|
Post by brentaur on Feb 28, 2020 1:27:34 GMT -5
I thought about a taxi right about the time i remembered that you can just walk around the wall... thing's about as effective as Trump's.
Thanks for the help though!
|
|
|
Post by brentaur on Feb 27, 2020 2:00:57 GMT -5
Silly noob question. How do i get to the silver silk to meet Moxa Trow? I know I can climb the Brave Star ladder and eventually get a gate pass, but I thought there was another way? I've come back to CK after a long time away and can't remember...
Please and thanks!
|
|
|
Post by brentaur on Nov 10, 2019 2:15:08 GMT -5
I know it's a bit of a dark horse, but I'm still hoping for a ST4XE2 at some point!
|
|
|
Post by brentaur on Oct 19, 2019 8:02:45 GMT -5
Disparaging fusillade perhaps?
|
|
|
Post by brentaur on Oct 6, 2019 19:35:45 GMT -5
Congratulations!!! An historic day!
Thank you for the journey!
|
|
|
Post by brentaur on Sept 27, 2019 10:32:58 GMT -5
Nice! I just started a new game on the Garden on impossible with 2 enemies. Can't wait to see how it goes!
|
|
|
Post by brentaur on Sept 25, 2019 1:13:15 GMT -5
Ha! No. I tried garden a few times way back when. It is seriously tough! Never made it very far. I'm sure I'll give it a shot again soon. It's not my preferred style of play. I love the economy and colony building stuff and the tech tree, and I like designing ships. I guess I'm a turtle? Garden seemed like there was never any time to get very far into the tech tree. I could be wrong. The early to mid game is pretty challenging on any map on impossible. I probably end up failing towards the beginning 50% of the time. Once I have 12 or so colonies and my prime worlds are built up and cranking out ships it gets much easier, though it can still go wrong sometimes. Once I'm raking in 3000 or so credits per turn it's pretty much a foregone conclusion.
|
|
|
Post by brentaur on Sept 23, 2019 20:17:05 GMT -5
In attempting to make the game more challenging/exciting, especially in the late game, I've experimented with reducing the xeno species to only one type on big maps and then deliberately limited my own colonies and let the xeno expand until they hold the rest. On the map with 150 worlds I controlled only 25 and the single xeno enemy had 125, so 5 times as many colonies. On Impossible difficulty you would think they could easily field many more ships than I could and present a serious challenge, or even be able to completely overwhelm me. It just doesn't seem to play out like that. I send out scouts during 'reduced activity' phases and find hardly any ships at all. When they send ships to attack me, they only send a few at a time, maybe up to 10 ships that arrive in a trickle.
I think the xeno need competition from other xeno types to keep them motivated and aggressive. Based on my experience, more xeno species does provide more of a challenge than facing only 1.
|
|
|
Post by brentaur on Aug 29, 2019 16:24:56 GMT -5
Thanks for the tips! I'm playing around with some somewhat risky captain stats now to see whether or not they're just terrible ideas. I'll post some results later on how it goes.
|
|
|
Post by brentaur on Aug 23, 2019 0:44:58 GMT -5
Cool. Wasn't aware there were distinct sets. Thank you!
|
|
|
Post by brentaur on Aug 21, 2019 9:48:51 GMT -5
Android v 2.5.83, contact says no traits that can be conditioned, but i have a crew member with combat nerves. My crew member is not a fighter so it doesn't really matter, but there it is.
|
|
|
Post by brentaur on Aug 20, 2019 1:16:58 GMT -5
I'm playing around with new templates and would love to hear any feedback anyone has on these ideas and questions.
I want to make a non-combat captain who can command the ship in battle and be effective running missions like spying, exploring, smuggling, and hunting down bad folks.
Attributes and skills will be highest priority. I'm always fixated on attributes, but I'm open to setting skills at 'A'.
For attributes:
- is quickness used outside of crew combat and occasional checks during steps of a mission?
- does initiative affect anything outside of crew combat?
- fortitude can be important for protecting your captain in ship combat, but it seems like you'd have to be pretty unlucky for your captain to have to roll a death save as the result of taking damage from hostile ship attacks. Any enemy tough enough to seriously threaten your captain directly in ship combat will probably destroy your ship, in which case you're dead anyway.
- resilience is important in case of a death save, but careful play (and a little luck) should be able to prevent this from being an issue for your captain outside of crew combat.
- resilience is also important for morale, but does the captain's morale affect crew morale? If your captain's morale is low does it impact ship combat or checks during missions? Is it detrimental while just flying around?
For skills:
- is evasion used outside of crew combat?
- how many points should be put into stealth for checks during missions?
- does it make sense to not put any points into negotiate/intimidate or is 2-4 points in these a better idea?
- command and tactics are obviously very important for this kind of captain, but can you mainly rely on other crew to provide points in these for ship combat?
I'm dead certain I've missed some facets of captain creation here. Please share any feedback you might have on any of this. Thanks!
|
|
|
Post by brentaur on Aug 1, 2019 12:54:15 GMT -5
I could see this either being just some wingnut's conspiracy theory linking the timing of the salvage op with the death of a known figure or, like Cory said, an after the fact deliberate attempt to make it look like the captain is responsible for this tragedy. Unless the dead contact was the one who hired the captain for this job or passed the rumor on (doesn't make sense for a retired xeno-hunter), the only other possibility I can see would be an assassination designed to force the captain to change his plans in some way. Remember when the operative killed everybody with connections to Mal and his crew in the Serenity movie to force them to surface/deny them any safe places to hide? Then again, that wouldn't really link directly to the job... Maybe just trying to scare the captain off, like the bad guys in every Scooby-doo cartoon ever?
|
|
|
Post by brentaur on Jul 3, 2019 19:41:25 GMT -5
If you want to REALLY confuse your enemies, have Chewbacca, in a balaklava, bring them baklava. With a note: "Qapla!" From Barack Obama.
|
|
|
Post by brentaur on Jul 3, 2019 13:31:55 GMT -5
Copy that. Thank you!
|
|