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Post by saltin on Feb 4, 2017 7:54:39 GMT -5
Can anyone post more info on all of the attributes effect for example what profession needs [wisdom] the most? Who use [resilience]? Does anyone needs [strength] besides the obvious mellee soldier ect.. Also are the attributes benefit the same from the main character as it is for the other officers or is there a difference. If there is relevant material (I dont know if this compares or not) on this with the first star trader game then go ahead and link it here.Thanks.
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Post by Cory Trese on Feb 4, 2017 12:06:51 GMT -5
For phase 1 alpha, that's all the info we've got right now.
I'd say put all your points into Fortitude and Resilence.
I would not waste character creation priority on Attributes.
If you can get to 24/24 on Fort and Resi, you should be fine.
Combat is STR/Quick.
Social is Charm/Wisdom.
Soak and bounce are Fort/Resi.
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Post by grÀvling on Feb 5, 2017 11:34:47 GMT -5
Cory Trese fallen Maybe then we need 3 columns. Instead of Physical and Mental, Combat/Social/Soak ?
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Post by slayernz on Feb 5, 2017 17:55:14 GMT -5
FYI, I really liked "Strong like ox" Instead of 3 columns, 3 rows might work better? Combat | Str | Quick | Social | Charisma | Wisdom | Soak and Bounce | Fort | Res |
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Post by slayernz on Feb 5, 2017 17:56:13 GMT -5
Oh oh oh ... slider bars. Noooooooot good for fat fingers!!!
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Post by Officer Genious on Feb 5, 2017 17:58:52 GMT -5
Oh oh oh ... slider bars. Noooooooot good for fat fingers!!! I agree. Buttons, please!!!
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Post by Cory Trese on Feb 5, 2017 18:55:22 GMT -5
We will do our best!
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Post by saltin on Feb 6, 2017 2:07:41 GMT -5
Oh oh oh ... slider bars. Noooooooot good for fat fingers!!! I agree. Buttons, please!!! Deja vu !Buttons can be worse than sliders! Not too small and not too packed together FTW.
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Post by Cory Trese on Feb 6, 2017 2:33:38 GMT -5
Heh. If you look at that thread you'll see a great example of me being totally wrong about the UI. Hey, the buttons are huge and the screen scrolls now. Who would have guess
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Post by Cory Trese on Feb 6, 2017 2:34:00 GMT -5
Anyway, that entire screen and the slider itself is alpha trash UI that will be completely replaced.
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Post by grÀvling on Feb 6, 2017 3:27:15 GMT -5
On the captain creation screen the back button overlaps the E selection so you cannot read the text in there very well. There is a difference between what the 'pick A B C D E' screen says you will get and what you get when you select a priority.
Attributes:
E: Min 5; Max 26; 30 points to spend -- but the ABCDE screen says: 'added to 10 attribute base'. Looks like the real base is 5. D: Min 8; Max 26; 28 points to spend -- but the ABCDE screen says: 'added to 10 attribute base'. Looks like the real base is 8. C: Min 12, Max 26; 28 points to spend -- the ABCDE screen says: 'added to 12 attribute base'. Looks like that is what we get. B: Min 14, Max 26, 30 points to spend -- the ABCDE screen says: 'added to 14 attribute base'. Looks like that is what we get. A: Min 14, Max 26, 50 points to spend -- the ABCDE screen says: 'added to 14 attribute base'. Looks like that is what we get.
Okay then, I cannot see that a base is any different than a min, and all maxes are 26. From a players point of view, the only difference that we are making with our selections is a) the minimums, and b) the points to spend. Lots of weird other calculations may be going on behind the scenes, where we cannot see it, but from our point of view, if the difference is not visible to us, then it's not real to us either. So if 'base stat' means something different than 'min', something we should really care about, then the UI is not showing it to us.
Was the intent for D that the screen would open with a set of sliders all initially configured at position 10, but I could slide any of them down to 8 if I wanted? Otherwise, I am just confused.
20 more points to spend is one heck of a jump between A and B, especially when all the other jumps are precisely an order of magnitude smaller, with 2 points. Another way to think of this is that you get an extra 2/3 of your B value if you make Attributes A. This profound difference means that I cannot imagine ever deciding that B was the right spot for attributes.
It feels odd for E to have more points to spend than D or C, indeed the same amount as B. My expectation is that min and amount to spend (and base, if that actually means something) would be such for each values A >= B >= C >= D >= E
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Post by saltin on Feb 6, 2017 3:43:22 GMT -5
Not optimal yet but functional,much of it looks kinda nice actually. But to get back to the initial post here is an interesting tid bit: so my contact finally decided my rep was worthy enough for me to show my face into his weapon store and here are the goods offered:
So then it looks like some ranged weapons use the Strength attribute while other use Quickess attribute instead. Also worth mentioning the level 2 weapons are priced identically to the level 1 even though they provide much better armor penetration.
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Post by xdesperado on Feb 6, 2017 3:55:11 GMT -5
Not optimal yet but functional,much of it looks kinda nice actually. But to get back to the initial post here is an interesting tid bit: so my contact finally decided my rep was worthy enough for me to show my face into his weapon store and here are the goods offered:
So then it looks like some ranged weapons use the Strength attribute while other use Quickess attribute instead. Also worth mentioning the level 2 weapons are priced identically to the level 1 even though they provide much better armor penetration. Think the Sniper rifle gets the extra cost because it is Quickness based and not Strength based but I could be wrong.
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Post by fallen on Feb 6, 2017 9:12:49 GMT -5
Took #ST2-3389 to fix the scores and prices of contact sold weaponry. Armor Piercing and Deflection are on a scale from 1-10 in the game, so those are crazy high lol!
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Post by Cory Trese on Feb 6, 2017 14:55:00 GMT -5
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