tlr
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Post by tlr on Jan 26, 2015 22:34:37 GMT -5
The blurbs about Star Trader Elite say I can migrate my RPG captains into the (bigger, better, etc.) Elite game. But there are no instructions on how to do this.
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Post by slayernz on Jan 26, 2015 22:44:35 GMT -5
Oh oh welcome to the forum! Cool that you took the leap and got yourself an Elite version of ST RPG You are able to import your Free captains into the Elite version from the home page. On the top of the screen you'll see "Roster". Select that, and scroll down to the bottom where you'll see "Import Captain" (or similar). Clicking on that will allow you to select a captain you want to bring across from free to paid. Now a couple of notes, provisos, limitations, and interesting points. 1. Importing a captain from Free doesn't delete the free captain. You can continue flying the free captain in free after you do the import. 2. You are able to bring the same captain across multiple times - because you aren't deleting the free captain on import, you are able to do the same move again. 3. All of your money gets brought across, along with your reputations and ships. HOWEVER ... 4. Your caches are lost. Your awards are not bought across (so if you unlocked something in Free, it won't automatically be unlocked in Elite) 5. All of the factional conflicts and rumors are cleared. You'll need to rebuild your rumor databases etc 6. All of your price points collected from planetary visits in Free will be cleared - so you can't see what is cheap and expensive until you've gone and visited the exchanges again 7. No ... I think that's about it. If I can remember a 7th, I'll get one added
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Post by fallen on Jan 26, 2015 22:54:51 GMT -5
tlr - welcome to the forum! I hope slayernz made it clear!
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tlr
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Post by tlr on Feb 6, 2015 22:10:39 GMT -5
Thanks, guys. This is probably something that should be alluded to either in your Google Play blurbs, or on the game's home page. Unfortunately, I have already deleted my RPG and associated files, so I lose . Elite is significantly more varied (much bigger universe), and I'm getting plenty of fun play!
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tlr
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Post by tlr on Feb 6, 2015 22:15:07 GMT -5
I do have a "formulaic" question about Elite, in regards to an effect I did not notice in RPG: How is the "Lethality" of Exploring and Harvesting calculated?
I didn't do enough of this in RPG to really get a feel for it, but in Elite, you are clearly better off carrying some weapons. However, if you carry too many, lethality seems to go through the roof!
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Post by fallen on Feb 7, 2015 12:19:10 GMT -5
tlr - the danger ouf Harvesting and Exploring is based on the planet you are on and the rumors active in the area vs. your skills, number of crew you take, officers you have on board ... lots of factors, but there isn't a change in equation between Free & Elite.
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tlr
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Post by tlr on Feb 9, 2015 23:55:53 GMT -5
OK - Thanks. As I said, I didn't really do enough of that in RPG to compare.
However, with the same ship+officers and a full crew, on the same planet (in particular, Tennath Outpost), the lethality obviously varies somewhat randomly - as expected. However, if I take no Weapons (caching them all), I seem to get a certain average level of lethality. If I take 3 to 5 weapons, lethality gets a bit lower. If I take 15+ weapons, most of my crew gets wiped out almost immediately.
Presumably, the planet parameters aren't changing that much (although wars and rumors of wars do happen, etc.), and my Captain's stats are just going up. Does explore/harvest lethality go up with your captain's level, the way opponents do? That might explain some of the results I'm seeing...
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Post by slayernz on Feb 10, 2015 4:47:45 GMT -5
tlr, note that you can't compare these tests when working on the same planet because the game has a memory of what you have done. The first time you went to the planet, there is a pretty good rate of return for your risk. If you explore that same planet again straight away, that reward dwindles and risk may go up slightly. If you keep working that planet, it may even get cleaned out to the point it becomes barren and you won't recover to allow you to find lots of new stuff in the future. Effectively this means that if you are playing an explorer, pick a handful of known good planets, and don't over-harvest any one of them. There are quite a few good explorer guides, and some posts on the forum outlining the best planets to explore (where the Hazard level of the planet is lower than the Explore (or Harvest) level. Oh and to answer your question, yes, as the game progresses in turns (and you going up in levels), the risks go up compared to the rewards. By mid-stage to late-stage game (5,000 turns to 10,000 turns), you'll pretty much have to give up exploration as a regular source of income. If you get rumors saying there is a new discovery, then that's where you'll want to explore, otherwise find other ways to earn a crust. Like killing and looting Steel Song captains.
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tlr
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Post by tlr on Feb 10, 2015 21:10:17 GMT -5
Thanks, slayernz. That makes sense, and is actually much more sophisticated than I expected from an inexpensive cell-phone game! It also matches the experience of my current Captain (explore/harvest is almost unusable, now). Does the cost and capability of "Roll your own" ships also vary by planet, game-status, etc? My current captain saved up $1 million, got the "attaboy", then custom-built a ship. It had: Hull:25, Armor:16, Engines:51, Sails:59, Crew:100, Hold:160, Guns:45, Torps:0 Engines, Sails, Hold, and Guns were maxed out. With my initial million & change, I also bought a Dreadnaught Architecture and Titan Components. I then went hunting for an Ares Torpedo system, a Hyperion Exo-Suit, and an Exo-Planetary Crawler. End result is sweet, indeed: Hull:25, Armor:22, Engines:56, Sails:59, Crew:100, Hold:160, Guns:45, Torps:16 Today I racked up my next million (and will probably ditch the Crawler soon), and tried to build another super-ship. The first place I tried would match those initial stats, but for $2.5M. The next place would not go over Sails:51, but would go to Hold:170 and more Guns - again at too much money. The next place had similar Sails/Hold upper-limits, and I couldn't afford Crew:100 (only Crew:75), but otherwise was able to spec it out within budget (in this case $1,175K or so). Again, an unexpected degree of richness in game-behavior if this is deliberate. Kudos, Misters Trese!
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Post by fallen on Feb 10, 2015 21:29:38 GMT -5
tlr - thanks, and glad you are enjoying the depth we put into our games. Very deliberate, I assure you Hope you will try some of the others as well -- Cyber Knights, Heroes!
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Post by slayernz on Feb 10, 2015 21:45:33 GMT -5
tlr you have NO idea just how complicated and layered this game is! Would you believe that yes, there cost differences depending on where you buy your stuff, and that pricing is also further influenced by certain rumors, the quality of the planet, and your reputation and rank. However, added to the price is the quality. For example if you were to buy torpedoes, you will find the ones you buy from the bigger faction planets (eg with high security), more likely to hit a target than one purchased from a fringe planet. Further, Faction planets provide higher quality than independent planets, and independent planets are better than those you have looted from other ships. Core Faction > Fringe Faction > Independent > Looted > Steel Song Teapot. If there is a metal shortage on the planet, then the quality of your upgrades (and I'm guessing your ship construction) will be lower because the shipwrights are scrambling around finding any bits of metal to fabricate the parts you need for your ship. Don't be surprised if you find old lunch boxes and forks embedded in your hull in that case. CREW also have quality markers. YOU have hidden attributes, depending on whether you loot, loot and salvage, or just let people go after victory, etc. In all cases though - the game strongly rewards you for destroying all Steel Song ships and crew. Okay maybe not, but it's what I'd call Best Practice all the same.
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Post by ChocoCrowbar on Feb 11, 2015 13:26:01 GMT -5
Also a small npte on taking way to many guns... Two per crew is enough to get the job done. Any more and the crew runs the risk of shooting themselves in the foot. Try running into a firefight overcumbered with weapons, and proceed to me an imobile target.
Oh and each faction has a diferent bonus in the shipyard, that's why you can have more guns on one planet and cargo in another.
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Post by just bought elite on May 2, 2015 10:37:44 GMT -5
I just read the explanation that the achievements and unlocks i got in free aill not move to elite. Really??? Some of those were really hard to get and i so how come they cant be moved to elite? Will this be possible in the future?
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Post by dragolord on May 2, 2015 11:54:32 GMT -5
I just read the explanation that the achievements and unlocks i got in free aill not move to elite. Really??? Some of those were really hard to get and i so how come they cant be moved to elite? Will this be possible in the future? They'll either never do it, already have implemented the change for the next release, or they'll get to it just before total heat-death occurs. The Treses are good like that.
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Post by fallen on May 2, 2015 16:54:10 GMT -5
I just read the explanation that the achievements and unlocks i got in free aill not move to elite. Really??? Some of those were really hard to get and i so how come they cant be moved to elite? Will this be possible in the future? This is a limitation of the migration service that we implemented. Our apologies that all of the achievements and unlocks do not transfer with your Captains. It is something that is on our long list, but Star Traders is multiple years old and major re-engineering like this is very difficult.
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