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Post by havocme on Dec 17, 2010 8:47:17 GMT -5
So I guess this scenario is intentional:
13 exploration skill, not long into the game, still on Vae Victus. I get 2 failed explorations in a row and my entire crew is wiped out. I now spend about 50 turns traveling to about 8 different planets to fill my crew only to get my crew wiped out again in 2 tries.
That sound about right?
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Post by jtwood on Dec 17, 2010 10:50:22 GMT -5
That's been par for the course since the very first time I played this game. 'Splorin is dangerous, yo.
It does bother me that the damages seem to be percentage based, which results in me simply losing more people if I carry a larger crew (as opposed to being able to take more catastrophic losses because of the larger crew). Maybe Cory can clarify if that's how things work.
Oh, related: A few updates ago, I started noticing that the Recruit button was bolded but greyed out if I recently suffered losses while exploring. I'm assuming this is a penalty applied for putting your men in harm's way without regard, but could you state if that's the case, please? I haven't seen any mention of that change one way or the other.
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Post by havocme on Dec 17, 2010 12:06:38 GMT -5
If that's the way it it is supposed to be, I guess I'll just keep not bothering to recruit and explore with the just the captain and pay for healing later.
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Post by jtwood on Dec 17, 2010 15:11:09 GMT -5
If that's the way it it is supposed to be, I guess I'll just keep not bothering to recruit and explore with the just the captain and pay for healing later. gonna recommend against this, dog fort depending on your rep and the amount of damage, healing can cost anywhere from $4k-$8k per point. that can easily erase even the most decent haul, and if you come back empty-handed, you're in a world of hurt.
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Post by Cory Trese on Dec 17, 2010 15:23:30 GMT -5
jtwood,
the Recruit button can be greyed out and bold if the Captain is in need of Crew but no one is willing to join him. Recent extreme Crew death can cause that.
Move farther away from the scene of the massacre and the game will forget quickly.
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Post by Cory Trese on Dec 17, 2010 15:27:55 GMT -5
So I guess this scenario is intentional: 13 exploration skill, not long into the game, still on Vae Victus. I get 2 failed explorations in a row and my entire crew is wiped out. I now spend about 50 turns traveling to about 8 different planets to fill my crew only to get my crew wiped out again in 2 tries. That sound about right? No that does NOT sound like fun. The flip side is 2 successful explorations in a row and you are a rich High Dedicate with happy crew. Either way, right now, you do not have enough (any) control over the risk/reward ratio. Exploration (and by proxy, Harvesting) need to be improved. The player needs to be able to make some more tactical (how many to bring along, how to explore, ect) choices. Today the choices are only via Rumors. Exploring without Rumors is somewhat silly because you are just pulling a big slot machine handle -- my Explorer + Crew vs. Certain Death or Riches. The odds don't get better -- only the payouts do. Rumors increase the payouts and take away the house advantage. -- A future update needs to make this more fun. You do not sound like you are enjoying the Explorer class and I doubt you are the only one with frustration.
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Post by Cory Trese on Dec 17, 2010 18:49:20 GMT -5
Version 2.7.5 ========= Scheduled for Release Saturday 12/18/2010
- Indy selling warstuff in Ship Upgrades Fixed - Contract Plot Course buttons now all have X,Y - Ship ownership and Cost scoring fixed in "Score" - Rumor counter in spice hall more accurate (removed) - Alien and Hulk Crew conscription fixed - music takes less CPU - +6 FPS during scrolling - fixed all FC - fixes bugs with ship upgrades during copy - fixes scroll lag in main menu - makes touch screen more responsive - fixed waypoint generation fc - fixes "Cedar" issues for new installs - fixes grammar errors in prince and hall - better contract pricing for Blockade and Spy missions
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Post by havocme on Dec 17, 2010 19:28:58 GMT -5
Keep thia in mind Cory: I may complain, I may bitch and I may moan, but overall I'm still having fun. I was pretty much doing the slot machine pull method. Find a nice rich wild planet near a faction, preferably 2 or 3 squares away. Explore as much as my health can take until you hit the "Big One", then sell for about $30-$50k, spend about $5k on healing, recruit who I can, grab 3 units of fuel and go back and forth. Its worked so far, but there is no variety to it. As it is, I almost don't want to play that character because I'm afraid to lose him.
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Post by Kelvin Zero on Dec 18, 2010 0:13:35 GMT -5
I don't know if anyone else is having this but on my Droid X when I press the Contract, Upgrade, or Ship Log buttons if I press the Depart button or the Back button on the phone, the screen wipes but doesn't go away. I have to press Depart or the Back button again to get back to the Ship screen. No other buttons seem to do that. I tried it with a fresh captain and had the same result.
Otherwise I like the update so far. I like the travel function. I music is good (although I won't always have it on due to needing to be quiet while playing), and I like the more detailed explanations everywhere. Keep up the great work!
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Post by Cory Trese on Dec 18, 2010 3:07:20 GMT -5
I am also seeing this bug with the Depart button.
I will make sure that gets fixed tomorrow. Looks like you have to press it twice.
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Post by The Unreal Fire on Dec 18, 2010 6:38:17 GMT -5
No that does NOT sound like fun. The flip side is 2 successful explorations in a row and you are a rich High Dedicate with happy crew. Either way, right now, you do not have enough (any) control over the risk/reward ratio. Exploration (and by proxy, Harvesting) need to be improved. The player needs to be able to make some more tactical (how many to bring along, how to explore, ect) choices. Today the choices are only via Rumors. Exploring without Rumors is somewhat silly because you are just pulling a big slot machine handle -- my Explorer + Crew vs. Certain Death or Riches. The odds don't get better -- only the payouts do. Rumors increase the payouts and take away the house advantage. -- A future update needs to make this more fun. You do not sound like you are enjoying the Explorer class and I doubt you are the only one with frustration. I think weapons should give better chance against those primitive aliens/animals. And maybe some other resources can be put in better use. For example clothing could give protection against enviromental damage, electronics and maybe even records for area scanning to increase rewards and lower risk, metals could be used as armor, smelly chemicals to scare monsters away... And hey, can we use vudka/spice/shiny crystals as bait to capture animals/aliens and sell them for circus or something? 8)
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Post by jtwood on Dec 18, 2010 20:54:06 GMT -5
A future update needs to make this more fun. You do not sound like you are enjoying the Explorer class and I doubt you are the only one with frustration. It may not be as much fun to people, but I play on hard and rarely have a difficult time making a ton of money as an explorer. Honestly, the only 'hard' part to exploring on hard is the cost of healing, which can suck up your earnings post haste. If you're going to make it easier to explore, you might want to tone down the reward for exploring, too. If there was just one change you could make, I'd simply prefer to not lose my entire crew on a bad mission if my crew is 3 times larger than it was at the beginning of the game. It's a little frustrating getting 90 people in your crew and, instead of losing 25 people in one shot, you lose 75.
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Post by Cory Trese on Dec 19, 2010 2:39:57 GMT -5
We are going to incorporate a "Away Team Size" slider very soon.
You will be like "OK, 25 of you come with me. We're going Exploring."
If you take 25, well, they might all die! But that is also 25 people to carry the loot the Captain finds.
Make sense? Sound reasonable?
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Post by Kelvin Zero on Dec 19, 2010 10:37:18 GMT -5
Will having more crew with you always increase your odds in finding something or will it be possible to take too many crew with you?
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Post by jtwood on Dec 19, 2010 12:09:05 GMT -5
Will having more crew with you always increase your odds in finding something or will it be possible to take too many crew with you? And will the size of the landing party impact how much you can bring back from a find?
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