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Post by hashassin on Jun 12, 2011 7:31:32 GMT -5
Id really like a definitive answer.
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Post by Cory Trese on Jun 12, 2011 12:29:08 GMT -5
notation is rate/sev/effect, stacking
Artifacts - Increase Chances of Solar Accidents +1% / +1% / +2%
Electronics - Increases Chances of Encounters +1% / +2% / +0% Electronics - Increases Surveillance Rate +0% / +1% / +1% Electronics - Increases Chance of Military Officers +1% / +0% / +0%
Weapons - Increases Blockade Rate +0% / +1% / +1% Weapons - Increases Warrior Skill At Full Boarded +1 Absolute Points Weapons - Increases Chances of Encounters +1% / +2% / +0%
Records - Increases Explorer Skill At Optimal Dang/Rich (80%) for +1 Absolute Points Records - Increases Scout Officer Explorer Bonus at All Ratios for +0.5 Absolute Points
Spice - 10% Hold Spice Provides Political Officer +1 Negotiation Per Unit
Metals - 10% Hold Metals Provides Mechanical Officer +1 Repair Per Unit Crystals - 10% Hold Crystals Provides Mechanical Officer +0.5 Repair Per Unit
Luxury Rations - Slows Rate of Morale Decline By 2% Per Unit During Water-Fuel Use (3% with First Mate) Vudka - 10% Hold Metals Provides First Mate +1 Crew Boss Per Unit
This is definitive. If you need something more clear and written out, we will have a release of the manual soon. everything I copied and pasted in here is from the PDF file Liz created.
EDIT: Re-ordered List
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Post by HateSolstice on Jun 12, 2011 21:42:47 GMT -5
Metals are better for repairs than crystals? I assumed the crystals were for sail repairs, and the metals were for hull/engine repairs.
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Tenebrous Pirate
Exemplar
[ Star Traders 2 Supporter ]
Why? Well, why not?
Posts: 482
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Post by Tenebrous Pirate on Jun 13, 2011 9:18:01 GMT -5
Thank you Cory!
I do have some questions, but I will be patient and wait for the manual.
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Post by hashassin on Jun 13, 2011 10:34:00 GMT -5
Sweetness. This is the answer I was hoping for. Now I know the mechanics well enough to tinker about on my own for a bit and see what works best for my play style. Many thanks cory, this should keep me busy for awhile. New manual coming out soon? Also excellent. I think the manual has only changed once since i installed strpg and that was before we had elite.
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Post by Cory Trese on Jun 13, 2011 10:44:45 GMT -5
I try to make small changes to the in-game manual as much as possible, but it currently (and will continue to) target the new player.
Hopefully with Liz, Spike and Stu's help we will reach a serious "only one on the Android Market" milestone.
Find me another phone game with a manual that requires 250 pages. =)
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sebastian
Exemplar
la la la la la la la la la
Posts: 255
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Post by sebastian on Jun 13, 2011 20:16:04 GMT -5
Ittle pages? Or big pages with text walls and no pics? Sounds like the owners manual for an escape shuttle
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Post by slayernz on Jun 16, 2011 0:25:11 GMT -5
The owners manual for the escape shuttle is a one-paged tattered oft poorly photocopied page taped onto the windscreen of the shuttle cockpit. It reads: Thank yoo for purhasning the Acme 4100 Escape Shuttle. We hope that it lets you live long enough for a testimonial. - Step 1 - close hatch. This is REALLY REALLY importunt
- Step 2 - push large red button in the middle of the console.
- Step 3 - hold on, close eyes
The Acme 4100 Escape Shuttle comes with a full-replacement guarantee. If for any reason (except forgetting to close your hatch), your shuttle vents atmosphere causing decompression, blood boiling, and death, we at Acme will replace your shuttle with a new one at no charge.
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Post by absimiliard on Jun 16, 2011 13:51:23 GMT -5
I hate to bring this back up, doubly so since you (Cory) were so kind as to post numbers. But I'm unclear on interpretation of the data. Could I beg a moment or two from you again, just to clarify a point or two for me?
I'm guessing "rate" is the percent chance increase in the likelihood of an event happening? (exempli gratia: carry a unit of artifacts and you've got a +1% chance of a "Solar Accident")
I'm guessing "sev" is short for severity? So that same unit of artifacts ups the severity of an event by 1%. Something like "How many sails did I lose" or "How many crew members died"?
I'm less clear on "effect". Is it that there's a table of possible effects and it biases the RNG towards the upper level by 2% for our example of a unit of artifacts? (and severity is the amount of that effect you recieve?) Or is it something else?
All the rest . . .. awesome. In particular I've found the 10% guidelines VERY useful, since I used to travel with just one unit of each of the items in question.
I'll admit I'm just curious. I don't expect knowing the details will provide much help, but I like to know how things work because I'm that way.
-abs
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Post by captain nemo on Jun 16, 2011 19:25:32 GMT -5
Thanks for the great information Cory. I can see I'll need to tweak my cargo a bit... Looking forward to the new manual coming out !!! For such an in-depth & detailed game, I don't see anything wrong with a 250 page manual. It just makes for good reading
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Post by pokerjunky on Jul 7, 2011 0:25:53 GMT -5
notation is rate/sev/effect, stacking Artifacts - Increase Chances of Solar Accidents +1% / +1% / +2% Electronics - Increases Chances of Encounters +1% / +2% / +0% Electronics - Increases Surveillance Rate +0% / +1% / +1% Electronics - Increases Chance of Military Officers +1% / +0% / +0% Weapons - Increases Blockade Rate +0% / +1% / +1% Weapons - Increases Warrior Skill At Full Boarded +1 Absolute Points Weapons - Increases Chances of Encounters +1% / +2% / +0% Records - Increases Explorer Skill At Optimal Dang/Rich (80%) for +1 Absolute Points Records - Increases Scout Officer Explorer Bonus at All Ratios for +0.5 Absolute Points Spice - 10% Hold Spice Provides Political Officer +1 Negotiation Per Unit Metals - 10% Hold Metals Provides Mechanical Officer +1 Repair Per Unit Crystals - 10% Hold Crystals Provides Mechanical Officer +0.5 Repair Per Unit Luxury Rations - Slows Rate of Morale Decline By 2% Per Unit During Water-Fuel Use (3% with First Mate) Vudka - 10% Hold Metals Provides First Mate +1 Crew Boss Per Unit i want to be sure i am interpreting these right rate = how often the event occurs sev = how powerful the event is effect = the severity of the secondary effects of the event? so say on artifacts +1% / +1% / +2% means it will happen 1% more often and do 1% more damage when it does happen and burn up 2% more fuel than a damaged solar sail usually would? its that third one that sounds off with chance of encounters, +1% / +2% / +0% mean it will happen 1% more often and be 2% more likely to turn aggressive but will have 0% effect on anything else, such as the resulting battle stacking absolute points means if you have 10 records your scout gets 5 more points with the 10% of X increases Y by Z: you need 10% of your hold full of X before Y kicks in, but when Y kicks in it will add Z points per unit. so its not worth carrying any if you don't carry at least 10%, but having over 10% won't add any more points what does Optimal Dang/Rich (80%) for explorers mean? hazard vs explore and hazard vs harvest? a simple higher ratio would be optimal and some of them are over 1.00 so i must be missing something. this seems to make more sense to the rest of you, let me know where i got it wrong
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Post by Cory Trese on Jul 7, 2011 2:56:23 GMT -5
I'm tired and this summarizes like 20,000 lines of Java into not very much % signs.
I will explain in the morning =)
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Post by pokerjunky on Jul 10, 2011 17:04:40 GMT -5
I'm tired and this summarizes like 20,000 lines of Java into not very much % signs. I will explain in the morning =) totally understandable, all i really care about is learning the point at which the benefits or consequences kick in. beyond that, how rapidly they accrue or if they accrue at all. if explaining the details of what precisely the effects and secondary effects are is the hard part, i don't need all that.
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Post by Cory Trese on Jul 10, 2011 23:51:59 GMT -5
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Post by pokerjunky on Jul 11, 2011 1:52:26 GMT -5
thanks for posting all this! damn, no wonder these effects are not immediately obvious through experimentation. a peek into what give the game depth so if i have a hold of 50 and i have 4 units of metal, my mechanic gets no bonus. if i have 5 units she gets +5 repair. if i have 6-50 units, she still only gets +5 repair. but with a hold of 100, i can give her +10 repair by carrying 10 unit of metal. have i got it? this also explains why i have my worst fights with a hold full of valuable exploration plunder. i have a big target painted on my back! which makes sense
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