Post by daveal on Jun 14, 2020 17:14:36 GMT -5
I did a playthrough on "hard" with a spy/electronics focused build. Here's some feedback.
a. Generally, I didn't feel like the build was effective at escaping combat. With few command dice, all the enemy shots would hit in round 1, resulting in damage even as I escaped. I had 50 electronics (strong) dice and about 50 command (standard) dice in a fast ship (23 speed). Even though my RP for the game was "nothing military", the quartermaster and engineer eventually talked the captain into hiring two commanders. The additional 20 standard dice (2x level 10 recruits on a level 20+ crew) seemed to make all the difference. Maybe it was "right on the edge" of being effective.
b. I didn't fire any weapons, why does this combat log show the enemy paladin cruiser took damage?
c. I'm not sure if this is a bug, but I've never seen a mission which didn't have any skill choices. Usually I could do a stealth+electronics roll with a stealth save, etc. Are there conditions where all of those can be unavailable?
d. What is the point of a "web of conspiracy" success card? It's handy to learn multiple rumors at once, I guess, but these are just randomly generated, right? There is no actual conspiracy and no relation between the rumors.
e. Bug (lack of updating) on trade conflict score when selling intel. As a spy, I have a set of intel to sell, several of which go to an active conflict where my contact is involved. The panel displays the current conflict score, "Rychart is winning by 11". Now I sell, and the sell panel says it raised their conflict score by 4. Continuing in the same panel, I go to sell another intel, but the score still displays "11". It hasn't updated. The correct display is "15". However, if I exit the screen, go back to the contact panel, and enter the sell dialog again, now it has updated to display the correct conflict score "15".
f. Missing comma in dialog when somebody calls down the Werewolf BH and I pay them off.
a. Generally, I didn't feel like the build was effective at escaping combat. With few command dice, all the enemy shots would hit in round 1, resulting in damage even as I escaped. I had 50 electronics (strong) dice and about 50 command (standard) dice in a fast ship (23 speed). Even though my RP for the game was "nothing military", the quartermaster and engineer eventually talked the captain into hiring two commanders. The additional 20 standard dice (2x level 10 recruits on a level 20+ crew) seemed to make all the difference. Maybe it was "right on the edge" of being effective.
b. I didn't fire any weapons, why does this combat log show the enemy paladin cruiser took damage?
c. I'm not sure if this is a bug, but I've never seen a mission which didn't have any skill choices. Usually I could do a stealth+electronics roll with a stealth save, etc. Are there conditions where all of those can be unavailable?
d. What is the point of a "web of conspiracy" success card? It's handy to learn multiple rumors at once, I guess, but these are just randomly generated, right? There is no actual conspiracy and no relation between the rumors.
e. Bug (lack of updating) on trade conflict score when selling intel. As a spy, I have a set of intel to sell, several of which go to an active conflict where my contact is involved. The panel displays the current conflict score, "Rychart is winning by 11". Now I sell, and the sell panel says it raised their conflict score by 4. Continuing in the same panel, I go to sell another intel, but the score still displays "11". It hasn't updated. The correct display is "15". However, if I exit the screen, go back to the contact panel, and enter the sell dialog again, now it has updated to display the correct conflict score "15".
f. Missing comma in dialog when somebody calls down the Werewolf BH and I pay them off.