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Post by Deleted on Feb 21, 2017 10:00:14 GMT -5
I had been flying around with 19 refined spice in my cargo hold for over 4 years now. The reason? I could not find any Population or Luxury Population zones belonging to my faction. Just could not find them. I had been in 9 quadrants, and I could not find a place to dump this cargo unless I'm had been willing to take a loss. Thank the great Space Spirit, I finally found one in the most remote quadrant of my galaxy. But, I found it only because I had a mission to that quadrant. Any way, my starting quadrant has this distribution:
5 Orbital zones 2 High Tech Industry zones 1 Population zone 1 Farming zone 4 Wilderness zones
How can this quadrant, or the many like it in my galaxy, be economically feasible? It does not have a good, local trade route. This has been the case for nearly every quadrant I've visited. Several key zones are missing. It seems that there has to be some consideration for this when distributing planets. Trying to establish trade routes between quadrants is usually not feasible.
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Post by fallen on Feb 21, 2017 10:40:34 GMT -5
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Post by Cory Trese on Feb 21, 2017 11:49:33 GMT -5
Sounds like you're having some incredibly bad luck. The odds are against it continuing.
Sad that you're not enjoying the quadrant generator. It has been a real journey designing, testing and finally putting it out there in the alpha.
Hopefully something in future game makes it seem worthwhile for you.
And ... if never does and you're just unable to get into proc-gen games ... we are carefully hand building a map that will be included in the game.
For players who dislike proc-generation systems, that hand-crafted option will be available.
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Post by bookworm21 on Feb 21, 2017 11:52:04 GMT -5
Can you not sell it to an indie world?
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Post by Deleted on Feb 21, 2017 12:20:47 GMT -5
Cory Trese, it isn't that I don't like the proc-gen. That is quite nifty. I'm just surprised about how this one turned out. And, if it is just me with this problem, I guess I'll just have to keep generating maps. Just hate that I will also have to keep generating captains. This particular one is the farthest I've gone at lvl 12 and $100k+. bookworm21, I was finally able to sell it at a luxury population zone of my own faction. The indies that I ran into had law ratings 5+, so it was illegal for me to sell there. I only have 7 indie zones in 20 quadrants. I found 4 of those before I was able to sell it. Rather a sucky map for a pirate. Arrrrrgh.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 21, 2017 12:32:12 GMT -5
This type of problem should be ameliorated once Smuggler is implemented.
By the way, can you sell illegal cargo to a Fixer? [edit: nevermind, I think I have that confused with a Fence.]
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Post by grävling on Feb 21, 2017 12:48:16 GMT -5
This makes me think about something. I think, on the whole, I am mildly unhappy with the officers and captain getting the ability to get new jobs faster. I think it is great for testing, and makes it easier for us to get bigger faster, which is a good thing since it won't be much of an alpha test if it takes a week of gameplay before you can start to do the more difficult missions, hunt real xeno and the like. But I think that were I @earthsuit in the game above, I would be in the unhappy state of discovering that I really need to train some smuggler jobs in my officer cadre long after they are all maxed out.
So I suggest that in the future Custom settings, how quickly your captain and crew get to train new jobs be one of the things that a custom player can tweak. Possible?
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Post by fallen on Feb 21, 2017 12:54:17 GMT -5
So I suggest that in the future Custom settings, how quickly your captain and crew get to train new jobs be one of the things that a custom player can tweak. Possible? No, that will not be possible.
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Post by fallen on Feb 21, 2017 12:55:23 GMT -5
Cory Trese, it isn't that I don't like the proc-gen. That is quite nifty. I'm just surprised about how this one turned out. This is bound to happen if you have a proc-gen system. There are rules and rules, but there is randomness. If we put in so many rules that randomness is removed then you kill the ability for something unexpected and magical to happen (the Inspiring Brute), then we've failed.
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Post by grävling on Feb 21, 2017 13:11:36 GMT -5
So I suggest that in the future Custom settings, how quickly your captain and crew get to train new jobs be one of the things that a custom player can tweak. Possible? No, that will not be possible. sigh. I was afraid of that.
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Post by fallen on Feb 21, 2017 13:20:05 GMT -5
This type of problem should be ameliorated once Smuggler is implemented. By the way, can you sell illegal cargo to a Fixer? [edit: nevermind, I think I have that confused with a Fence.] Fixed / Fence contacts will be grant a Smuggler access to the Black Market.
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Post by Deleted on Feb 21, 2017 13:27:27 GMT -5
....But I think that were I @earthsuit in the game above, I would be in the unhappy state of discovering that I really need to train some smuggler jobs in my officer cadre long after they are all maxed out. My failure in this regard. Trained the Captain as commander instead of smuggler. I might have to kill someone and find better officer material. Arrrrgh ! Speaking of which fallen and Cory Trese , I'm not really in favor of captains being born with two jobs off the bat. For instance, the pirate captain comes out of the birthing vat with both the pirate and swordsman jobs. (I dump swordsmen as a matter of course.) That only leaves me the ability to assign him one more job while officers that I promote from the ranks are more customizable with two open job slots. This really becomes even more of an issue with smaller ships and crew since you are allowed fewer officers.
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Post by fallen on Feb 21, 2017 13:42:37 GMT -5
@earthsuit - thanks for the feedback!
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Post by ChocoCrowbar on Feb 21, 2017 14:06:13 GMT -5
....But I think that were I @earthsuit in the game above, I would be in the unhappy state of discovering that I really need to train some smuggler jobs in my officer cadre long after they are all maxed out. My failure in this regard. Trained the Captain as commander instead of smuggler. I might have to kill someone and find better officer material. Arrrrgh ! Speaking of which fallen and Cory Trese , I'm not really in favor of captains being born with two jobs off the bat. For instance, the pirate captain comes out of the birthing vat with both the pirate and swordsman jobs. (I dump swordsmen as a matter of course.) That only leaves me the ability to assign him one more job while officers that I promote from the ranks are more customizable with two open job slots. This really becomes even more of an issue with smaller ships and crew since you are allowed fewer officers. I agree with this. It limits what the player can do with their captain, since there isn't a way to re-spec a job into another one, you only get to choose that third one. It limits the crazy combinations that you can do, considering the captain won't have a simple ship job.
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Post by fallen on Feb 21, 2017 14:18:23 GMT -5
since there isn't a way to re-spec a job into another one That will be a feature.
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