|
Post by grävling on Jun 4, 2017 6:42:45 GMT -5
You mean you got your Heavy Lifter (also choice A) killed by a Pirate in a Dragoon Cruiser? Or you were in a B choice -- the Guardian Interceptor or the Fidelis Cutter?
Tip for Heavy Lift survivability: You start with 3 torpedoes. Even Cadari don't need that many. Replace one that fits in a small slot with the Pilot Assist Module. Upgrade that module every chance you can afford it. Get hit way, way, way less often.
|
|
|
Post by grävling on Jun 4, 2017 5:42:26 GMT -5
From the Stream of last Thursday (or maybe last Tuesday?) Officer Genious suggested that the atlas should list which destinations have doctors, just as they now list who has waterfuel. A more detailed look could tell you _how good_ the doctor was. I just wanted to post this here so that the idea doesn't get lost.
|
|
|
Post by grävling on Jun 4, 2017 5:05:21 GMT -5
Would it be possible to enable Crew Dog talents to fire in addition to other character talents instead of being in competition? In the discussion above Gravling does not take talents that interfere with her preferred spice plate talents. If a talent like Relaxing Leave could fire without affecting merchant talents etc at the spice plate it would open up a few more options.
That would make the crewdogs more useful, but I still would enjoy a way to not need so many of them, because there are lots of other people with more interesting jobs I would like to make room for. A recent forum post from athios gave me an idea. I've been assuming that it is a good idea to run your ship with shipop soak up near 200% to get strong dice, same as for other things. Maybe this is a mistake. What I am going to test now is running a big ship with only 4 crewdogs, all of whom have the Safety Protocols talent. Rely on the talent to save you from failures, and, on my HeavyLift, free up 4 crew births. Shall I hire some exoscouts? maybe some pirates? If I knew any Politicians, I would hire a diplomat or 2. (Now watch my ship blow up, killing everybody.)
|
|
|
Post by grävling on Jun 4, 2017 1:57:01 GMT -5
In terms of click-saving, not having to go through 'Status' to find your crew would save 1 click per look. startradersrpg.proboards.com/thread/15947/more-hud-ideas for how I would like to go directly from the HUD to crew levelling (with my sort preference saved, and officers on top if I can order the sundae with all my favourite toppings).
|
|
|
Post by grävling on Jun 4, 2017 0:03:16 GMT -5
I just had one. Fighting a Pirate in a Juror. I am in a HL. I don't think I did anything special. Just used unrivalled patch talent and tried to hit him with my cannons twice.
|
|
|
Post by grävling on Jun 3, 2017 23:30:04 GMT -5
Back at home again, where I have big monitors, and things look a lot better. There is a whole lot less scrolling for me. One more thing -- when the talent description runs on for more than one line, it is clear that the text is being printed centred, line-by-line. I think it would read better if it were aligned to the left margin, line-by-line.
|
|
|
Post by grävling on Jun 3, 2017 23:10:47 GMT -5
Maybe drop is also a bad word? "...Lasts from 1 - 6 turns; 50% chance to end after each counter" That works for me. Would this work? "Counter attack first 2 slots lasts 6 turns auto-blocks 3 hits then ends." This ST2 talent reminds me of HoS Kincaid's "Sure Parry" talent Self-only Buff for 5 (lore) Turns. auto-blocks first enemy melee hit then ends +1 Dodge. No, because it might only block 1 hit and then end. Every time it blocks a hit there is a 50% chance that the talent will expire, end, be all used up and not active any more. But I did find another talent that works similarly -- the Spy Talent Disappearing Act -- In Crew Combat, Purges all Crippling Effects and Self-Buffs with +30% Critical, Counter-attacks enemy attacker in front 2 rows, 50% chance to drop after counter; lasts for 3 Turns which should use the same language as Sharp Counter.
|
|
|
Post by grävling on Jun 3, 2017 11:30:39 GMT -5
I'm enjoying sticking the Zealot as a job on my officers that used to have commander as a job (but who weren't planning on doing any crew combat in the foreseeable future). I'm finding having Zealot officers (or crew, if you are fortunate enough to find an ex-Mercenary contact means you do not have to rely on Pirates for intimidate control. If you decide to not have Pirates in your lineup, the E-Tech Talent Vigilant Scanners -- Buffs Ship with +25% Accuracy, +25% Defense for next 3 Turns -- is not as nice as the Pirate's Barrel Roll -- Buffs Ship with -25% Dmg, +50% Defense, +10% Shield for next 3 Turns -- but you can stick 2 of them on as they work at range 5, and do a nice job. And you had all those E-techs in the lineup anyway .... I have a happy ship of spies and zealots right now, and its a lot of fun to play them.
|
|
|
Post by grävling on Jun 3, 2017 11:14:40 GMT -5
Let's look at it again when the ability to mark people as special goes live. Yeah but that is UI layer only data, we won't be using it with rules or talents. So there isn't an easy way to hook the talent up into your list of specials? So it could prefer to save a special if they tried to run instead of a more experienced, but much less desirable crewdog? I see changes to my gameplay then. I will keep firing crewdogs on a regular basis just so that, should there be a problem and people start to abandon ship, other people will the ones talked out of it.
|
|
|
Post by grävling on Jun 2, 2017 23:28:20 GMT -5
I want 'reduce the size of images' too.
|
|
|
Post by grävling on Jun 2, 2017 23:15:19 GMT -5
For crew: We have a 'ship ops' filter now, which I do not find useful, though I do find the 'fighters' one quite useful. The filter I wish we had was 'not-officers'. The sort I find most useful is 'sort by job'. The other sort I find useful is 'sort alphabetically A-Z' (which I wrote A-Ö, too early in the morning for me, it seems, as that is Swedish I am not sure why MintDragon is voting 'No' when he likes the default presentation. If he doesn't change the presentation, he will always get that, so no problem for him. It's the people who don't like the default who will mostly benefit, because they are the ones that always have to click. fallen -- results like this are why polls like that should always contain a 'I don't care' result. If the people who don't care all vote 'no' or all vote 'yes' then it is hard to interpret the results. It's quite common to end up in the state where most people don't care, but a minority care very, very much. You want the minority to stick out so you can decide whether a) to add the feature because it means so much to them -- or not add the feature because they hate it so much or b) to ignore their wants because there are so few of them. But without being able to tell the people who care from the people who don't but politely voted something anyway, it is hard to make such decisions. I think you are seeing demand for 'Officers on Top' as distinct from any other filtering and sorting. The people who like the default presentation like it because it gives them officers on top, not for its other properties -- but I could be misinterpreting what is being said here. While I would be happy if the game would remember my filter preference from the last time I looked at my crew, and so voted yes, I would be overjoyed if it would remember my sort preference from the last time I looked at my crew. For exchanges: Yes, yes! Please remember my filter preference from the last time! Please! And I still want a real 'Sort by Price', listing from most expensive thing sold to cheapest.
|
|
|
Post by grävling on Jun 2, 2017 22:44:08 GMT -5
or 'expire'. It would help if the language was consistent with other talents that 'expire' or 'end' after a certain number of turns, but I don't think we have any others that do that. Do we?
Early expire: 50% chance that the talent will end when it is used to counter the attack of an enemy.
|
|
|
Post by grävling on Jun 2, 2017 22:41:08 GMT -5
'drop' is definitely a bad word. I really thought that drop weapon and drop in position were more likely meanings.
|
|
|
Post by grävling on Jun 2, 2017 22:34:13 GMT -5
This looks muich better in firefox, especially since my adblocking software gets rid of all the ugly garbage in the right panel. I assume you are required to leave this space for the ads I don't see -- if not, that would be good to give back to the game.
But there is still way more whitespace than is needed. I'd like it, in a big browser window, if the icons were scaled down to 1/4th of their current size -- half as tall and half as wide. Then there wouldn't be all this whitespace surrounding the texts in the tables, so you could fit 3 times as many on a page. All the pilot talents, except for 'Devestating Approach' take 2 lines of text. 'Devestating Approach' is one word over. It would be good to give the width the icon no longer needs so it would be a two liner as well. (And 'Required Rank' could become just 'Rank' or 'Req. Rank' so that column would not need to be so wide, either -- more space for the description.
On the levelling side, so long as there is no plan to make it possible for users to compare, for instance 'Bounty Hunter' with 'Zealot' side-by-side which I think would be quite cool, but also a lot of work for a small gain, making it a better candidate for something to do after the release rather than before -- in browsers where there is a lot of room, I would present the information 3 up -- 1-10 beside 11-20 beside 21-30 . I'd have one line of text on the top that said:
The principal skill of Pilot is Pilot (Plt) while the secondary skill is Navigation (Nav).
Then you can use these abreviations in the Table, since all the whitespace we have now is to accomodate the header having big words like 'Navigation'. 'Pilot' is short enough we might not want to abbreviate it, but 'Navigation' is a prime candidate for shortening in the table.
|
|
|
Post by grävling on Jun 2, 2017 14:04:01 GMT -5
Absolutely - to do that you'd be picking components that require less Ship Ops. I meant aside from that. One of the things that we discussed in the Stream yesterday was the idea that the Dragoon Cruiser might not be a good starting ship, once the ability to buy ships makes it into the game. It costs an awful lot to run as it drinks W/F like a fish and every time a Pirate shoots you, you have terribly high repair costs. You have a big expensive crew, too, so you are constantly hovering on the edge of bankruptcy. But then the question was, if 'great big ship packed full of weapons' isn't something you would spend an A choice on in the start screen -- what would you consider 'worth it'? Because I would much rather start in a smaller ship that is a lot cheaper to run and wait until after I have a level 4 trading permit with my home faction (and maybe with another faction as well) before buying such a monster, if I wanted that sort of ship. It occurred to me that a ship that was a lot more efficient in design, so required many less warm bodies to run, would be something I would find very desirable, and worth some sort of bump when it came time to set priorities in the template.
|
|