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Post by Doomed on Apr 20, 2011 15:05:42 GMT -5
I am so sad, I had finally gotten a successful captain going, on demanding. Pretty much all the factions liked me except those thulun scum, was -900 with them. Had the hang of it, got my nice ship. The galaxy was my oyster. A steel song bounty hunter shows up, (they had drifted to minus 30 or so), it shows acknowledge, not surrender. Ok, I click it, no surrender warning. But my captain was executed!!!!
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Post by Cory Trese on Apr 20, 2011 15:46:24 GMT -5
Sorry. I will investigate this =(
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Post by Cory Trese on Apr 20, 2011 16:32:58 GMT -5
I found a situation where your actions during an acknowledge (for example, having illegal stuff) could drive your reputation down to -35.
So, when the BH started to leave they realized ... this time, it was too much. Boom boom, no more Captain.
It is a bug, confusing --- realistic, but stupid. I fix.
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Post by slayernz on Apr 20, 2011 19:10:36 GMT -5
While you fixing that bugs, I has nother one related to end of combats. For some reason you have set things up so that the turn passes at the end of the combat phase rather than end of the encounter phase. In other words; Turn starts * Encounter * Battle Turn ends (+1 week) * Victory screen (loot/enslave/destroy/depart) The problem with this is that I started out a battle against some poor Thulun sap, and proceeded to blow out all of his engines (as you do). However, after I moved to the victory screen where i can plunder/loot, etc, Cadar decided to form an alliance with Thulun and because I had the battle, Cadar pinged me with a demotion AND loss of trade permit! I would normally expect that if people don't like a faction just before I start a battle, they won't start liking them in the short period of time it takes me to dispatch them with extreme prejudice. Any sudden changing of faction relationships should occur after I click on 'depart'
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Post by oldalchemist on Apr 21, 2011 9:41:41 GMT -5
I'm assuming that in the STRPG world, PC bounty hunters and NPC bounty hunters adhere to the same Shalun Law.
A bounty hunter contract is either Kill or Don't Kill. What matters is the faction rep AT THE TIME THE CONTRACT IS ISSUED. If he changes his mind and kills a surrendering captain, he doesn't fulfill his contract.
If a faction ship that is not a bounty hunter executes you, it could be based on current rep, but a bounty hunter, who is carrying a death warrant, should not be allowed to execute if his edict is for capture. A bounty hunter doesn't care if you live or die unless his contract says live or die.
Once you get some kind of ship-to-ship hailing screen on here, Bounty Hunters ought to have to declare their contract before engaging. It would be awesome to know who's putting out the hit on you.
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Post by Doomed on Apr 21, 2011 19:46:25 GMT -5
good, thanks for looking into it. One other thing, can we scale back the embargo rampage? Starting my new captain, and at the moment, no lie, EVERY faction is embargoed... Especially for new captains that have to buy fuel every block, this is horrible... It is really great that you listen to feedback..
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Post by slayernz on Apr 27, 2011 0:59:20 GMT -5
During those crazy passages of time where you get embargoes for every faction, you just have to spend your hard-earned cash at one of the independent planets. You just have to hope that you don't get waylaid by some souped up pirate ship that might blow chunks out of your sails or hull. Once that happens, you suddenly find your fuel consumption go through the roof and mutiny isn't too far away. If you do manage to limp into an independent star port, you find you only have enough cash to fix up some (not all) of the damaged solar sails and have to hope like hell that the 5 W-F units you have in your tank last enough to make it to a nearby wilderness so you can do an explore or harvest mission.
Of course, during your exploration, you invariably lose 3/4 of your crew, and you find 2 weapons for your trouble. You depart the planet on vapors, and stumble on a Thulun patrol warship (What are they doing so far out in this sector?!?). They turn their prow towards you and you either surrender the hard-earned weapons units (and any chance of getting cash to buy some more fuel), OR take them on, knowing you already have a few cracks in your hull from the previous encounter.
You choose to at least try, firing off two torpedo salvos and letting rip with the 4 remaining barrage cannons you have left, but as the large cruiser looms over the viewports of your puny skiff bridge, coming in at ramming speed, your last thoughts are that it is time to kiss your a...
Hmmm ... didn't necessarily paint a helpful picture to your situation Doomed ... I think it's cos I just lost yet another pilot to the evil that is STRPG
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Post by oldalchemist on Apr 27, 2011 9:34:55 GMT -5
Illegal cargo is all about assumption of risk. It's nitpicky, but if you're not permitted for that cargo, don't carry it in a regulated sector. That means either you don't take the cargo, take a different route, or roll the dice. STRPG lets you make a lot of dangerous choices that you don't even begin to understand until you've played it a lot. Probably choices you don't understand until you've read the forums a lot.
On lower levels, Officer toasts that tell you you're carrying goods illegal for this sector might be nice.
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Post by Cory Trese on Apr 28, 2011 15:50:15 GMT -5
SlayerNZ -- perhaps you should try a few games on Demanding.
I find that after a long session of Impossible or Insane ... Demanding really hits the spot
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Post by slayernz on Apr 28, 2011 17:56:52 GMT -5
I have a long-standing captain still alive and killing on Demanding level. He's my mental therapy when the loss of a good captain on Crazy or Insane gets me down. Of course it's usually some evil level gajillion independent pirate that blows me out of the water ... so of course I go extract my revenge by taking out a small backwater planet or two.
That brings me to another question ... how is it when you've got no damage and say 28 engines, and your opponent (however good he may be) has lots of damage and 4 remaining engines ... that he is able to actually pull away from your ship in combat and make a half-decent attempt at fleeing? Surely with only 4 engines, he'd be not able to even move around much let alone break off an engagement.
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Post by Cory Trese on Apr 28, 2011 19:36:43 GMT -5
if the range is long then solar sails are what is being rolled. i do see the root of the question -- it all comes down to dice and sometimes -- especially when the captains have huge skills -- the ship itself can be horribly damaged and still fly freakishly well.
Think Hans Solo or the Firefly pilots =)
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Post by oldalchemist on Apr 29, 2011 9:46:48 GMT -5
Han is Solo. Hans is Accompanied.
It would be nice to be able to see some information about the enemy captains. Maybe an officer has a chance of knowing if the captain has a reputation as a pilot or a warrior or a tactical genius.
If he's adept at boarding, maybe I want to shoot out his engines. If he's good at short range combat, maybe I want to stay at torp range. If he's an excellent negotiator, maybe I want to scuttle the ship so he can't talk the fully-upgraded Honor of Javat out from under me with an excellent deal on a Galtak Spacetruck, slightly damaged, AS IS ... Dammit, what did I sign?
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