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Post by xdesperado on Feb 5, 2017 3:10:00 GMT -5
Any chance we can get rid of the 30 turn cool down for ship combat talents?
Just make them use once per crew with talent per fight.
Have lost so many fights because I got jumped by a second ship before they had refreshed so had no talents to use while enemy had full set.
While we're at it I'd love an option as to when I use non combat talents or don't use them. Example: my mechanic can get me a discount on repairs every 30 turns, I pull into port and and have some minor dings from the trip so spend a few hundred credits repairing the scratches and my mechanic discounts that. Pulling out of port I get hit by a pirate attack and have serious combat damage that I have to either pay full cost on repairs or stagger around the galaxy hoping I can live long enough for my mechanics talent to refresh.
Example: My E-Tech has Signature Jammer and I get in a fight with a Cadar ship. Cadar wants my head on a spike so I really don't care about how this encounter affects my reputation with them, however the run in with an Alta Mesa ship I have next who are supposed to be my friends it would be very useful for but nope it got burned 29 turns ago in that encounter with the Cadar.
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Post by grävling on Feb 5, 2017 3:11:28 GMT -5
WHAT HE SAID. give 10 likes if I could.
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Post by Cory Trese on Feb 5, 2017 12:48:37 GMT -5
Awwwww, that is a bummer. This is the design for the game. Hopefully the later phases will convince you that we've made the right choices. Talents are divided into active and passive, ones that you control are active and you pick when to activate them. Talents that are passive are automatically activated at the appropriate time. The situation xdesperado describes is better suited by an active pre-amble talent, rather than a passive draw talent. I guess if you don't like Signature Jammer, probably don't buy it?
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Post by grävling on Feb 5, 2017 12:54:25 GMT -5
Well, combat is so frustratingly difficult on Android, right now, that I will hold off on final judgement until later, but having just lost another captain due to having my hull destroyed, I can tell you the experience of sitting around watching your crew do nothing because all the things they could do are cooling down is no fun at all.
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Post by Cory Trese on Feb 5, 2017 13:33:01 GMT -5
Right on. Hopefully we can get some progress on those Android issues soon.
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Post by xdesperado on Feb 5, 2017 16:03:05 GMT -5
Right on. Hopefully we can get some progress on those Android issues soon. I'm on PC and have the same issue. Also I like those talents, I mentioned and some others, just very much would like to be able to deploy them at my discretion as opposed to as soon as cool down is finished I'm blasting this talent again even if it is wildly inappropriate and a total waste.
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Post by Cory Trese on Feb 5, 2017 16:05:23 GMT -5
Right on. Hopefully we can get some progress on those Android issues soon. I'm on PC and have the same issue. Also I like those talents, I mentioned and some others, just very much would like to be able to deploy them at my discretion as opposed to as soon as cool down is finished I'm blasting this talent again even if it is wildly inappropriate and a total waste. We might convert some of the passive talents to active ones. Then again, we might convert some of the active talents to passive ones. The passive talent system is so critical to the game's design working. I'm sorry that phase 1 hasn't convinced you, but I really think that by the time we release the game we will have won over every doubter of the talents engine. Until that point comes, I'd suggest you personally ( xdesperado) just build Crews with less passive talents.
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Post by Cory Trese on Feb 5, 2017 16:09:52 GMT -5
The Android issue is that you don't have mouse hover, so Ship Combat talents are a little harder to use if you don't look at the icons ahead of time.
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Post by Cory Trese on Feb 5, 2017 16:11:03 GMT -5
We might convert some of the passive talents to active ones. Then again, we might convert some of the active talents to passive ones. The passive talent system is so critical to the game's design working. I'm sorry that phase 1 hasn't convinced you, but I really think that by the time we release the game we will have won over every doubter of the talents engine. Until that point comes, I'd suggest you personally ( xdesperado) just build Crews with less passive talents. Ah, you mean that you might convert some of the passive ones to active? 'Cause its the lack of control over the passive ones that are giving me serious, unrelenting grief right now. We might, but truly the passive -> active conversion route is a gauntlet of design evaluations that strip out almost all applicants. I'm going to stick with this: The passive talent system is so critical to the game's design working. I'm sorry that phase 1 hasn't convinced you, but I really think that by the time we release the game we will have won over every doubter of the talents engine.
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Post by Officer Genious on Feb 7, 2017 9:28:26 GMT -5
I was going to agree with GRAVLING, but I'm willing to see what happens.
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Post by Cory Trese on Feb 7, 2017 11:14:59 GMT -5
I mean grävling and xdesperado are probably right about some of these talents. I really like the design, but that doesn't mean it is perfect. Some talents, hopefully we can agree, we all like as passive? Like Ship Ops Skill Save.
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Post by xdesperado on Feb 7, 2017 14:37:48 GMT -5
I mean grävling and xdesperado are probably right about some of these talents. I really like the design, but that doesn't mean it is perfect. Some talents, hopefully we can agree, we all like as passive? Like Ship Ops Skill Save. Some talents are great as passives and I have no issue with them staying as such. However there are some that currently are passives that I feel would be better off getting deployed only when a player agrees to it otherwise the player is liable to feel frustrated and that they are not getting the full value out of their talents.
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Post by fallen on Feb 7, 2017 14:40:40 GMT -5
Thanks for the feedback, I can see the argument to give more control to the player on some of these discount talents. Perhaps we can modify the rules of the Talent so that they don't fire in small situations, such as Repair discount Talent only fires if the cost of repairs is over $2,000.
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Post by bobc on Feb 7, 2017 15:00:47 GMT -5
The merchant has a talent that seems to really fit in here; it is a passive talent that increases the value of a contract and triggers when the contract is viewed. Unfortunately, if the first couple of contracts are discarded because of no passenger cabin or too many jumps away, the talent often goes to waste. It would be really good if the talent would enable the price to be haggled after acceptance of the contract.
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Post by MintDragon on Feb 7, 2017 15:08:51 GMT -5
At this stage, the cooldowns don't bother me. Seems more like a potential balance issue, but we won't know til we have a more complete game.
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