athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jul 28, 2013 19:08:27 GMT -5
Yeah, I feel like that's not quite enough to make up for additional rations and wear-and-tear.
Another point is that if the commission requires you to sail against the wind across sectors, it should pay 50-100% more in comparison.
Even within the same sector, one that requires 10 units of travel compared to 50 units should also have scaled pay. Of course, this will have to wait until the distance calculations are worked out.
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Post by Deleted on Jul 28, 2013 20:46:30 GMT -5
Yeah, I feel like that's not quite enough to make up for additional rations and wear-and-tear. Another point is that if the commission requires you to sail against the wind across sectors, it should pay 50-100% more in comparison. Even within the same sector, one that requires 10 units of travel compared to 50 units should also have scaled pay. Of course, this will have to wait until the distance calculations are worked out. Don't know if it's possible for the game to know that in advance, especially considering wind direction might change. If wind direction was constant however and the game could predict that, that would definitely make sense
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Post by baldielocks on Jul 29, 2013 14:37:49 GMT -5
Sand box captain. insane difficulty. Swash buckler. Caldari faction with 4797 Dr p. Level. 32 with 32 years. The problem for me is the huge range in commission. This is my record. 2k! But here is a low one. I've seen as low 491 for a deep sea, two maps away. Attachments:
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Post by grävling on Jul 29, 2013 15:38:46 GMT -5
I think that things that are due -- very soon now -- should pay better than things that you can accomplish over the next 4 years.
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Post by baldielocks on Jul 29, 2013 17:10:52 GMT -5
That was. ... cryptic?
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jul 29, 2013 17:16:04 GMT -5
I think she means commissions with stricter due dates should have higher pay. Good idea.
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Post by Lt. Hathaway on Jul 29, 2013 17:23:59 GMT -5
When this is all working and stable, you might want to allow (on high difficulty levels,) some super high paying contracts that are intentionally impossible. Just to keep folks on their toes!
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Post by grävling on Jul 29, 2013 22:21:27 GMT -5
What I mean is that if you want this message delivered in 100 days, and the place is 125 days worth of sailing away, then you more or less have to drop everything to do it. This should pay more than -- Oh, you want that delivered to Tayport? Well, once I am done with my usual trade work in Dunbar and Dunbeath, I am going there anyway, so as long as you aren't in too much of a hurry I could drop it off then.
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Post by Deleted on Jul 29, 2013 22:53:12 GMT -5
Well we can all agree on one thing... increase commision pay!
- raise the base commission pay - raise the commission pay with rep and rank - raise the commission pay if it's more difficult ( father away, against wind distance, higher than normal signature, harder contract type, expires sooner, harder than normal bounty target) - make salvage values and sell prices worse as well as commission pay for higher difficulties so it doesn't feel like commission pay is the only one getting the boot
however you do it, just allow sailors to be able to get more silver for commissions
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Post by Deleted on Jul 29, 2013 22:59:56 GMT -5
I haven't acheived this rep yet, but I feel the same. I think we may need some treasure ships in the game. I want to capture one of the Spanish Treasure ships. en.wikipedia.org/wiki/Spanish_treasure_fleet(Of course this may be what the Pirate unfinished story line is about.) Personally, for a tutorial I think that there is too much grinding. Something that stopped, with success at 5K, would be better. Then you could go off and do a Pirate tutorial, or a Knight tutorial or what have you. But I think that for a tutorial you want something that can be done in a few hours time. Wait, the tutorial for the second and third captain is like two seconds. Its so short in fact that one if my requests is to make it longer. Are you saying that the first cousin has a tutorial that's not only much longer, but hours longer to the point that it's too long? Perhaps a longer tutorial for the other two captain choices and an option to turn off tutorials for the first captain choice?
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Post by grävling on Jul 29, 2013 23:27:46 GMT -5
? ? ?
I only get one tutorial, the Nathanial Sveet one, which is called a Merchant Tutorial. The other 2 captains are just 'sandbox male' and 'sandbox female'. I wish there was a Pirate Tutorials and a Knight one, etc
And the NS one I hadn't finished yet, after playing for more than a week. Way too long, in my opinion. If it stopped after the 'raise 5K' and then moved to a screen where you could choose to a) continue this story over here or b) start a different tutorial character (who hasn't been written yet) or c) start a sandbox character.
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Post by Deleted on Jul 30, 2013 17:24:50 GMT -5
? ? ? I only get one tutorial, the Nathanial Sveet one, which is called a Merchant Tutorial. The other 2 captains are just 'sandbox male' and 'sandbox female'. I wish there was a Pirate Tutorials and a Knight one, etc And the NS one I hadn't finished yet, after playing for more than a week. Way too long, in my opinion. If it stopped after the 'raise 5K' and then moved to a screen where you could choose to a) continue this story over here or b) start a different tutorial character (who hasn't been written yet) or c) start a sandbox character. the tutorial I'm referring to is the one that says what map buttons does what. I think it should go father and introduce port buttons, combat operations and ship components. A tutorial for your profession would be nice also, like a merchant tutorial showing you the different trade rumors like shortages, how to take advantage of them, etc. Although perhaps all that could be in the help enstead. As long as it's somewhere there in the game for new players.
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Post by Deleted on Jul 30, 2013 17:26:02 GMT -5
? ? ? I only get one tutorial, the Nathanial Sveet one, which is called a Merchant Tutorial. The other 2 captains are just 'sandbox male' and 'sandbox female'. I wish there was a Pirate Tutorials and a Knight one, etc And the NS one I hadn't finished yet, after playing for more than a week. Way too long, in my opinion. If it stopped after the 'raise 5K' and then moved to a screen where you could choose to a) continue this story over here or b) start a different tutorial character (who hasn't been written yet) or c) start a sandbox character. a game that takes more than a week to beat isn't too long at all.
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Post by grävling on Jul 31, 2013 1:25:04 GMT -5
The thing is the Nathanial Sveet story is listed as 'The Merchant Tutorial'. Presumably, there will be other stories, which will be called 'The Pirate Tutorial' and 'The Knight Tutorial' and the like. Now, as a long story, Nathanial Sveet's story is just fine. The problem is that my expectation for a Merchant Tutorial is something that is short on story, but long on teaching-you-how-to-be-successful-as-a-merchant. And that doesn't require any grinding at all. The Nathanial Sveet story doesn't tell you anything about what are good and bad prices. As a merchant, you need to buy low and sell high, but you cannot do this if you don't know what low and high are. I think that this should be discussed, and a chart like the one I made here: www2.openend.se/~lac/AoP/pricelist/pricelist.txt which should exist in the helpfile, be discussed. Or at least tell the players what the average prices are. Then, in the tutorial, force-create a few shortages and surpluses in East and West Acadas, and tell the player to go pay attention to rumours and make use of them. As in 'Marcen tells you in Dunbar to listen to rumours and you are guaranteed to find out about a shortage of Luxuryt rations in Dunbeath _where you already are going_, so make sure that you bring plenty there. But that's it. Raising 5K to learn how to be a Merchant is fine. But raising 50K is outside of tutorial range and well into 'play this scenario' range. So have the Tutorial story end at the point where you put your son in stasis. Then the players can choose to continue this story, or do something else. Of course this makes more sense when there are other tutorial stories out there that you could do.
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Post by Cory Trese on Jul 31, 2013 16:01:25 GMT -5
The tutorial explains the rules that we used to design the game. The pricing, buy and sell system are all based on logical arrangements of economy types.
Using the information in the tutorial and the world map, the players are reporting they can predict where you can buy low and sell high. That was the goal of the Merchant Tutorial.
Future additional Tutorials will cover other parts of the game.
Above, @starfixer is very confused about the sandbox characters -- they are not tutorials at all.
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