Post by jango1 on Dec 16, 2015 0:32:58 GMT -5
Thanks for making such an awesome game. Truly my favorite game on any platform in a long time. I've been playing it awhile, slowly working up through the difficulties as I complete the unlocks. I've got most of Hard unlocked and almost everything else that is easier. I have played every class. I feel like I understand the game. I just wanted to inquire about a few 'odd' things I have noticed to see how other players have reacted to them.
- Experience and Leveling: I find that at any time, I can just stop spending experience points and 'pause' the game's progression. I know difficulty increases over time, but it seems very gradual. In some playthroughs, I find that I am able to fly around with 100 unspent XP with no problem. Or I can just pump points into Strength and stay at low levels until I've done a few shortage runs and bought my first scary ship. Anyone else seen this or do this? What's the catch?
- Rank discounts: As I earn ranks I don't see the cost of upgrades or ships decrease. I tested it by checking an upgrade before and after I ranked and it was the same price. I compared torpedo costs at different faction planets and they were the same regardless of my rank. Ship/upgrade costs do seem to vary with planet ratings but I haven't seen any rank related discounts. Is the cost reduction only noticeable after you've reached very high ranks (rather than before and after a single rank up)? Reputation protection and contract reward benefits aside, I don't see how a $60K rank up cost could ever pay for itself in savings. Does rank have a significant effect on quantity/price of trade goods? Number and cost of repairs? The manual indicates that rank discounts things but I don't see it in my gameplay.
- Positive rep with all factions: When I first started the game I'd let one or two factions be my victim factions with massively negative rep. In my last half-dozen games though, I have just juggled my rep to keep it positive with all factions. It doesn't seem that difficult to keep them all happy, especially after you have a few ranks with each of them. Do other players do this as well? It seems like it's not how the game is 'meant' to be played. It feels like cheating almost. The manual says that if you ever get a death warrant with either the Syndicates or Clans, any future offenses will count double against you with all Syndicate or Clan factions. I thought this was a tremendous penalty and strong disincentive so I simply get pardons before I ever get the warrant. One thing I have noticed is that you can blockade/spy for months and keep your permits, but you attack one merchant and they yank your trade permit. At low levels I'll raid a faction for a conflict-related rep gain with its rival faction, then get a pardon, then repeat. Later in the game, the rank protection is enough. It isn't just my trade-class games: I do this with my aggressive class captains as well. Anyone else do this? Is there a reason not to do it?
- Signature: The manual's description about reducing signature seems contradictory. Can anyone explain it to me? Like say you want a stealth spy plane ship that can loiter in orbit doing surveillance, what ship stats are you looking for? The manual's intro in the signature section cautions against large upgrades. It also mentions the cargo hold. Is it the amount of cargo loaded or the cargo capacity or both? Like does a large cargo hold that is empty increase signature? I thought stealth and high sails would help based on other sections of the manual, but the signature section says no massive sail rigs. Signature seems like a very interesting, very important game element that really counter balances the 'armed to the teeth' approach. I'd really like to understand it better so I can enjoy that depth.
- ... and then there's the aliens... My last handful of captains had the universe on a string. Well-ranked with no faction enemies. Upgraded ships and skills kept independents totally optional. Caches galore. The only thing that threatened to Game Over my captains as they patiently worked on their unlocks were the aliens. Some captains were merchant-types and I STILL configured their skills, officers, and ships for boarding combat with aliens. I knew that the only real threat was the random alien encounter. A few captains beat a few aliens, but it was only a matter of time before their luck ran out. None of them survived past their 5th alien encounter. Anyone else find that aliens are their only serious threat? Anyone have tips on how to 'alien-proof' their captains other than to make them alien-hunter specialists? Like, how to preserve your trader or loyalist's class-based playstyle while also countering the alien threat? Aside from obvious, no artifacts, no red sectors, no dead planets, no alien rumor zones, etc. I take my chances but my captains died within sight of Occupied Bazra, surrounded by high-security capital planets.
Again, excellent game. Sorry for the wall of text. These aren't complaints, just blind spots I can't figure out. I really love the nuance and complexity of the game and how it rewards and punishes the trade-offs that you have to make--every captain has their Achilles heel. So these blind spots are a little frustrating when I can't appreciate them as deeply as the other mechanics that are less mysterious.