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Post by Cory Trese on Feb 6, 2017 1:38:14 GMT -5
We are reaching the end of the very first week of the Star Traders 2 Alpha. We're having a great time, and on behalf of both Cory Trese and fallen , I just want to say "Thank you for participating!" Phase 1, Week 1 By the Numbers- 4,700 Talents have been purchased for Officers and Captains
- 2,800 Sessions Played
- 1,900 Crew recruited in Spice Hall
- 1,200 Missions have been completed
- 865 Crew have been killed in Combat
UpdatesWe've done one update in Phase 1 and we will have more. Phase 1 Update 3 (1.0.19) will be a breaking change, requiring you to re-install / delete saved games. We will try to avoid doing this as much as possible, but some of the features we added this week based on alpha feedback required changes to the saved game format. Sorry! Phase 1 ProgressPhase 1 progress has been slower than we had hoped -- we had a lot of bugs and platform issues to fix. We hope to pick up the pace next week and deliver on even more features. We know that the alpha team cannot keep playing the same build indefinitely and continue to add value (or stay excited!) So we're going to be splitting our time between Phase 1 updates and Phase 2 features. Twitch & YouTubeNow that Phase 1 emergency bug fix mode seems to be settling down a bit, we're going to be making time for Twitch and more YouTube content for Star Traders 2. Our Twitch channel will be a bit of an experiment, we've never done streaming before. I'll be streaming development and playing our games, fielding questions and doing live demonstrations / help sessions. The channel will target Kickstarter backers, but all are welcome.
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Post by grävling on Feb 6, 2017 1:43:19 GMT -5
Can't wait!
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Post by xdesperado on Feb 6, 2017 1:46:22 GMT -5
Think I've recruited most of those 1900 crew Have a bad habbit of saying I don't like your attributes/talents, your fired then cycling through 10 or 20 more recruits looking for attributes I like...
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Post by Cory Trese on Feb 6, 2017 1:47:48 GMT -5
Think I've recruited most of those 1900 crew Have a bad habbit of saying I don't like your attributes/talents, your fired then cycling through 10 or 20 more recruits looking for attributes I like... We worried people would do that The metric only measures ones you keep. There is a resource counter that's not fully implemented the limits the number of Recruits per 100 turns per world. This will keep people from feeling like they need to cycle for RNG.
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Post by xdesperado on Feb 6, 2017 2:13:23 GMT -5
Think I've recruited most of those 1900 crew Have a bad habbit of saying I don't like your attributes/talents, your fired then cycling through 10 or 20 more recruits looking for attributes I like... We worried people would do that The metric only measures ones you keep. There is a resource counter that's not fully implemented the limits the number of Recruits per 100 turns per world. This will keep people from feeling like they need to cycle for RNG. By the way certain traits currently are automatic your fired for me, specifically the Mysterious one that makes finding the remaining ones harder...long game will that be something that could potentially turn into a great set of traits or will it always be a bad thing that costs you not only a potentially good trait but makes learning the others which could also be bad harder?
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Post by Cory Trese on Feb 6, 2017 2:32:02 GMT -5
Mysterious can hide the very best traits in the game, or the worst. It has a built in advantage that means they their traits, once found, tend to develop better. Mysterious is a gamble, if it pays off it is worth it. If it isn't, you might have invested a lot of time into someone unstable or greedy.
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Post by johndramey on Feb 6, 2017 2:44:05 GMT -5
I honestly never really considered doing what xdesperado has done, I figured that the stats would be nice, but not hugely important for my crew. After all, we are all parts of the whole, and having a happy and healthy ship is more important. I've been largely staying away from combat, which is pretty par for the course for me. Even in ST, I tended to prefer the less combat oriented builds (spy/explorer/merchant), so I'm not acting weird. I will say that I'm totally happy tooling around in Phase 1, so don't feel too pressed. I cannot wait to see what is in store for us, though.
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Post by Cory Trese on Feb 6, 2017 2:51:18 GMT -5
I'm really excited that we will be able to provide for a wide variety of play styles.
You are correct about the attributes. The aggregate, and managing it correctly, is what will really matter long game.
But, as with any aggregate system, a strategy of min/maxing every sub-element can pay off in spades.
We intend to offer this for power players. It just will not include grinding RNG in Crew Recruit so you can get 29 on all Attributes.
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Post by xdesperado on Feb 6, 2017 3:08:23 GMT -5
Mysterious can hide the very best traits in the game, or the worst. It has a built in advantage that means they their traits, once found, tend to develop better. Mysterious is a gamble, if it pays off it is worth it. If it isn't, you might have invested a lot of time into someone unstable or greedy. Sort of what I expected to hear and good to know when we get to phase 3, release stage of things that I'll have a reason not to automatically axe a crew member for that reason.
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Post by xdesperado on Feb 6, 2017 3:11:32 GMT -5
I honestly never really considered doing what xdesperado has done, I figured that the stats would be nice, but not hugely important for my crew. After all, we are all parts of the whole, and having a happy and healthy ship is more important. I've been largely staying away from combat, which is pretty par for the course for me. Even in ST, I tended to prefer the less combat oriented builds (spy/explorer/merchant), so I'm not acting weird. I will say that I'm totally happy tooling around in Phase 1, so don't feel too pressed. I cannot wait to see what is in store for us, though. Part of the steady stream of recruitment is also for building up my contacts as at least one of my officers always has Merchant as a second job and the Friendly Banter talent which requires at least one new recruit every 30 turns.
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Post by johndramey on Feb 6, 2017 3:26:56 GMT -5
Now I didn't even think of doing that to get contacts. You're a genius, xdesperado. "Sorry Neil, you've been great and we have absolutely no problems with your performance. We just, you know, want to had to the spice hall and schmooze. You're fired!"
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Post by grävling on Feb 6, 2017 3:57:38 GMT -5
Now I didn't even think of doing that to get contacts. You're a genius, xdesperado. "Sorry Neil, you've been great and we have absolutely no problems with your performance. We just, you know, want to had to the spice hall and schmooze. You're fired!" You are too kind. Over here with Captain Skinflint the situation is -- " Neil! You've been great and we have absolutely no problems with your performance as an On Station Rat with electronics skills. But you know, we could really use your skills next time we head out to dig up alien artifacts."
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Post by grävling on Feb 6, 2017 3:59:30 GMT -5
We are reaching the end of the very first week of the Star Traders 2 Alpha. We're having a great time, and on behalf of both Cory Trese and fallen , I just want to say "Thank you for participating!" And I want to thank you both for a really cool time playing with what is already way too much fun.
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Post by Brutus Aurelius on Feb 6, 2017 7:18:04 GMT -5
A twitch stream sounds awesome!
And those numbers are amazing for the first week!
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Post by Officer Genious on Feb 6, 2017 9:13:35 GMT -5
Mysterious can hide the very best traits in the game, or the worst. It has a built in advantage that means they their traits, once found, tend to develop better. Mysterious is a gamble, if it pays off it is worth it. If it isn't, you might have invested a lot of time into someone unstable or greedy. How prevalent is the mysterious trait, and what are the best ways of finding out traits? I swear I have like 3 people starting out mysterious every time I start a game...
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