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Post by darkeliment217 on Aug 4, 2015 17:17:50 GMT -5
Let me start off by saying that Star Trader RPG is one of my favorite games, and it's a helluva lot better than any other RPG I've ever played (except for Fallout 3, nothing beats Fallout 3). However, there are a lot of flaws in the game that seem to hold it back a little bit. This thread is just to list those things that we don't want to see in ST 2, so that they can (hopefully) be fixed.
I'd say that one of the absolute worst things about ST RPG is the pirates. They are a huge part of the game, but they just feel so poorly implemented. The reason I say that is that, IRL, pirates would pass over an easy kill in favor of a sweeter score, or pass over a trade vessel being guarded by a Man'o'War. This is smart, and makes a boatload of sense, and yet, I'll be flying a massive Battlecruiser with 40 Barrage guns, 32 Hull, and 120 Crew, and this tiny little Cadar Pirate Shuttle will come up and try to rob me. What the freak? Is that pirate insane? Of course, my Stealth skill is at 1, so I can either surrender and have a bunch of weapons stolen, or kill him and hope I don't piss off Cadar. I'll have his ship salvaged in ten seconds flat, and then suddenly I'm a banned person! This is frustrating as hell, but at least it's better than pirates trying to loot me when all that I've got is water in my cargo bay. I know that they can tell what I've got in there, because warships can see when I've got contraband, and I can see into Merchant vessels, and yet, they still try to rob the tiny escape shuttle filled with the cheapest resource in the game. Where is the logic? Anyways, that's what I'd like to see fixed in the sequel.
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Post by fallen on Aug 4, 2015 19:08:21 GMT -5
Thanks for the feedback!
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Post by Cory Trese on Aug 5, 2015 12:21:17 GMT -5
Try increasing your Stealth. Leaving that at 1 is the problem.
The Pirates in ST are more like privateers -- they're being paid to loot any non-Trade Permit holding ships.
Get a Trade Permit. Increase Stealth. Avoid full Cargo holds.
You said a few things are are wildly wrong regarding the rules, but because the game does roll dice you can pick out the occasionally outlying encounter. That's probably double so true for the Free version, which doesn't give the full experience because of the more limited number of ships and AI levels.
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Post by Officer Genious on Aug 5, 2015 12:54:03 GMT -5
They're right. 1: Its in your best interest to focus on making friends with three or so factions, keeping at least two as enemies. Keeping all 6 friendly is a challenge for a reason. Trade permits will let you surrender to friendly faction pirates without getting robbed. 2: Salvaging a ship destroys it, which understandably pisses the faction off. Enslaving is self explanatory.
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Post by Deleted on Aug 5, 2015 13:09:49 GMT -5
The only thing I don't like about Star Traders is that when you are unlucky enough to encounter an alien, it pretty much signals 'game over'. Your only option seems to be to fight. You can't escape. Running never works. And battling the xeno, at least for the average merchant, smuggler or star trader captain, never ends well (I've lost a lot of captains who will attest to that fact if they weren't already dead).
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Post by Cory Trese on Aug 5, 2015 13:26:58 GMT -5
The best escape vs. a Xeno is probably to hit them with a Torp and then run. If you land that first Torp, you've got a pretty good shot.
Xeno don't appear on lower difficulties because they are so difficult.
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Post by Deleted on Aug 5, 2015 13:36:32 GMT -5
The best escape vs. a Xeno is probably to hit them with a Torp and then run. If you land that first Torp, you've got a pretty good shot. Xeno don't appear on lower difficulties because they are so difficult. Torp and run? But I don't play as Cadar. Does that matter? :-) How about a ship upgrade that senses the presence of xenos and gives you the option to retreat before you have to fight, or continue on to meet the alien ship?
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Post by Cory Trese on Aug 5, 2015 15:47:37 GMT -5
There are a lot of great anti-Xeno and anti-Encounter upgrades.
The bonus that you recieve for the post-Torp turn action is universal, doesn't matter what ship or Faction. FAST ships will gain a 200% bonus rate on the Torp-bonus, and Faction matched torps and critical hits can stack to like 500%. Even the Xeno cannot win the next roll at that rate.
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Post by Deleted on Aug 5, 2015 15:59:53 GMT -5
There are a lot of great anti-Xeno and anti-Encounter upgrades. The bonus that you recieve for the post-Torp turn action is universal, doesn't matter what ship or Faction. FAST ships will gain a 200% bonus rate on the Torp-bonus, and Faction matched torps and critical hits can stack to like 500%. Even the Xeno cannot win the next roll at that rate. Hmmm...good to know. I guess it really does matter where you buy your torps. Thanks
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Post by hissrad on Aug 5, 2015 16:35:35 GMT -5
There are a lot of great anti-Xeno and anti-Encounter upgrades. The bonus that you recieve for the post-Torp turn action is universal, doesn't matter what ship or Faction. FAST ships will gain a 200% bonus rate on the Torp-bonus, and Faction matched torps and critical hits can stack to like 500%. Even the Xeno cannot win the next roll at that rate. What!? So my buying discount Steel Song Torps was a bad idea:P What about if you switch to the 16 missile upgrade,does that influence it as well? I've been making fast/quick ships with no torps and buying that upgrade.
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Post by Cory Trese on Aug 5, 2015 16:36:48 GMT -5
That upgrade gives you flat nominal torps at all times -- but it goes give you a fixed number of torps!
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Post by tenbsmith on Aug 5, 2015 18:39:25 GMT -5
Flat nominal?
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Post by fallen on Aug 5, 2015 19:17:12 GMT -5
I love this thread title. It really warms my heart while I work Someone pull the touch out of his cheek.
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Vraesrial
Exemplar
The absolute God of Hyperdeath, an outlander, and the bad pun king.
Posts: 278
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Post by Vraesrial on Aug 5, 2015 22:15:41 GMT -5
I hate the titles you can get after doing something against a faction. Legendary Crime Lord? If I am a military captain for House Thulun, then why can't I do my job? If I attempt to search one of your smugglers within Thulun territory, take a contract to apprehend a wanted criminal, or help during a solar war, then why am I a criminal? Am I not supposed to do my job? My duty? I should just be a pirate if that's the case!
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Post by darkeliment217 on Aug 6, 2015 0:07:33 GMT -5
The only thing I don't like about Star Traders is that when you are unlucky enough to encounter an alien, it pretty much signals 'game over'. Your only option seems to be to fight. You can't escape. Running never works. And battling the xeno, at least for the average merchant, smuggler or star trader captain, never ends well (I've lost a lot of captains who will attest to that fact if they weren't already dead). I've never failed to escape aliens when playing as a Smuggler - perhaps you don't keep your Stealth high enough?
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