ryan
Curator
Posts: 47
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Post by ryan on Feb 17, 2011 19:12:15 GMT -5
Hmm, reavers Oh wait, wrong galaxy
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Post by sgtcookie on Feb 18, 2011 4:02:52 GMT -5
Perhaps those derelicts are filled with artifacts?
We all know that narvidian artifacts emit a powerful EM pulse that normal EM shields cannot block. Over time those pulses affects the brain of an individual, by affecting the hippocampus and causing hallucinations in the affected individual which thus causes violent behaviour. A normal ship does not carry that many artifacts and so the damage is minimal, but the captain had better drop off the artifacts before it begins to affect him.
But if a large enough amount of artifacts are on one ship.....
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Post by neodaz on Feb 18, 2011 4:16:21 GMT -5
Hmm, reavers Oh wait, wrong galaxy "oh god, oh god, we're all going to die"
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Post by oldalchemist on Feb 18, 2011 10:43:38 GMT -5
Look, if you put Reavers into this game, I'd better at least get some plastic dinosaurs on the bridge...
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ryan
Curator
Posts: 47
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Post by ryan on Feb 18, 2011 18:09:14 GMT -5
plastic dinosaurs = federal ships chasing you.. I don't think we really want them
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Post by Cory Trese on Feb 19, 2011 1:55:27 GMT -5
Newest version attempts to help the resolution issue you describe in your post. Can you please updated to v3.4.6 and let me know?
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Post by oldalchemist on Feb 21, 2011 11:40:21 GMT -5
I'm going to get chased no matter what. Might as well have some dinosaurs to pass the time.
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Post by lilwhill on Feb 22, 2011 10:30:05 GMT -5
I really would like to see the"take torpedoes" button when taking a new ship also. Really kills me to leave my torps behind when taking over a ship with zero on board! :-)>
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Post by Cory Trese on Feb 24, 2011 23:51:47 GMT -5
The in-game world specifies that these types of weapons are specially configured and loaded at a Stardock in a fixed number of tubes and launching systems across the ship. Looting torpedos is a common feature request and is on my list. I just decided to leave it out during design. maybe a mistake
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Post by oldalchemist on Feb 25, 2011 11:13:39 GMT -5
How about carrying extra torps in the hold? Those things are very expensive and would be prime salvage. If I raid a ship, am I going to take the atomic weapons or the coat closet?
Of course, that's bad news if your enemy scores a hit that damages the hold and you're carrying spare torps....
Don't allow hold torps to be loaded except at a dock or repair camp maybe?
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Post by nephareus on Feb 26, 2011 6:34:43 GMT -5
This is my first post. Let me start by saying that I absolutely love this game and have been hooked since I started playing it. Within an hour of playtime I had purchased the Elite version. Although I have only been playing this particular game for a little over a week, it very much reminds me of a game I played on PC about a decade ago (I think it was a Star Trek game actually). Now, reading your forums and such it seems you are very in touch with your players and very responsive to your community, and I gather this is the place to talk about ideas for improvement. I'm not the type to suggest huge overhauls, so don't expect that from me. But I do have some minor improvement ideas. I definitely like the idea of factions battling it out with or without the help of the captain for things like routes and planetary bases. Perhaps there is a way and I haven't figured it out yet, but it would be nice to be able to, say, pay a transport fee to have ships moved from one dry dock planet to another, rather than purchasing a low-end ship and moving them between dry docks yourself. I see a "take all" is in development for exploring and harvesting, and am definitely excited about that. Along these lines, how about an option to offload all non-fuel cargo at planetary Exchanges? Say you defeated something and you really don't have use for the extra stuff it was carrying, or even harvest it, it would maybe help if you could just "sell all non-essential" it somehow perhaps? For that matter, couldn't this sort of feature be used if you just want to dump all non-essential cargo also? Say, to get rid of a small amount of multiple items to make room for large amounts of more valuable items? The final thing I would like to see is the ability to see more stats of planets you have previously visited when you click on them, ie the screen to set waypoints also listing danger rating, treasure rating, urban 'star' ratings, etc. It'd just be nice not to have to travel back halfway across the galaxy to remember ratings for planets you have already been to. (Edit: I have found an Excel spreadsheet on the forums that details more of this info, but it would still be nice to have an in-game, consistently up-to-date version for visited planets) Hope this all makes sense. Can't wait to see what new ideas and challenges this game presents as it progresses!
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Post by Cory Trese on Feb 26, 2011 15:35:44 GMT -5
nephareus -- Welcome to Star Traders and the forums! Glad to have you here. We are indeed working on a "Take All" feature for all inventory operations. Hopefully the same update will include ship-to-ship cargo transfers in the Dry Dock. I will put the "pay to move ship" idea on the list -- it is an interesting one that will require some programming to ensure that you don't move ship's between Faction and Independent or between Factions at war. There would be a cool new advantage to using Conflicts -- perhaps an Alliance allows for free ship transfer for military officers of either Rank. I have also added the "galactic atlas" to the list. Similar things have been suggested before but I think this request is smaller and provides a reasonable stepping stone for future features.
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Post by nephareus on Feb 26, 2011 16:28:51 GMT -5
Just a thought seeing your ideas on the ship transfer, but if it's going to require a large amount of change, perhaps an independent/non-faction mercenary group could be handling these? If other features I have seen mentioned in the forums are implemented also, such as ability to hold a smaller ship inside bays of larger ones, this could open up a whole new set of contracts, ferrying/escorting ships for other pilots as well. The tractor beam upgrade I have seen mentioned might simplify this a little. Faction wars and things of that nature could actually then be used as incentive, kind of like smuggling, only with ships. I'm not sure how all of this would affect fuel consumption, but it could make for a whole new layer and challenge to gameplay, playing as a ship smuggler. As for simply paying for the transfer, maybe it would just cost a ridiculous amount to pay smugglers to move one of your ships across war lines. Just some possibilities I came up with.
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darkmonk
Curator
[ Elite & Heroes of Steel Supporter ]
Posts: 72
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Post by darkmonk on Feb 27, 2011 5:27:29 GMT -5
A small thought of mine, what about faction v. Faction relations? Are there plans in the works to possibly implement a system similar to their relations with the Captain? If so, that'd make it much more easy to know when would be a good time to hit someone hard, or when you could hold back and build relations again until they stopped being buddies with the Javat
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Post by oldalchemist on Feb 28, 2011 12:21:50 GMT -5
I think you need to look at the conflict screen. You're talking about Solar Wars and Alliances.
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