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Post by johndramey on Feb 1, 2017 20:52:44 GMT -5
While this is still phase 1 and you might have already thought about this, it would be a really nice idea if we could have an option of declining a mission, an option of accepting a mission, and an option of backing out of the mission offer. As in:
When you go into your contact, you click "View mission offer" or something similar. The mission details pop up, and you have three options, "Accept," "Refuse," "Back" If you select back, next time you view a mission offer from the contact the mission will be the same. If you accept, get going! If you refuse, next time you view a mission offer from the contact it will be a new mission.
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Post by grävling on Feb 1, 2017 20:58:56 GMT -5
While this is still phase 1 and you might have already thought about this, it would be a really nice idea if we could have an option of declining a mission, an option of accepting a mission, and an option of backing out of the mission offer. As in: When you go into your contact, you click "View mission offer" or something similar. The mission details pop up, and you have three options, "Accept," "Refuse," "Back" If you select back, next time you view a mission offer from the contact the mission will be the same. If you accept, get going! If you refuse, next time you view a mission offer from the contact it will be a new mission. Cyberknights! (Though sometimes it is 'wait for the crappy/too dangerous/too far away/ missions to expire, 'cause this Connector is desperate to give you jobs you don't want.)
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Post by johndramey on Feb 1, 2017 21:01:16 GMT -5
Exactly
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Post by MintDragon on Feb 1, 2017 21:26:35 GMT -5
yes! I came across a mission that offered me to take a negotiator to multiple Thulun planets (and then return him) to get support or whatnot, but then discovered that my ship didn't have a guest quarters when I tried to accept. The 'back' option would have been nice; it was going to pay a bunch of credits. just needed to find an upgrade first... good idea from my standpoint.
I suppose it could also be replaced on a dice roll (70% chance of it being there next time) or whatnot as well.
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Post by fallen on Feb 1, 2017 21:27:55 GMT -5
Actually, if you see the Cyber Knights model, the Connector gives you a pool of choices. They refresh on a tick. If you take them all, Connector is out of jobs to offer. Refuse them? He doesn't get new ones until some time passes. He's got a pool, want them or not?
That is where we are headed.
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Post by johndramey on Feb 1, 2017 21:38:26 GMT -5
Sounds very nice.
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Post by ntsheep on Feb 1, 2017 22:03:17 GMT -5
Rather than start a new thread, since it's mentioned here, I think it would be nice if all ships came with at least one Passenger Cabin to begin with. You currently start the game with more Officers Cabin than officers.
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Post by Cory Trese on Feb 1, 2017 22:25:30 GMT -5
That's intentional. I don't think most ships need Passenger Cabins, but we'll definitely make it easy to see which ones do during character creation.
I think about 50% of players would immediately go remove any Passenger or Prison cabins. If you pick those types of Contacts, you should upgrade / start with a such capable ship?
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Post by Brutus Aurelius on Feb 1, 2017 22:34:31 GMT -5
That's intentional. I don't think most ships need Passenger Cabins, but we'll definitely make it easy to see which ones do during character creation. I think about 50% of players would immediately go remove any Passenger or Prison cabins. If you pick those types of Contacts, you should upgrade / start with a such capable ship? Is there any way to add new rooms currently? Or is the only thing we can upgrade the individual compartments?
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Post by johndramey on Feb 1, 2017 22:36:02 GMT -5
That's intentional. I don't think most ships need Passenger Cabins, but we'll definitely make it easy to see which ones do during character creation. I think about 50% of players would immediately go remove any Passenger or Prison cabins. If you pick those types of Contacts, you should upgrade / start with a such capable ship? You can't just drop that kind of teaser in casual conversation, Cory! Man, I'm going to make a warden captain once the alpha progresses. So. Many. Options.
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Post by Cory Trese on Feb 1, 2017 22:36:25 GMT -5
You cannot / will not add additional compartments to a ship, nor will you be able to add additional decks. That is fixed within the game.
You can modify any of the individual compartments, and swap out any component you want (assuming the end result can fly.)
This does mean that things like the Engine and Bridge are locked to the deck they are on -- part of this is for combat damage, cascade and nearby hit tracking.
Ship customization is strictly component based.
Ship purchasing is ship hull and ship deck based.
Ship full design and buy is both.
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Post by Cory Trese on Feb 1, 2017 22:37:36 GMT -5
That's intentional. I don't think most ships need Passenger Cabins, but we'll definitely make it easy to see which ones do during character creation. I think about 50% of players would immediately go remove any Passenger or Prison cabins. If you pick those types of Contacts, you should upgrade / start with a such capable ship? You can't just drop that kind of teaser in casual conversation, Cory! Man, I'm going to make a warden captain once the alpha progresses. So. Many. Options. Prison transport jobs are already supported. Prison Cells for your ship are less expensive than guest quarters, but are a little heavier. Both can be seized by Faction operatives, but can be protected by various Talents.
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Post by ntsheep on Feb 1, 2017 22:43:39 GMT -5
That's intentional. I don't think most ships need Passenger Cabins, but we'll definitely make it easy to see which ones do during character creation. I think about 50% of players would immediately go remove any Passenger or Prison cabins. If you pick those types of Contacts, you should upgrade / start with a such capable ship? It does make since on the one hand not having passenger rooms. Perhaps ships that would come with them to begin with would be Merchant and Cargo ships since those would be used by captains more interested in trading and transport. Switching out a Cabin has been one of the first things I do. Perhaps later down the road if you make a video or something on ship building that could be tip. Include at least one Passenger Cabin if you plan to take these kind of contracts.
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Post by grävling on Feb 1, 2017 22:44:25 GMT -5
What he said! Isn't it _wonderful_?
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Post by johndramey on Feb 1, 2017 22:45:32 GMT -5
I've not seen missions of that kind yet. I'll have to keep an eye out for them, as that seems like it would be a ton of fun.
I could see being a merchant that makes a little cash on the side by transporting "prisoners" whenever possible.
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