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Post by slayernz on Oct 29, 2013 23:54:34 GMT -5
When you start a new game, you get a tutorial screen that you have to skip through in order to begin the game. Even after that, the first mate yammers on about messages and destiny and magical pixies and probably other things. I say that because I put the first mate into the airlock as soon as he started talking, and didn't hear anything through the sealed doors. Could you please add an option in the options section that allows you to skip the tutorials and help. If I'm going to make a mistake, I want to do it on my own
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Post by fallen on Oct 30, 2013 0:00:58 GMT -5
Hit "Skip" ?
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Post by HateSolstice on Oct 30, 2013 6:00:07 GMT -5
fallen - I think he's also including the first "contract" segment, where the first mate yammers on about your responsiblities, how you have to get a job even though you're already a captain, etc. I can see what slayernz is saying. After playing for so long, I'd rather not sit through the speeches either. And not to hijack the thread, but is there a reason you get ejected back to orbit after finishing a planetside contract? I usually just end up landing again for refuel, double-check rumors, etc. I can understand bounties, but messages and escort missions shouldn't kick you back into orbit. Or exchange drop-off missions. That's just my 2ยข.
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Post by fallen on Oct 30, 2013 9:26:07 GMT -5
slayernz - I hear you, but I think a few extra taps it worth us avoiding adding one more costly code path and option. I hope you understand. HateSolstice - that is always how Star Traders has been and its because its baked into the way the Android activities interact and maintain state. We've have tried twice over the ST history to untangle that mess and have always gotten stuck and had to revert.
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Post by Officer Genious on Oct 30, 2013 11:25:59 GMT -5
slayernz - I hear you, but I think a few extra taps it worth us avoiding adding one more costly code path and option. I hope you understand. HateSolstice - that is always how Star Traders has been and its because its baked into the way the Android activities interact and maintain state. We've have tried twice over the ST history to untangle that mess and have always gotten stuck and had to revert. Not to hijack a thread myself, but thanks for explaining how that works. Think I'm learning something today.
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Post by HateSolstice on Oct 30, 2013 17:32:23 GMT -5
fallen - No kidding? Wow. There are days where I wish I either knew how to code stuff like this, or at least understood all the head and heartaches it takes. I can only imagine how much you guys slam your heads against the desk or wall during making these games for us impatient jerkwads.
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Post by fallen on Oct 30, 2013 17:45:22 GMT -5
It's live and learn!
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Post by HateSolstice on Oct 31, 2013 0:04:57 GMT -5
Either way, it's appreciated!
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Post by slayernz on Oct 31, 2013 19:33:58 GMT -5
As an aside, the ejecting back into orbit after every contract is conveniently explained by the fact that although you meet your contacts in the spice halls, palaces, or other locations, every contract actually is done in the neutrality of orbit. It's very hard for anyone to ambush or otherwise double-cross the other while in orbit. Secrets are transferred securely, without prying eyes (or ears) intercepting the messages. Similarly, important guests are transferred to the other ship in space so no inadvertent assassination can occur. It's very difficult to shoot a sniper rifle in space when a ship's sensors detect anything larger than a pebble within a 100km radius.
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Post by fallen on Oct 31, 2013 19:57:54 GMT -5
slayernz - thank you for giving the actual correct answer where I failed Exalt +1!
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Post by HateSolstice on Nov 1, 2013 0:45:37 GMT -5
Hm. That makes sense to a point. But if are delivering a message to someone at the palace, for example, it's usually going to be to soneone of importance. I always imagined these missions would be a quick slip into a chamber or counsel hall. I would think it'd be more obvious if a senator's ship left and entered orbit, then suddenly transmit communications and dock with some random ship. I guarantee, with the amount of trafic most worlds have coming and goung, subtlety is not going as easy or success in that environment. That's just my perspective on the subject. fallen - I just had another idea for contract type. It would be more for supervillainous type players. Rigging bombs to destroy certain facilities. More common during solar and spy wars. Maybe trade wars as well. Bomb specific buildings, earn rep with contracor(if a faction), but lose a A TON of rep and bounties from the target faction. Any opinion on that?
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Post by slayernz on Nov 1, 2013 3:16:20 GMT -5
Who said the senator personally flew up to do the exchange? If he or she is any good, they'd have a bunch of minions/loyal lackeys ready to do the bidding of their superior. With the amount of ships launching and landing in any given week, it'd be easy to get a ship into orbit to do a clandestine transfer
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Post by HateSolstice on Nov 1, 2013 4:08:40 GMT -5
I will give you that. But still odds are that the ship would more than likely tagged in some way as government property. Not only that, there is a fair amount of patrol ships buzzing around. Sure they might see this as simple official business.
Regardless, there are the contracts where you deliver x amount of a certain good to the local market. You more than likely are gonna land, unload, and then grab a drink at local spice hall. I know i would.
More than anything it was just one of the couple things that i felt really need improving. Plus if are actually meeting someone in orbit, why would consume fuel as if landing and taking off, and move the clock a week forward?
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