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Post by resistor on Mar 18, 2017 3:02:46 GMT -5
So I started a new game with 40 Quadrants and 6 Starting Contacts. My starting quadrant was on one end of the map, and one of my contacts was on the other end. He was literally at the other end of the universe!
I don't think it makes a lot of sense to have a starting contact that you need to make 14 jumps to get to.
I suggest starting contacts shouldn't spawn more than 5 jumps away
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Post by fallen on Mar 18, 2017 10:48:19 GMT -5
thanks! on our list.
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Post by Cory Trese on Mar 18, 2017 11:21:01 GMT -5
I like the current distribution -- but that is probably because it is very helpful for my play style.
Not sure how to address both groups, people who need Contacts to be more than 5 and people who want them to be less than 5.
This could be a starting character option? Not sure yet how to address...
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Post by bookworm21 on Mar 18, 2017 12:15:01 GMT -5
Maybe the more starting contacts you take the more distributed they get?
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Post by Cory Trese on Mar 18, 2017 13:06:56 GMT -5
Maybe the more starting contacts you take the more distributed they get? It does this, yes. My question is about the contacts that are currently scattered when you take 6.
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Post by MintDragon on Mar 18, 2017 13:14:29 GMT -5
I like the current distribution -- but that is probably because it is very helpful for my play style. Not sure how to address both groups, people who need Contacts to be more than 5 and people who want them to be less than 5. This could be a starting character option? Not sure yet how to address... Yah, I think playing style is a great way to look at it. I don't mind the spread distribution, kind of look at it as a reason to explore. Asking a lot, but it would be really cool if there were a reason for the faraway contact (special weapon, mission or ??) rather than a distribution equation.
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Post by grävling on Mar 18, 2017 14:16:58 GMT -5
If you make one of your officers a merchant, or take that talent yourself, and take a contact-finding talent, you will be so drowning in contacts before long that the result -- lots of talents all over the place -- will look the same no matter how spread out your first six contacts are. The question is, will resistor whose tablet picked a most inconvenient time to die, and thus is a bit late to this party keep on wanting 6 contacts at startup, or will he soon decide that he has better uses for his B slot than contacts?
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Post by bookworm21 on Mar 18, 2017 15:07:16 GMT -5
Maybe the more starting contacts you take the more distributed they get? It does this, yes. My question is about the contacts that are currently scattered when you take 6. somehow read your original post as referring to 5 jumps away, my apologies *facepalm*
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Post by resistor on Mar 19, 2017 0:07:10 GMT -5
If you make one of your officers a merchant, or take that talent yourself, and take a contact-finding talent, you will be so drowning in contacts before long that the result -- lots of talents all over the place -- will look the same no matter how spread out your first six contacts are. The question is, will resistor whose tablet picked a most inconvenient time to die, and thus is a bit late to this party keep on wanting 6 contacts at startup, or will he soon decide that he has better uses for his B slot than contacts? I'm trying a Bounty Hunter build in the Juror-class ship. Officer job slots and talent slots are pretty limited. I might be able to squeeze in a Merchant job, I'll try it on my next play through. The reason I chose to have 6 starting contacts is because if I chose to have only 4, they would all be Steel Song, and I want to be able to do missions for, and have good rep with, more than one faction.
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Post by grävling on Mar 19, 2017 0:18:11 GMT -5
If you make one of your officers a merchant, or take that talent yourself, and take a contact-finding talent, you will be so drowning in contacts before long that the result -- lots of talents all over the place -- will look the same no matter how spread out your first six contacts are. The question is, will resistor whose tablet picked a most inconvenient time to die, and thus is a bit late to this party keep on wanting 6 contacts at startup, or will he soon decide that he has better uses for his B slot than contacts? I'm trying a Bounty Hunter build in the Juror-class ship. Officer job slots and talent slots are pretty limited. I might be able to squeeze in a Merchant job, I'll try it on my next play through. The reason I chose to have 6 starting contacts is because if I chose to have only 4, they would all be Steel Song, and I want to be able to do missions for, and have good rep with, more than one faction. Remember that you don't have to _keep_ your merchant officer. One of your starting officers probably looks like somebody you will be going to replace sooner or later, so stick the merchant job on him or her. Take the starting talent that reveals contacts. Fly around, spice a lot, and when your contact list looks more filled out, replace.
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Post by resistor on Mar 19, 2017 16:38:05 GMT -5
I'm trying a Bounty Hunter build in the Juror-class ship. Officer job slots and talent slots are pretty limited. I might be able to squeeze in a Merchant job, I'll try it on my next play through. The reason I chose to have 6 starting contacts is because if I chose to have only 4, they would all be Steel Song, and I want to be able to do missions for, and have good rep with, more than one faction. Remember that you don't have to _keep_ your merchant officer. One of your starting officers probably looks like somebody you will be going to replace sooner or later, so stick the merchant job on him or her. Take the starting talent that reveals contacts. Fly around, spice a lot, and when your contact list looks more filled out, replace. Tried having a Merchant officer in my most recent game, and I noticed most of the contacts from the contacts-from-spice talent were Merchants. Eventually replaced that officer with a Pirate/Doctor/Diplomat, because high level E-Tech and Nav talents give contacts anyway.
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Post by grävling on Mar 19, 2017 16:43:28 GMT -5
Hmmm, I wasn't aware of a bias towards Merchant contacts. Will keep looking to see if things have changed with .31
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Post by resistor on Mar 19, 2017 16:46:54 GMT -5
Hmmm, I wasn't aware of a bias towards Merchant contacts. Will keep looking to see if things have changed with .31 It might've just been a coincidence that I got mostly Merchants, but it does make sense for it to have a Merchant bias, considering it's from the Merchant job
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Mar 19, 2017 17:09:19 GMT -5
Probably just a coincidence. I get all sorts of Contacts in my games.
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