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Post by Alex Fury on Feb 2, 2017 16:17:51 GMT -5
1) On the travel map. Planets have the different little bubbles coming off of them. Overall, I think that's for cities(blue)/Wilderness(green)? There's been one or two on a map I've done where there were 3 of those dots, but on the landing screen, only saw 2. Am I right in this? Is there a way to scroll/rotate the planet to find the 3rd+ one(s) if there are more than 2?
2) There seem to be other bubbles/dots. I want to say looks like if a contact you have is available on the planet? There's a lot of small detail, but not enough info to what goes with them.
3) More info about the in-flight skill checks (I saw elsewhere this is in the plans to be addressed)
4) Some way to have a general idea of what planets buy/sell what and pricing? In STo (original), there was something like this, could check your history of where you'd been. Right now, doing merchant type stuff, is HARD, because it's easy to try and buy something with a B or better buy price, but impossible to know where's good to go sell it without running out your fuel.
5) Perhaps a slightly better balance for incurred damages/costs. First try I ran out of money FAST... Given, I had some poor trades, simply because I didn't know where I could trade for better pricing. But between crew taking damage while flying around. Ship taking damage while flying around. Spice costs for morale AND then crew-pay.. I just saw no way at all to keep anything resembling an overall profit (yet). The one mission I took, didn't really come close to covering all the costs in just completing the mission.
6) (I may have mentioned elsewhere) In ship combat, the talent icons aren't that intuitive. I don't have them all memorized to know what they do.
7) In ship combat: perhaps some clarification for weapons. I ran the 2nd smallest ship. 2 guns, the lance, and 2 torps (IIRC). However, being out of range of the guns, they were 'white', or had nothing visually to show they were out of range. (was range 5). The torps and lance were shaded red... The torps could fire, the lance was too far away. Kind of confusing at first glance. (I know I had a few others, may add them later as they're slipping my mind right now)
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Post by Cory Trese on Feb 2, 2017 16:26:49 GMT -5
1) There are up to 2 zones per planet at this time. The icons are always shown. There are other, non-planet icons that also show -- these include Missions and Contacts at this time in the alpha.
2) Contacts and Missions.
3) Yes
4) Yes, Zone > Exchange > Browse Supply / Browse Demand. The average prices are listed there, and also in your cargo listing: Status > Cargo
5) We're working on balancing. Were you on Basic difficulty?
6) On PC you just hover over them for all the details. We are working on the other platforms too.
7) We'll work on that -- you can see the range below each weapon. There are 5 ranges, and 5 dots. Filled in dots means "Fire at this range"
Thanks for posting!
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Post by Alex Fury on Feb 2, 2017 16:33:24 GMT -5
I think I was on 'normal'.. But still seemed prohibitive to just do anything after the first few dozen turns, especially if you have a mission that makes you travel a few jumps
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Post by Cory Trese on Feb 2, 2017 16:36:14 GMT -5
We are working on scaling down the jump range, a couple have people have said maybe the early missions are too far for them, even on the lower difficulties.
Maybe just start with trying to build up a quick bankroll of like 100K from trading, before doing any missions? I usually spend the first few hundred turns getting some credits.
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Post by Alex Fury on Feb 2, 2017 16:44:36 GMT -5
Yeah, the first mission was 3 jumps away.. Prohibitive for cost... But also, I was trying to run some trading, and it was not working well. very little was B+ or better for buy/sell for any given resources
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Post by Cory Trese on Feb 2, 2017 16:50:57 GMT -5
Once you get a handle on the trading scheme, it will probably get a lot easier. Have you tried playing a Merchant?
I'd aim for D+ or better on both, when you can but selling into F or F- isn't bad when the credits are right.
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Post by grävling on Feb 2, 2017 18:47:36 GMT -5
We are working on scaling down the jump range, a couple have people have said maybe the early missions are too far for them, even on the lower difficulties. Maybe just start with trying to build up a quick bankroll of like 100K from trading, before doing any missions? I usually spend the first few hundred turns getting some credits. I'd be happier if I could do things the other way around. First do a whole bunch of easy missions, in a tiny ship. I.e delivering mail and important people to local destinations inside this quadrant. These things ought to cover your fuel costs and a little bit more, but are also very unlikely to get you involved in combat. They are just something to pay the way while you explore the markets, see if you can discover new contacts, and train your crew up some. Then, if the markets look good, buy a bigger ship with a bigger cargo hold and then start trading. (Or buy a bigger ship with a whole lot of guns and just start looting, whatever your play style is.)
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Post by Cory Trese on Feb 2, 2017 18:51:33 GMT -5
Yeah, the character creation system intends to support both. The trade first system is almost always easier for people to grasp, just speaking from ST RPG experience.
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Post by grävling on Feb 2, 2017 18:57:26 GMT -5
Yeah, the character creation system intends to support both. The trade first system is almost always easier for people to grasp, just speaking from ST RPG experience. Interesting. I never learned how to get the ST1 trade system to work generating cash for me. I only use it opportunistically, (buy when rumour of surplus, stick in cache, sell when shortage rumour). For me it is mission, mission, mission. I wonder if I am just an outlier, again, or whether people like me, who think that 'the trading system just doesn't make it worth your time to be a trader' never get around to telling you? I found the AoP trading system to be entirely workable, if a bit boring, though.
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Post by Cory Trese on Feb 2, 2017 19:05:47 GMT -5
If the ST RPG feedback stream has broken out over some specific player behavior, I certainly haven't seen it in the six years of tracking it. And if the people we've been talking to are somehow masking some hidden, silent majority of players who feel very differently ... then ST2, and entire concept, is doomed.
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Post by xdesperado on Feb 2, 2017 19:07:22 GMT -5
Yeah, the character creation system intends to support both. The trade first system is almost always easier for people to grasp, just speaking from ST RPG experience. Interesting. I never learned how to get the ST1 trade system to work generating cash for me. I only use it opportunistically, (buy when rumour of surplus, stick in cache, sell when shortage rumour). For me it is mission, mission, mission. I wonder if I am just an outlier, again, or whether people like me, who think that 'the trading system just doesn't make it worth your time to be a trader' never get around to telling you? I found the AoP trading system to be entirely workable, if a bit boring, though. ST RPG trading could be very profitable and easy with almost no risk. Big thing was learning what planets routinely sold certain things cheap and nearby planets where those things could be sold for a decent profit. There are several threads that list some of those trade zones that made building a stack of credits early game very simple barring random bad encounters or bad politics getting in the way of commerce.
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Post by grävling on Feb 2, 2017 19:09:42 GMT -5
Yeah, by the time I got my head around the idea that I need pilot, pilot, and lots more pilot I suspect I was having too much fun doing missions to give up my addiction to them....
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Post by Officer Genious on Feb 2, 2017 19:15:25 GMT -5
Once you get a handle on the trading scheme, it will probably get a lot easier. Have you tried playing a Merchant? I'd aim for D+ or better on both, when you can but selling into F or F- isn't bad when the credits are right. Wait, you can change professions? I just made a character and all I had was Smuggler. Just realized that. Going to suggest selecting the text to change things, I never suspected that there was more behind the letter icons.
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