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Post by Aimstrong on Sept 30, 2020 5:02:47 GMT -5
Thank you for implementing the new HW time reduction component in the new Update #230: Slicing the Void. Much appreciated!
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Post by Aimstrong on Jul 19, 2020 13:33:45 GMT -5
I hesitated a lot before answering these questions, please find below my assumptions from playing the game a lot(grain of salt required, large volume of runs does not make the following bulletproof!!!): - which innate skill bonuses are available and which will never appear? Can you get innate (not due to trait nor profession) skill point bonuses in ship ops? Electronics? gunnery? Answer:all the skills in the ships-ops section will never appear as innate(1-6 range bonus innate skills) : Pilot, Ship-ops, Gunnery, Electronics, Navigation Recruitable Kickstarter characters are an exception to this. - are some innate skill bonuses and professions mutually exclusive? Assumption:I have no proof but no in my opinion, it's very hard to pinpoint if there are any (like doing massive scale tests) - are innate skills dependent on where you recruited the crew member? Planet stats? Faction? Level at onboarding? Reputation with faction? Something else? Assumption:Yes, recruitment zone type&stats,planet type, faction, your recruit profession can influence innate bonus skills but RNG&weighting are pretty major factors (exact internals only devs know ) Level at onboarding will help more to get with bonus attributes, I don't know if this helps to get you higher lvl bonus innate skills. Maybe more knowledgeable people will have more exact answers. Hope this helps!
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Post by Aimstrong on Jul 11, 2020 15:06:35 GMT -5
In the mean time there is always: tswift.gitlab.io/stfx/For offline fitting theorycrafting, comparisons, fuel autonomy, mass allowance etc
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Post by Aimstrong on Jul 3, 2020 10:28:32 GMT -5
Was thinking about a Navigator talent (that tries to reduce the time spent traveling) obtainable @ rank 8 or 11 (Jump Bridge Tuning ) Either -15-20% time spent in the jump (nice for long jumps >1 month) or a flat reduction in days (as I don't know the internals for this I can only speculate).
I know that in most cases -fuel is the best(especially early game) but sometimes I wish I had a -% jump time (super nice for mid late game).
Possible impacts and minuses: -the mission reward system $$ (number of jumps always has an impact $$ received with or without talents like Distant Commission) might need updating
-maybe the lore ??
After writing the idea in Discord other people suggested that this can be a component(more Hyperwarp Engine types) instead of a talent.
MintDragon suggested the notion of Hyperwarp Engine speed. This would determine the jump % or flat time reduction from the default time(may increase dev time but would be super cool!) I would gladly take any option that could offer this somehow.
Edit: what faction is the HW jump master ? (for the engine types I see that special engines are spread between factions with no winners or losers)
Thanks for reading!
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Post by Aimstrong on Jun 26, 2020 9:57:00 GMT -5
fallen Thanks for the quick reply! I knew that dormant hyperwarp gates ideea was a bit much but would be cool for STF3,4 or 5 .
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Post by Aimstrong on Jun 26, 2020 2:31:17 GMT -5
After playing a lot with random maps please find below some feedback for your consideration(some of those may be already in the game, but I was not able to deduce it): - Hyperwarp gates on big quadrants maps (if 2 or less) would be nice to be spawned in a 15-20au circle from the center of the map(helps new players starting in a v high danger >=10 quadrant at the start of the game). One would think that the Alfaans would've been efficient in their gate placements (to some extent ... hopefully ) - High danger quadrants should offer nicer planets for CC recruiting(weighted more towards either larger size or high danger or thin/dense atmo) as an incentive for starting in them (I don't know if there is a rule already in place for this, from my experience this is not always the case) - balance distance(# of jumps) from starting location to the faction homeworld/High Prince (having this one local is a big boon in my opinion -- 1-4 jumps away would be nice enough) - balance distance from starting location to Farfallen Rim (1-4 jumps away would be nice to have) - RTG should add +1-2 danger the quadrant imo (because they offer a big boon trade/pirating wise) - spiral, elliptical or ring shaped galaxies
- discovering +reactivating dormant faster gates to connect distant backwater corners of the map would be very cool (1-2 per map --maybe mission with high investment time/money/resources but big rewards +influence). I imagine a 3D map here , so max 6weeks travel from point to point (2-3 month jumps would not be very healthy for a low morale crew)
Thanks for reading.
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Post by Aimstrong on Jun 10, 2020 6:12:03 GMT -5
same issue as above st-v01-36-2-146656986
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Post by Aimstrong on Jun 7, 2020 12:17:41 GMT -5
lol I used too much the map gen and it spawned me in space . My crew are voidborn FTW! st-v01-38-2-110520576
It's not game breaking but super cool in a way!
Cheers!
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Post by Aimstrong on Jun 5, 2020 13:49:55 GMT -5
st-v01-35-2-95023596 (after 100ish map gens hopefully Cory doesn't keep analytics on that ) super start for AM central location (7 step max to any location) , huge dense atmo on AM prime (u start on it) 2 step off Farfallen Rim local RTG solid for any playthrough style
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Post by Aimstrong on May 20, 2020 17:14:56 GMT -5
Excellent scouting info Seems that parry rules.
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Post by Aimstrong on May 4, 2020 7:33:17 GMT -5
1.Yes captain attributes and other factors below impacts the cards dealt and their quality . Fist link is mandatory reading imo. Second if the player wants more of a deep dive. startraders.gamepedia.com/Spyingsteamcommunity.com/app/335620/discussions/0/2260188150857903724/IIRC(take this with grain of salt my memory is not bulletproof from reading forums posts) each zone has 50 cards in deck for each activity(patrol/spying/blockade). Any change in factors seem to recreate the deck (+/-stats on captain, ship, zone rumors) while keeping the active(already revealed) hand of 5 cards fixed. The number of positive and negative cards is determined by the risk reward factors and will try to give the player a 2 positive/3 negative or 3 negative /2 positive hand(if possible). But I have seen in each run I played a 4 negative/ 1positive as well as 1 negative/ 4 positive(if player want to focus on being great at that particular activity and chooses to do it at the right zone) 2.if IIRC that equal probability is changed if the player has a mission success card (it adds a static +2% chance with each try => 10th try will have 40% chance to get the mission success). I never got the impression that the equal probability is not respected(but I have no irrefutable proof for or against it -- large quantity of tries would be required). Hope this helps!
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Post by Aimstrong on Mar 23, 2020 13:59:49 GMT -5
I will try to reproduce this because I don't recall exactly what I was doing before I noticed this(so I can't point exactly the root cause). It's not first turn for sure. (patroling, lots of ground combat trying to find a mission success card exploring that will start a CC , found the mission success and won the CC then entered SC with a pirate and won). Can provide the save if you think it will help. I looked at captain log and didn't find anything useful. My bad for the incomplete bug description.
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Post by Aimstrong on Mar 21, 2020 14:45:11 GMT -5
Commander innate accuracy + defense/dodge not showing in ship recap
restarting the game fixes the issue though.
Cheers
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Post by Aimstrong on Mar 17, 2020 11:44:54 GMT -5
This talent is very powerful already imo.If the Xeno will have access to a similar talent(with -25% Parry as proposed) I would be a bit concerned. The bleeding component is just an extra minor bonus for me -- main strengths being +accuracy +sweet debuff parry + crit But it's good to see drspendlove suggesting buffs for a change doesn't happen very often(I came back rechecking forums with CKF KS launch so I not 100% caught up).
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Post by Aimstrong on Mar 13, 2020 6:22:13 GMT -5
Please find below some feedback from a player perspective that doesn't have all the detailed info on how things work(so sorry for the big wall of text below) I don't have a problem with how ships are priced in the game at the moment(even with the recent price increase in update #204 steamcommunity.com/games/335620/announcements/detail/1706241048242611893 ). Many thanks @tb for considering already some of the ideas below(as seen in the update)! In general I think it's OK for all types of players in my opinion(I didn't find any good solutions without drastically increasing the complexity/impacting game balance) Top 3 Nitpicker-style wishlist(can't say if they are worth implementing) 1)The first thing that came into my mind is the number of turns it takes to upgrade a component. I would gladly pay more(TB to decide how much more) for a faster install time(15% from AM up to max to be decided by TB). If the player has a great credits/turn gain investing more money could be a net benefit(mostly for first ship upgrades). For the record I don't know if upgrade time is in some way quantified in the total price of a ship(I'm assuming it's not). This makes ships with default higher lvl components desirable(if they are the right type&mass&engine and fit the role the player wants) E.g: startraders.gamepedia.com/Arcanum_Freighter is a nice freighter ship, max cargo hold out off all the ships with 3xCargoHold 4 in default build Replacing a large slot with a Cargo Holds 4 upgrade at AM starport(max rating 10) takes 12weeks, 4days which is a lot imo (upgrading to max lvl definitely worth it) 2)Another issue is net component impact on aspects of the game vs pricing (or is the upgrade worth it) E.g: Capital bridge → Capital bridge 4 is definitely not worth the 500k credits(or the time spent upgrading) imo; we do it mostly for pimping up the ship (mid-endgame money sink) 3)Optimal components make old components less desirable(can't say for certain if "obsolete") E.g: defense matrix vs pilot assist Tanking style would fit 10k mass ships perfectly in my opinion if the engine to mass/number of components per ships correlation is to be kept as is now in-game(cool concept but I can't say for certain if it's worth doing it tbh) Overall suggestions about role defining unique components(1 install max possible per ship – we already got the defense matrix which is great for dodge builds
and I was thinking of ways to help a more tanking style of space combat with minimal dodge but another ways to mitigate damage without turning the ship into a “your entire 20RP worth of xeno damage this turn all hit but did 0 damage to my ship kind of situation”) -Energy/radiation absorbent hull: X% radiation damage is negated and it's stored in ship engine(either boosts RP on next turn or Y % more damage on first next turn attack) -anything that could help in some way the crew of a ship(with minimal dodge build) survive 20 turns of punishing rad/void damage from jeeyta and not losing half of your crew and all your components.
Cheers and thank you for reading this wall of text.
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