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Post by xdesperado on Feb 2, 2017 2:37:02 GMT -5
Those are great tips. Maybe we should take those ideas -- in particular the additional Sure Landfall talents, make them a higher priority for the auto-assign talents? I think you are describing exactly the right case for that checkbox ... but it sounds like your suggestions would be a better default for new players. Have been thinking of starting a Tips thread, however I've been spending more time setting up new captains and trying stuff than actually making much actual game progress lol. Last captain before hitting an unrecoverable crash had made it the farthest and had completed a multi stop contract that took him 4 jumps away from start and back again as his first job and at end of it came out ahead on money. Granted I did a little speculative trading along the way that saw very minor profits being made as I stopped for fuel, but the stacking of talents insured the failed rolls were few and that repair and medical bills were minimal.
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Post by johndramey on Feb 2, 2017 2:46:15 GMT -5
Right now the ship priority is also the cash start. I've been successful in starting with a smaller ship, but prioritizing ships fairly high, leaving a 20-30k credit surplus to bootstrap things. This is an amazing tip. I restarted my merchant character with a higher priority in ships and purposely selected a lower level ship. Left me with over $100k to get my trade empire started. I'm now cruising along in style. Thanks for the tip!
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Post by grävling on Feb 2, 2017 2:47:16 GMT -5
Hah! I already found out that having a doctor helps, and came here to post that Expert Maneuver is working out well for me. I'm going to try the rest of xdesperado's tips next. Thanks xdesperado!
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Post by johndramey on Feb 2, 2017 2:48:31 GMT -5
Ditto, Expert Manuever and Sure Landfall have been quite helpful here as well.
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Post by grävling on Feb 2, 2017 2:50:38 GMT -5
Right now the ship priority is also the cash start. I've been successful in starting with a smaller ship, but prioritizing ships fairly high, leaving a 20-30k credit surplus to bootstrap things. Hah! I already found out that having a doctor helps, and came here to post that Expert Maneuver is working out well for me. I'm going to try the rest of xdesperado's tips next. Thanks xdesperado! And thanks MintDragon, this is a very good tip. Hmmm. Maybe on the lower difficulties after we make a character we just want to hand starter captains a bunch of cash on general principles, no matter what ship they selected?
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Post by fallen on Feb 2, 2017 2:55:36 GMT -5
Hmmm. Maybe on the lower difficulties after we make a character we just want to hand starter captains a bunch of cash on general principles, no matter what ship they selected? Starting credits is determined by difficulty. Captain Booster checkbox grants +$4,000 Your ship choice has no impact at this time.
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Post by grävling on Feb 2, 2017 2:58:37 GMT -5
Hmmm. Maybe on the lower difficulties after we make a character we just want to hand starter captains a bunch of cash on general principles, no matter what ship they selected? Starting credits is determined by difficulty. Captain Booster checkbox grants +$4,000 Your ship choice has no impact at this time. I thought MintDragon said that if you prioritise ships and then pick a small one you get to keep the difference in cash between the tiny ship you bought and the monster ship you could have bought.
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Post by johndramey on Feb 2, 2017 3:02:48 GMT -5
Hmmm. Maybe on the lower difficulties after we make a character we just want to hand starter captains a bunch of cash on general principles, no matter what ship they selected? Starting credits is determined by difficulty. Captain Booster checkbox grants +$4,000 Your ship choice has no impact at this time. Well then aren't I silly. I guess I'd been playing on Demanding, so when I switched down to Normal I got to have all that lovely extra cash. Anyways, I'm starting to do pretty well with the trading, so I think I could eek out a living with less capital. Doh! For the record, I read one too many zeroes into my starting funds. Still, 10k is a nice bit of capital.
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Post by En1gma on Feb 2, 2017 7:02:06 GMT -5
Great tips!
I'd say that at least half of the contracts I've taken were those that send me 3-4 quads away, and not knowing the details of the game I would take them and starve along the way.
On the easier difficulties, is it possible to severely limit the number of contracts like these until the captain has a significant gain in level? High difficulties I wouldn't care, sure the first mission you get sends you into a barren quadrant without a decent place to refuel, but people playing on the lower difficulties would have a hard time at it, especially in such a complex game.
I guess my gripe is more about the amount of places that actually sell W/F. Like I said in the OP, jumps are prohibitively expensive, and picking the wrong planet to travel to first means you have zero fuel. Perhaps it's as easy as an icon over the planets that have it, or allowing all but 5-10% of the systems generated to sell WF.
ST was difficult for me because WF took up cargo room needed for trading. ST2 is difficult for me because it swung the wrong way, where it's integrated, but scarce and a guessing game at where to find it.
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Post by bookworm21 on Feb 2, 2017 8:25:26 GMT -5
En1gmaTheres a small blue 'dot' thingy in the city icon on the map if there is fuel available there
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Post by Cory Trese on Feb 2, 2017 11:59:52 GMT -5
That icon desperately needs a rework, and we will try to get it fixed so that things are visually clear on the map.
You can use them today to know exactly where fuel is available, but it isn't pleasant and those icons really need help.
We'll try to get to it in a future update.
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Post by Cory Trese on Feb 2, 2017 16:23:44 GMT -5
I found some bugs in the universe that were cause excessive fuel use. Something to do with how W-F quasons interacted with the gravitational surface of a void space bubble. Fixes will be available in the next update
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Post by En1gma on Feb 2, 2017 16:30:44 GMT -5
To your icon issue, having so much space open around the different systems, it would be interesting to see if a long press or something would expand the information (Mission, W/F, System type, System attributes, Locations, etc...) onto the map itself.
Barring that (I think cool) addition, the icons have tons of room to be made far larger than they currently are.
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Post by Cory Trese on Feb 2, 2017 16:33:40 GMT -5
we might increase the size of the icons a bit. I think designing the data exploration interface into the map directly may be a mistake.
We want to take the lessons from ST RPG and really apply them here whenever we can, and the lesson we learned over and over was don't build your data exploration systems into the map directly.
Icons are nice, but should be kept super simple. Eventually the users will scream out for a discrete data exploration module, and if you try to give them your map integrated view ... they won't listen.
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Post by MintDragon on Feb 2, 2017 16:38:05 GMT -5
Starting credits is determined by difficulty. Captain Booster checkbox grants +$4,000 Your ship choice has no impact at this time. I thought MintDragon said that if you prioritise ships and then pick a small one you get to keep the difference in cash between the tiny ship you bought and the monster ship you could have bought. I had been using only one or two templates, so my mistake. I thought if set ship to high priority, and chose a small ship, it gave me extra cash. My boo boo, but I am playing on basic difficulty, so after all was said and done, I had 10-20K in credits. Also noticed that higher priority for profession gave me better rewards for missions. Again, might be by chance, but maybe some others can clarify...
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