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Post by azazel on Aug 13, 2013 13:53:17 GMT -5
Just a couple minor thoughts on UI improvements.
Safest/Shortest course plotting. Maybe as a perk for the pilot officer or an in game option basically choosing deep space direct routes or faction trade routes.
'+ -' buttons at the ends of the item sliders. When the slide controller is set at zero or max its difficult to drag.
Planet Marking. Maybe captain created rumors? Someway to keep track of planets that have stashes or ones marked for exploration.
The ability to transport ships from dry dock to dry dock. Maybe a steep fee based on ship price + upgrades + crew/cargo = fee.
And different officers for each ship. I know it sounds OP but it would force players to pick and choose officers for each ship build. Ergo smuggling/exploring vs pirate/warship earlier in the game.
Just some thoughts from the gamer's perspective.
Also where could I 'Q n A' some minor details like what happens after dismissing an officer etc...
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Post by Cory Trese on Aug 13, 2013 14:22:32 GMT -5
Thanks for the post. Q & A threads are always welcome.
If you scroll down in Cargo, you'll see a list of Captain's stashes.
The original text is "The officers are attached to the Captain, not the Ship. They're in such demand they don't sit idle in Starports for years babysitting a crew. "
So, in the end the saved game format was designed for that and now they cannot be moved to the ship.
Welcome to the forum and thanks for playing!
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Post by azazel on Aug 13, 2013 20:41:01 GMT -5
Thanks for the help!
Going back through my stashes is amazing, I may well never have to buy fuel again.
Glad to see feedback and find good forum support.
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Post by slayernz on Aug 13, 2013 20:44:40 GMT -5
azazel, similar to the Cache list, if you want to see all of the ships you have in drydock (including distance and ability to plot a course), go to Status --> Ship, and scroll down.
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Post by azazel on Aug 13, 2013 20:55:18 GMT -5
Thanks slayernz
Ive located the list of my ships easily enough. I just wish I could "ferry" them to a single planet.
I may just have to knuckle under and get a fifth ship to do the ferrying for me. bags...
Also are the awards you unlock for that captain only or once you record them do they span all of the captains?
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Post by azazel on Aug 13, 2013 20:58:53 GMT -5
This is quickly turning into a how to as opposed to hashing ideas lol.
Teach me wise ones.
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Post by slayernz on Aug 13, 2013 21:13:59 GMT -5
Unlocking an award makes it available to all current and future captains Getting ships shipped around (or being able to have a fleet) has long been a wish. We will get it in Star Traders 2 ... although please don't hold your breath for that game as it's been stuck in inception phase for 2+ years now
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Post by azazel on Aug 13, 2013 21:39:00 GMT -5
If it holds the same complexity and depth it will be worth the wait.
Is there currently a cap on the number of ships a captain can own?
And also what does the red/green in ship status mean. I've gathered it pertains to fuel: is it consumption rate?
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Post by slayernz on Aug 13, 2013 22:42:50 GMT -5
Cap is 20 ships in dry dock + the one you are flying around. Having ships with a large cargo hold stashed in each corner of the map allows you to keep very easy stores of water-fuel in easy reach for when those pesky Trade Embargoes kick in. The advantages of using dry docks over wilderness caches to store WF (within ships) are that there are no pesky treasure hunters to steal your stuff, and you don't have to leave an urban area to fuel up. The biggest disadvantage is you are limited to the size of the ship cargo hold. In Wilderness caches, you can have thousands of WF units stored all over the place.
Red/Green denotes red and green sectors. If you look at your general navigation view (or galactic map view), there re green dots and red dots. The green dots are "safe" zones, well patrolled and cleared of general debris. They are also all faction-controlled areas. Red dots are quite the opposite. Not regularly patrolled or "swept", not controlled by factions, and higher risk of aliens and other nasties. You burn more fuel going through red sectors because you have to avoid hazards, your crew is kept on higher alert, and you may not fly a perfectly straight path in the sector.
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Post by azazel on Aug 13, 2013 23:14:47 GMT -5
I hadn't thought of using ships in the dry dock for storage. Bloody good idea!
As for the red and green. When you purchase a ship and the stats read say:
GREEN-0.00 [RED]-1.34
Note the values are made up.
Is this fuel consumption in the type of sector?
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Post by slayernz on Aug 13, 2013 23:17:37 GMT -5
Yes the numbers denote fuel consumption based on your current ship and your skills etc. Adding more sails helps reduce fuel consumption, but having damaged sails increases consumption. Also, increasing Pilot skill has a direct influence on your fuel consumption. The magical "0.00" consumption rate is definitely achievable if you build the right skills and have an efficient ship
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Post by azazel on Aug 14, 2013 0:02:35 GMT -5
Most definitely achievable. Especially with my build which focuses on maneuverability and stealth.
Just hoping to unlock the omni stealth array and exoplanetary crawler to really have an independent explorer.
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Post by slayernz on Aug 14, 2013 0:17:47 GMT -5
Use exploration to make quick cash fast, but don't expect to be doing it in the long game. The game difficulty ramps up such that exploration will result in higher and higher crew losses with smaller and smaller returns.
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Post by Deleted on Aug 22, 2013 16:03:01 GMT -5
I had a few ideas earlier today on facebook, unfortunately it was for Templar Assault. The question was would you like to see new careers added for the captain. Iwas thinking Star Traders, and this was what I said:
I can see a courier with blockade running bonuses, maybe a resource-centric miner/prospector or a salvage career that finds old hulks in deep space to recycle for resources, loot, and the occasional Xeno nest.
I can also see a rescue crew being popular. Like the crew of the Lewis & Clark from Event Horizon. Faction house contracts a job stating they have a ship squawking distress signals at X. Go there and save them and their ship (which can be simulated by returning directly to the dispatchee after contact is made via patrol like any other deep space contract). Sometimes the crew survives, sometimes not. Sometimes its pirates and the crew are stranded in escape pods. Sometimes a Xeno or Narv stowaway takes over and it turns into a fight. My 3 cents
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Post by azazel on Aug 22, 2013 16:46:04 GMT -5
The search and rescue sounds fun Dayan. And also to the dev's, I just saw the + - buttons. I'm naming my next ship after you... I'll be playing on hard so the glory won't last long sorry. Slayernz what would you suggest for a explorer to convert to? I'm usually stuck on hard playing for javat or rychart I'll be doing great having 40 - 50 k credits but then the healing prices soar and my captain dies before the vae victis ever gives out. I can easily spend 10k+ on three to for wounds. These are at my starting faction whom I've good Rep and a trade permit. Please help as unlocking awards is luck with my lack of skill/stratagy P.s. new keyboard sorry for any errors
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