|
Post by Officer Genious on Feb 10, 2017 11:01:51 GMT -5
So I dunno about everyone else, but all my contracts for deliveries 3+ jumps away still only give 20-odd weeks to fulfill. I can barely squeak in under that time. Can we get an additional 10 weeks or so per jump?
|
|
|
Post by Alex Fury on Feb 10, 2017 11:06:23 GMT -5
Yeah, part of what makes those multi-stop contracts almost impossible to fill without going overdue
|
|
|
Post by fallen on Feb 10, 2017 11:52:25 GMT -5
Interesting - yes, we are meticulously tracking a field called "Duration Bonus due to Jump Distance" but it is never used in the logic.
I took #3426 to loop this into the logic.
|
|
|
Post by Cory Trese on Feb 10, 2017 12:00:16 GMT -5
Yeah, part of what makes those multi-stop contracts almost impossible to fill without going overdue Average completion rate for 3+ Jump Missions during the alpha has been above 75%
|
|
|
Post by Officer Genious on Feb 10, 2017 13:28:46 GMT -5
Yeah, part of what makes those multi-stop contracts almost impossible to fill without going overdue Average completion rate for 3+ Jump Missions during the alpha has been above 75% are you counting the ones with multiple stops outside the system? Like a system 2 jumps away, and then another jump after that?
|
|
|
Post by ntsheep on Feb 10, 2017 13:45:47 GMT -5
Besides running very short or out of time, I'm still seeing very, very low pay for some multi jump contracts. 3 jumps away and only being paid $1500.00 Fuel cost $2000.00, crew pay couple hundred, doctor bills, repairs, spice and entertainment. There's no way to turn a profit. There has been only one game where I technically died, got into a battle and was told after it was over, if this had been a higher difficulty I would have died. Every other game I've played has been a restart due to no longer having money or a few bugs. Don't get me wrong here, things are going great with the alpha. I'm enjoying it and it's getting better with each release.
|
|
|
Post by En1gma on Feb 10, 2017 14:16:00 GMT -5
Lol, is there a way to ramp up the number of jumps gradually? My last captain I just abandoned because he had an 8 jump contract at level 7 (the only ones paying well enough to warrant taking were 8 jumps, the other was a 5 jump for under 8k), got all the way back and realized that the next step was actually in the next quadrant over from the pickup.
Ideally, jumps could start ramping up slower than they are right now, especially if we are only going to be given 3-4 to choose from by our contact. To be forced 5+ systems out on Basic after turn 100 is really too tough I think.
|
|
|
Post by fallen on Feb 10, 2017 14:22:12 GMT -5
As mentioned, we'll keep trying to improve. The easy-mission-mode that was added to create local jumps for the first 250 turns was a stop gap. We're working on improving the curve after that.
In fact, I'm signing off the forum now to spend a few hours heads down on missions.
|
|
|
Post by Cory Trese on Feb 10, 2017 22:24:16 GMT -5
Lol, is there a way to ramp up the number of jumps gradually? My last captain I just abandoned because he had an 8 jump contract at level 7 (the only ones paying well enough to warrant taking were 8 jumps, the other was a 5 jump for under 8k), got all the way back and realized that the next step was actually in the next quadrant over from the pickup. Ideally, jumps could start ramping up slower than they are right now, especially if we are only going to be given 3-4 to choose from by our contact. To be forced 5+ systems out on Basic after turn 100 is really too tough I think. None of that sounds too hard to me, but I guess I'm over estimating. People seem to be kicking butt in v1.0.19 but there is so much to do. A few hours ago fallen and I zeroed in on a bunch of really bizzaro bugs in the mission system that were firing on small percentages of generated missions. Those bugs were giving out some really crazy missions about 15% of the time and that wasn't helping things. We're working on progression, but the game is a multi-mode sandbox -- everything is scarcity boxed, even missions. There is intent there.
|
|
|
Post by grävling on Feb 10, 2017 22:38:30 GMT -5
What does "everything is scarcity boxed" mean?
|
|
|
Post by fallen on Feb 11, 2017 1:11:23 GMT -5
Interesting - yes, we are meticulously tracking a field called "Duration Bonus due to Jump Distance" but it is never used in the logic. I took #3426 to loop this into the logic. Fixed. Job durations are now reactive to HW jumps.
|
|
|
Post by grävling on Feb 11, 2017 1:12:55 GMT -5
Interesting - yes, we are meticulously tracking a field called "Duration Bonus due to Jump Distance" but it is never used in the logic. I took #3426 to loop this into the logic. Fixed. Job durations are now reactive to HW jumps. and the cheers ring out all over the world ... Thank you (signed, my exhausted crew)!
|
|
|
Post by Cory Trese on Feb 11, 2017 1:47:41 GMT -5
What does "everything is scarcity boxed" mean? That's some bad shorthand. I should re-read my posts more often. I was trying to communicate the desire, in the design, to put limits on the availability of resources to drive certain player behaviors (like mobility, variety of action, risk management.) This type of resource exhaustion / refreshing is the scarcity, and it puts a box (defined limits) around all the resources. I'm not saying the v1.0.19 missions generator was working very well -- but I was mostly talking about the limited number of missions that a certain contact is willing to give a single Star Trader.
|
|
|
Post by grävling on Feb 11, 2017 1:52:10 GMT -5
Thank you for explaining.
|
|
|
Post by fallen on Feb 11, 2017 14:34:47 GMT -5
While it has unfortunately required saved game format changes, we have achieved a smooth sliding scale. No more "No Jumps" to "5 Jumps" suddenly. 0, 1, 2, 3, 4, 5 ... and everything in between, but the maximum cap is now properly set.
|
|