crew. Basically this talent is super weak compared to mechanic and engineer, but hey I get it, repair is kinda their thing. So crew dogs can't and shouldn't compete on repair, but morale is kinda the Crew dog thing with Relaxing leave so it seems to fit. Very balanced with Pirate Furious prodding, also a tier 1 talent, which removes crew crippling effects and restores intimidate worth of morale to 10 crew. This would compliment it well. One for ship crippling and one for crew crippling. Or a minor (5-10%?) Shield boost along with removing crippling effect?
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Post by brentaur on Apr 16, 2020 9:04:54 GMT -5
This has probably been reported before but I couldn't find it. Obsidian Carrier is not visible during jump gate animation screen. Unless... it comes equipped with some sort of unlisted prototype cloaking device?? This is the only ship I've seen this on, but there could be others.
Android 10 on Samsung Galaxy S9+
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Post by brentaur on Apr 13, 2020 19:33:40 GMT -5
I love this.
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Post by brentaur on Apr 8, 2020 14:19:03 GMT -5
Starting crew attributes and traits can definitely be frustrating. Can't tell you how many pistoleers I've gotten with Quickness 15 or less ("Hey buddy, I don't want to bum you out, but do you ever think maybe you're just not cut out for this kind of work?") The randomness is kinda part of the design philosophy of wanting ST:F to feel like a dynamic universe where a Star Trader captain just has to deal with this kind of stuff, and that philosophy is pretty much baked in. Given the custom difficulty options it would be cool to allow that kind of control, the use of which would disqualify you from getting unlocks just like turning off permadeath.
I've aleays thought it would be cool if you could assign crew from a randomized starting set to their initial jobs based on their apptitudes. You go through the roster and place them where it makes the most sense.
That being said, I love the game, and I try to embrace the uncertainty that comes with not being able to control everything.
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Post by brentaur on Mar 26, 2020 11:44:18 GMT -5
Does anybody use sniper rifles against the xeno? It seems like a no-brainer at first glance, but the initiative cost is so high that I've found it doesn't work as well as I hoped it would.
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Post by brentaur on Mar 25, 2020 16:55:27 GMT -5
Copy that.
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Post by brentaur on Mar 24, 2020 17:12:31 GMT -5
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Post by brentaur on Mar 24, 2020 17:08:48 GMT -5
Samsung galaxy s9+ running Android 10.
Craft pilots' pop up box for assigning flight plans stretches way past the top of the screen and the list is not scrollable.
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Post by brentaur on Mar 24, 2020 15:22:27 GMT -5
Thanks for the good information!
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Post by brentaur on Mar 24, 2020 11:08:03 GMT -5
Do bonuses to recovered intel from spying stack as you add more of the same component, please and thanks!
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Post by brentaur on Mar 20, 2020 17:50:14 GMT -5
It's worth noting that the RPS 20 Best Space Games list is OF ALL TIME! You guys definitely earned it!
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Post by brentaur on Mar 15, 2020 12:42:56 GMT -5
Love the mushroom cloud icon for Confrontation Stance! Thanks again for adding the Blade Dancer! And straightblades!
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Post by brentaur on Mar 13, 2020 15:42:46 GMT -5
I usually play on hard. I alternate Attributes and Skills at A and B, set contacts to C, Experience D, and Ship E. The Juror is pretty good at escaping and can be built into a very effective boarder, and I always focus on building a bad-ass combat crew right away. I've only ever pushed Ship higher to get unlocks or test the starting ships. Long game Captain potential wins for me. Everything except attributes and skills can be achieved through gameplay. Someday I'll take a serious run at higher difficulties and will likely need to change this approach up.
Start game style is easy missions, a little legal trading, building up starting contacts (fixer and weapons dealer for the gear are top priority), ship upgrades to improve ability to run from fights. I usually do at least some of Faen's missions for the payouts and definitely make the run to see the High Prince/ss and start building up rep with them. I stay away from anything likely to require ship combat for a good long while, as it's just too dangerous to be worth it until i get a better ship kitted out or am well into the mid-game.
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Post by brentaur on Feb 29, 2020 20:49:43 GMT -5
So excited the blade dancer made it into the game!! Thank you, TB's!
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