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Post by xdesperado on Feb 1, 2017 20:03:30 GMT -5
www.dropbox.com/s/aq18twqzqcgovaa/20170201_165610.jpg?dl=0Should the Take Mission button on this screen be changed to View Details? You can back out after selecting it but if you back out the mission is gone. Had an instance where I needed to add a passenger compartment on ship to actually take a mission but after replacing a Torp with the Cabin the mission was changed and didn't require me to carry passengers.
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Post by fallen on Feb 1, 2017 20:13:48 GMT -5
Sounds good, took #ST-3337 to improve the flow of this action. This is a pretty alpha set of screens right now.
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Post by xdesperado on Feb 1, 2017 22:06:59 GMT -5
On the subject of missions, any way we can improve this from the original ST situation where there may be multiple missions available but you are only shown 1 at a time to accept or decline? Would be nice if instead of just taking the 1st mission that is offered you had a a chance to pick from a list of that contacts available missions. Would prevent the hey we have nice passenger movement missions for your scout ship with no passenger cabins, and how about these wonderful wilderness zone exploration missions even though you have no scouts... Obviously if a contact only has 1 or 2 missions your still left in take it or leave it mode but if they have a number of possible jobs you'd have a better chance of getting ones that fit your current capabilities.
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Post by Cory Trese on Feb 1, 2017 22:28:35 GMT -5
Maybe, we definitely need to fix the fact that the Contact will change the mission out.
Offering more correct missions, that are more correct for the ship / player / contact is on our list.
This is a radically different approach than ST RPG, so thankfully we've already improved off the first game so much it is hard to compare them really.
And since there are SO MANY contacts in the game (like probably hundreds in your current game) having the ability to force cycle stuff on contacts just isn't worth it. Improving correctness on the generator is way better than listing stuff.
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Post by grävling on Feb 1, 2017 23:29:09 GMT -5
I think I would prefer something a little different. Your Contact has a bunch of jobs, but when you try to get one, he might not give you it, and would give you a reason why.
i.e. "You haven't worked for me long enough, so I don't know you well enough to trust you with such a thing" or "You and your crew are too inexperienced" or "Your ship is too slow" or "Your ship needs a passenger cabin" or "Your ship isn't well enough armoured"
and I would dearly like something that would tell me that I ought not to take a job to travel to such-and-such because you are going to run out of water fuel. (And ideally, some reason as to why you run out. In ST1 I nearly gave up on the game because it was not obvious to me that pretty much all of my starting problems with mutinous crew was stemmed from the problem of 'YOUR PILOT IS TOO LOW' -- and that sticking nearly all my points in there in the early game was really necessary.)
I can see that it would make sense for the Contacts not to show you jobs you are insanely unqualified for, but if they would discuss the reasons why they aren't giving you jobs you think look tasty they could help smooth the learning curve.
I'd also really like it if any officers I had on board, who had any reason to understand water fuel economies would interrupt me before I try to go someplace I cannot reach, saying that it is a really dumb idea. But that's just because I keep running out of the stuff, playing on normal.
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Post by fallen on Feb 1, 2017 23:51:23 GMT -5
Thanks for the post, and great ideas for us to consider. Lots of work to be done to polish the game The mission system is in Phase 1 and clearly needs lots of work. We're on it.
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Post by Cory Trese on Feb 2, 2017 2:09:53 GMT -5
That is a very cool idea, and would give the core feature that I think xdesperado is looking for. We're going to make major improvements to the mission system over the next few releases.
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Post by Alex Fury on Feb 2, 2017 15:35:07 GMT -5
On the subject of missions, any way we can improve this from the original ST situation where there may be multiple missions available but you are only shown 1 at a time to accept or decline? Would be nice if instead of just taking the 1st mission that is offered you had a a chance to pick from a list of that contacts available missions. Would prevent the hey we have nice passenger movement missions for your scout ship with no passenger cabins, and how about these wonderful wilderness zone exploration missions even though you have no scouts... Obviously if a contact only has 1 or 2 missions your still left in take it or leave it mode but if they have a number of possible jobs you'd have a better chance of getting ones that fit your current capabilities. gods yes this this this this this! Especially if there are awards like in ST 1, where you can only turn down so many before failing to get the achievement/award. An ability to choose, like we have in CK would be awesome.
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Post by Alex Fury on Feb 2, 2017 15:35:55 GMT -5
Great ideas there grävling
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