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Post by noobproductions on Jan 31, 2011 12:56:17 GMT -5
So I have been playing elite like a nut, Im currently playing on Crazy mode, coming up to 20 years with my new capn. I have found a few bugs and just have many questions. Heres a few.
Bug #1: Ive noticed with my past several captains that everytime I upgrade my ship with the Torpedo Control Pods, it gives me double the torpedoes on my ship and then plus 20%. So on my Wave Jammer I got 15 torpedoes, and originally it was 7.
Bug #2: Also I upgraded my Wave Jammer with Battle Prow +5 armor, and it went from 5 armor to 9 armor. What happened to +5?
Q#1: On a different note, how does speed of a ship and agility of a ship affect the gameplay or the combat?
Q#2: Im also getting constantly out-torpedoed even by really weaker and lower level ships. I am playing a military officer and have no quickness, could it be my ship defense sucks and I should just move in for the board kill?
Q#3: Ive noticed some places when you recruit crew it says "Can you trust them?". How does quality of crew affect everything else? Should I recruit in military planets for the best warrior crew? Does that even matter?
Q#4: Why is additional quarters +20 cheaper than external crew pods +15?
And I appreciate if you answer even some of these questions. They have been bugging me for days now. Keep up the great work!
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Post by Cory Trese on Jan 31, 2011 14:36:53 GMT -5
Bug #1: I'll check. Bug #2: I'll check. Highly possible that the labels are wrong and the +4 upgrade is called +5
Q#1: Agility is about engines and pilot. Short and Zero range use agility for test bonuses and nudges.
Q#1b: Speed is about solar and stealth. Medium and Long range use speed for test bonuses and nudges.
Q#2: No quickness is not the issue -- but the skills linked to quickness are critical for ... well doing stuff.
Q#3: Yes it does. We're hoping to add more officers that will be able to provide more insight and additional UX that will help.
Q#4: Because that is the mathematical balance that I have established for the relative value of a +1 Cargo vs. a +1 Crew.
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Post by noobproductions on Jan 31, 2011 15:08:29 GMT -5
Thanks for the answers. But Q#4 has nothing to do with cargo space. Both upgrades add crew.
Again, thanks for the reply and will post again if I find any more issues.
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Post by oldalchemist on Feb 1, 2011 10:36:47 GMT -5
Are you getting your prices from the same Star Dock?
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Post by noobproductions on Feb 1, 2011 11:46:23 GMT -5
I will have to double check, I noticed this several games ago. Will follow up when I hit a planet with both upgrades.
Started a 2nd char as a Pirate on Insane mode!!
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Post by slowtachyon on Feb 1, 2011 12:21:30 GMT -5
Another way you might think of Q#4 (from a real world style perspective) is the difference between adding/changing the configuration of the interior of the ship, as opposed to adding whole new pieces to a ship. "External Crew Pods" implies to me that there are actual additional spaces welded/attached to the outside of the hull of the ship, requiring a reconfiguration of the hull and ship’s structure to support/balance the change in weight and the center of gravity of the ship, especially in atmosphere, or on the ground (in a gravity well). "Additional Quarters" sounds to me simply like a relatively simple (compared to welding new pieces onto the exterior of a ship) ship alteration, taking out bulkheads between crew spaces and converting offices or cargo space into living quarters, etc., without having to change the overall configuration of the ship. I’ve only been playing a little while (and have a TON of things I don't understand yet), but I think it would be reasonable to be able to use these two upgrades together (if you can't already), under this rationale, with the caveat of the "Pods" increasing your signature (through a greater radar cross section, mass shadow, etc). But when I read about it, that's how it occurred to me. It might help that I’m in the Navy, and understand some of the complexities involved in shipalts (as we call them). I hope this provides a less clinical way of looking at the differences than a simple math equation (like I’ve seen it here, I don’t like the idea of Captaining a spreadsheet . *Edited for readability
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Post by Cory Trese on Feb 4, 2011 5:10:21 GMT -5
I tried to use logic and keep the upgrades balanced. it requires a huge spreadsheet ... but in the end I tried to make the upgrades variable, unique and change at least 2 things about the ship.
to come up with those things I thought about all the games of star's edge we played.
cargo pods sound a lot like they're attached to the hull -- but for crew ration, those probably aren't very big -- so : slight increase to signature. However, that does mean some of your crew work/live in external structures ... so: slight increase to accidents. However, having "over crew" increases the number of spare crew, gunner deck crew, boarding defense points ... ect
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