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Post by Cory Trese on Mar 23, 2011 17:49:37 GMT -5
There will be a ST RPG update tonight including a number of fixes:
* Missions Blocked By Rep REMOVED! All Issues Missions are possible to accomplish when they are given at Palace, Hall or Military Base * Exhaust Shortages (Based on Econ Type, Econ Rating, Resource Type) * Exhaust Surplus (Based on Econ Type, Econ Rating, Resource Type) * Faster Main Map
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Post by Cory Trese on Mar 23, 2011 17:56:23 GMT -5
this "no more blocked" contracts really makes Bounty Hunter WAAAAY more fun to play. No more rejecting contracts =)
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Post by absimiliard on Mar 24, 2011 8:41:50 GMT -5
I agree it'll be a big impactor on bounty-hunter play-style. I'm just not certain yet it's for the better. I do think there's a skill factor in remembering geo-politics well enough to know what contracts to reject and which to take, and that the skill in question is one that makes you a much better bounty-hunter player.
On the other hand, having to remember where you've stashed a cache of stuff is kind of annoying, and I do think that removing some of the early factors (like "creating a new cache on a planet wipes out the old cache") was a good idea. So maybe making this a bit easier will prove to be for the best.
(I expect it probably will be for the best, your track record is pretty solid on choosing what to implement to improve the game-play, maybe I should just bite the bullet and stop playing on Crazy and go up another difficulty if it proves to make things too easy for my Cadar bounty-hunters.)
-abs
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spike
Exemplar
Posts: 360
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Post by spike on Mar 24, 2011 9:48:13 GMT -5
I'm not sure there's much of a skill factor in hitting Status before you trawl for Contracts. I think Cory has done the right thing by removing the frustration factor.
I guess it's still possible for the Contract to be blocked, e.g. if the Star Dock is closed after you accept the Contract?
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Post by absimiliard on Mar 24, 2011 9:59:38 GMT -5
Well, I kind of feel like I do about trade embargoes.
Sure, having a political officer warn you about an embargo is nice. But at the same point knowing to check faction politics before buying/selling at an exchange if you don't have a political officer IS a skill factor in being a successful captain. I'll grant that it's just a quick step, and it's not hard, but a player who checks IS a more skilled player than one who doesn't check. So, while I approve of having an officer warn you about embargoes, I'm not sure I'd wish for a generic "all embargoes get noted when you pull into port" setting unless it was tied to game-difficulty as it would reduce the impact of player-skill on in-game performance.
That said, it is just a few button-pushes (and having the knowledge that such is necessary) so I doubt it's a big deal. I guess it just feels to me like maybe it should only be in play on the easier levels.
After all, one of the things I love most about this game is how damn hard it is. If it hadn't taken me weeks (in real life) and countless captains to get Dark Nemesis I don't think I would have valued it nearly as much. (and hearing my wife sigh and go, "you died again didn't you? Do you ever win that game?" is priceless)
-abs
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Post by Cory Trese on Mar 24, 2011 10:41:00 GMT -5
My issue is now that instead of rejecting the contracts I have stopped looking and Prince Thlun keep sending me deep into Rychart space to land on a planet surrounded by warships hunting my -532 reputation Captain.
I think the geo-political question is now -- with my reputation in that space, can I get to the planet's surface? Instead of "is this contract possible?" it becomes "how hard is this contract?"
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Post by absimiliard on Mar 24, 2011 11:04:10 GMT -5
I suppose that's a fair assessment.
Maybe I don't really concern myself as much with that question since typically my bounty-hunters are Cadarian in outlook.
(which is to say that every enemy ship they encounter landing somewhere is something they view less as an obstacle and more as an opportunity to reload their torpedoes and water/fuel, oh, and a chance to meet new friends by spelling out "I Wuv You Sooooo Much" in morse-code with h-k torps)
-abs
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Post by Cory Trese on Mar 24, 2011 11:17:50 GMT -5
And now the Prince gives you a slight paycut because he has to bribe someone into tricking the target to taking a trip to the spice hall when you land ... so now the bounty hunter who manages to stay above -30 with his targets (hated, but not despised) will make around 20% more money.
Which, I think most people who e-mail me will agree, is more fun than pressing "Reject" =)
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Post by absimiliard on Mar 24, 2011 11:57:06 GMT -5
Fair cop that.
And now I have visions of my captain, and his crew-dogs, desperately chasing a fleeing target across the city. Air-cars evading local police, blaster-bolts singing "innocent" bystanders. (I quote "innocent" because any Cadar captain worth his salt knows in his soul that no one is "innocent")
Desperately both groups race towards the Star Dock, my target attempting to beat my captain and his away team to the safety of his ship while we try to shoot down his speeding air-car. Universally this ends with the target making it to his ship and lifting into orbit . . . .. where my ship awaits him!
(and I say "universally" because I'm Cadar and I really wouldn't be satisfied with catching my target on the ground, h-k torps can't fire in an atmosphere after all)
*combat ensues*
Awesome.
-abs
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Post by Cory Trese on Mar 24, 2011 13:06:09 GMT -5
ABS:
That is essentially the plan for ST RPG II. The Captain plus a team of 4 officers and several "red shirt" crew members can land a shuttle in an urban zone and traverse around on the ground engaged in hostile actions against Faction forces. Exploration becomes a tile-based mini-world where the Captain and crew avoid wild beasts, search hostile territory and deal with puzzles and traps.
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Post by oldalchemist on Mar 25, 2011 10:44:36 GMT -5
There is no winning, only the constant battle to stave off death for one more space day.
OK, I just need to live long enough for STRPG2 to come out....breathe dammit!
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