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Post by noesis on Jun 25, 2011 12:02:16 GMT -5
fenikso, Records in cargo hold help the Scout officer. The Scout officer helps exploring odds. Hence, records only improve exploring odds if you have a Scout officer, if you don't have one then records don't help exploring at all.
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Post by HateSolstice on Jun 25, 2011 15:00:53 GMT -5
Records in cargo hold help with both Scout officer's and Explorer captain's special abilities kicking in.
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Fenikso
Templar
[ Star Traders 2 & Elite Supporter ]
Nobody expects the Rychart Inquisition!
Posts: 753
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Post by Fenikso on Jun 27, 2011 9:52:40 GMT -5
I have started over with a new captain. I am trying to follow most of the advices in this thread. It happened to me again. From the beginning, it was hard, pirates everywhere, but I was able to find a lot of stuff on planets which were not dangerous at all (hazard 2-4). Real deal was to sell it until somebody robs me . I made ton of cache and worked really hard to make friends with all factions. At lvl 5 I have bought a new ship, and with Explorer skill about 14 made some more money (about 500k). After that, about year 160, I am unable to find anything of real value. Does not matter, if Hazard is big or small, actually on planets with Hazard 3 and Exploration 1 I sometimes do find stuff. I really hoped to explore more dangerous planets, but now I have to take contracts to cover my expenses, exploring does not make any more profit for me. I feel that I am unable to level up fast enough to keep pace with the game and it is worsening over the time... Am still not sure what is wrong. Year 190 Lvl 6 Demanding Explorer 17 Pilot 10 Warrior 10 Intimidate 5
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Post by kayos on Jun 27, 2011 10:01:44 GMT -5
Well, my restart went well..
Year: 282.26 11,726 turns played Level 23 Credits: $492,653 Cha 9 Wis 27 Qui 25 Str 11
Exp 25 Pil 20 Neg 1 Tac 25 Ste 25 War 1 Intim 1
320 explores, 109 harvests. Military Rank Rychart: 17 DV: 17 Cadar: 9 Javat: 18
The reason I have so little cash is because 1) I've bought 9 ships, 5 were Military Freighters for storage, and 4 were Ship Merchant upgrades, I ended with a ship with 180 cargo and 110 crew, with the 25% sail boost, Exo, Cargo Pod +7 and Cargo Pod +10. It was my third such fully upgraded ship, and I had just bought 10 military ranks in Rychart and filled a dry dock storage ship with ~70 artifacts and ~40 records from surpluses and explores - hadnt sold anything for awhile, was stocking up. I topped out at 1.7mil and got back up to 1.4mil twice.
I died cause I wasnt paying attention to my exploring, and like a moron, I explored myself down from 10 health to dead. Durr.
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Post by celu on Jun 27, 2011 19:50:44 GMT -5
Cory,
Maybe the explorer's ability should be to still find stuff, compare to other profession who pretends to be explorers.
Scout officer bonus is to enhance that ability.
We can call it ability but it's actually protection from exhaustion/time lapse.
Also, maybe if a alien rumor occur (space and/or surface) this helps to recover exploration abundance. Then for harvesting, a nearby radiation storm will help rejuvenate some naturally occurring substances. Some volcanic or continental drift can sometimes extract more metals from the planet's core, this does not have to come as a rumor, but depends on the planet's composition. And these volcanic activities also extract minerals to rejuvenate life on planet surface.
So, there should be a cycle of exhaustion and rejuvenation. Each planet varies.
...just another idea pop up in my head: Since we already have the cache list on cargo page, we can add planet condition (abundant, stable, exhausted) notation is based on last landing, and get updates if the explorer lands again. This will help the player keep track of the cycle. But this feature should only be available to explorers.
Sounds like a lot of work. But many will not be discourage of being an explorer anymore. Due to the current programming, i only choose explorer profession for unlocking the awards and that's his only purpose. I would never be a career explorer. Which is a shame, I like exploring because it feels like a mini-game itself.
...another idea: How about adding electronics on hold to help locate the goods and decrease time lapse when exploring?
ok, I'm done now.
p.s. I do like the idea of having longer time lapse on exploration if planet is exhausted, instead of crew dying. Hazard should be consistent to it's number.
Summary should say how many weeks it took. It's very easy to overlook and miscalculate the time lapsed.
p.p.s. speaking of weeks, is there a way for you to add a 0(zero) on the weeks if it's the first 9 of the year?
67.08, 67.09, 67.10 not 67.8, 67.9, 67.10
p.p.p.s if you go with these changes, maybe it's an opportunity to separate the scout and smuggler officer (?). It's kind of hard to imagine that many posters like the idea of pilot and navigator as 2 different officer (to me it's the same), but have the scout and smuggler as the same.
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Post by captain nemo on Jun 28, 2011 20:20:37 GMT -5
Yes - the Scout reads the records & can get extra info from them that help you find more artifacts & stuff.
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Post by Cory Trese on Jun 29, 2011 0:53:33 GMT -5
These are some interesting ideas and I have read them and am looking to see how many of them I can fit into the game's design!
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Post by monkeyrogue on Jul 5, 2011 20:56:57 GMT -5
A small change would be to accurately reflect the status of a planet at the time I am there. If it was searched last turn, it should drop its abundance number accordingly. Unless it does, and I've been too busy mashing buttons to notice.
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Post by phantum on Jul 14, 2011 8:44:54 GMT -5
Maybe either the scout officer or the explore captain could have their bonus changed from protecting the crew to identifying the true explore/forage/danger rating of the planet taking into account the modifiers? Maybe more for the scout officer, in line with other officers that give warnings like political, ... maybe a template for all officers to have a stat bonus, a warning, and a special...
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