he
Curator
Posts: 41
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Post by he on Apr 10, 2013 5:19:54 GMT -5
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he
Curator
Posts: 41
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Post by he on Apr 10, 2013 5:22:10 GMT -5
Ugh, pro boards and my cell do not get along. Previous post refers to question about officers levels and abilities, if they're dependent on player level and planet.
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Post by Deleted on Apr 10, 2013 22:24:12 GMT -5
WTF? How did I not know about that? Im assuming that slipped cory's mind when he made the help section. Good job. You just earned your first exalt Cory, was this changed or is officer bonuses still based on your lv when you hired them as well as the ratings of the planet you hired them on? If so, what do you look for when hiring an officer in a wilderness zone? I think you should put the ability of the officer (give it a number like 20 or 50) when you hire them as well as when you have them. It'll make it much less confusing for the player to decide which officer is better where and when should the officer be re-recruited. Or just have officer bonuses based on your current lv, regardless on when you hired them, which would be much easier and simpler.
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he
Curator
Posts: 41
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Post by he on Apr 11, 2013 23:21:43 GMT -5
Woohoo! I'm karmic!
If this mechanic still exists, I don't know if we need to alter the display, but I think it should be simplified; basing the officer characteristics on planet stats just makes the game unnecessarily tedious in my opinion; officers you want are already rare enough, to worry about which planet to pick them up on seems plain hateful. There is also the major trouble with there being no information about how the officers gain xp; doea a level1 purchased officer with 15000 turn officer function better than one bought at level 50
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Post by Deleted on Apr 12, 2013 0:03:51 GMT -5
Acording to the post no. After 85 years you need to get a new officer for max benifit which is rediculous in my oppinion. Officer should be based on lv when you have them, not when you get them.
Also, that other thread said theresca one in four chance of morale increasing to eight from spice hall. This isn't the case now.
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he
Curator
Posts: 41
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Post by he on Apr 12, 2013 0:53:23 GMT -5
ignore most of my post. proboards. sucks take 6.
I like the idea of officers leveling. I do not like the idea off needibg to repurchase officers every level or two, or pay attention to the precise planet they come from. to me it cheapens the experience of getting a good offiver early on, knowing they are obsolete in about ten minutes. what would be the point of buying an officer below level 5?
if the mechanic is still in place. really hope it isnt and I don't need to worry about ANOTHER micromanagement feature. Although, it would totally explain a lot of the diffs between my captains late game successes (or failures).
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he
Curator
Posts: 41
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Post by he on Apr 12, 2013 0:57:53 GMT -5
I couldn't tell if cory's intended meaning was level and frozen on buy, level + turns owned, or if it baswd on # of game turns + planet. I shall stop posting and just lurk for cory's eeply.... and try to figure out a better text input method. Built in keyboard/speech/handwriting wor ks great everywhere but on here.
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Post by pjfontillas on Apr 13, 2013 15:43:40 GMT -5
Thanks for your input on my crew, Starfixer. What crew(s) are you playing with atm? And an exalt for you, he. Interesting find on the double officer (bug?) and I now have a mission to replace my old officers.
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Post by Deleted on Apr 13, 2013 19:32:09 GMT -5
Cory, I'm not asking for everything to be changed. Maybe you can keep it so that the planet still affects the officer bonuses but your lv while you have him matters, not just when you got him. This would prevent players from having to rehire officers constantly to get maximum benifit. Or you can keep it so that your lv when you got the officer matters but notthe planet. So although you have to rehire officers you don't need to worry about the planet when you hire or rehire them. Or you can have the "power" of the officer shown as a number. The power would be based on what affects the officer currently, which is planet and lv when obtaining him and how long you had him. This way people don't have to guess how good or powerful their officer is and can see when finding an officer how powerful he is. But please change something because the mechanic for officer strength right now is way to complex for the average player.
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he
Curator
Posts: 41
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Post by he on Apr 13, 2013 22:23:53 GMT -5
If it still is in place (since other things in that thread have gone bye bye I'm hoping this has too) all we need to know is which of the four. Factors(turns, turns owned, planet stats, player level) play the largest role and if there are any boundary conditions that are notable (like 10000 turns of partnership is > 50 player levels). As you've mentioned, a simple rating for officers would do but given the pattern of hideously complicated mechanics, I'd be willing to put money on officers having more than 1 stat.
I'll do some testing if Cory doesn't respond before I get focused enough to do so. Any suggestions on what officer/ability to test? Right now I'm leaning towards mechanic (# of broken sails per 1000 turns seems fairly constant based on wisdom and level, but I haven't tried to figure out the function) or one of the contract pay bonuses unless someone has a better idea. I have had some iffy results with planet danger rating and wilderness officers that could just be my imagination, so far.
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Post by morten on Apr 21, 2013 13:55:10 GMT -5
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Post by zciworezlo on May 26, 2013 15:52:58 GMT -5
Hi all. Been looking to the answer to this high and low:
In the hold bonus section of the help, it's mentioned that for the First Officer at > 10% cargo, Vudka provides 1 crew boss per unit.
What's a crew boss?
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Post by Deleted on May 27, 2013 4:08:54 GMT -5
it's a measurement of morale loss protection. it's saying the more vodka, the more bribed crew bosses, and therefore the less chance of morale loss.
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Post by Guest on Aug 16, 2013 17:30:58 GMT -5
So no word of god on the level of officers? I did notice they cost so much more later in the game.
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Post by Deleted on Aug 18, 2013 23:22:06 GMT -5
So no word of god on the level of officers? I did notice they cost so much more later in the game. Down payment for officers is more or less based on how many credits you have. However, after the initial cost, all officers take 2% of your profit no matter how many credits you have or turns you've played.
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