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Post by Alex Fury on Aug 6, 2018 16:34:37 GMT -5
I'd say saving the captain and officers would likely be enough. Of course, then there's the matter of being aware that a level 40 captain could have the rest of the crew at level 1 and be a MASSIVE hindrance
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Post by Alex Fury on Aug 6, 2018 16:20:43 GMT -5
We'll keep working to improve! You know. might be interesting to make a 'downward conversion' component for say, breaking up med/large component locations to handle smaller ones. But definitely add a component-size type filter for ships overall would be nice I think. I will say I miss the initial possibility of a drag-and-drop type scenario for ship modification like was once teased before the kickstarter even got off the ground for this.
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Post by Alex Fury on Aug 6, 2018 10:31:52 GMT -5
athios : Just went in to compare and look it up, and you're right. Doesn't make much sense though. Why would Level 1 Missile system be a Medium component, and level 2-7 be Small components?
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Post by Alex Fury on Aug 1, 2018 9:19:37 GMT -5
Sounds good. Again, as I'm returning from a break in playing/testing, was going slower with just 1 mission at a time for most (though that's all some storylines allow anyway) And seemed like the only way to have ANY chance would be to do nothing else, almost including on-the-way stops for buy/sell to keep a good influx of cash.
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Post by Alex Fury on Aug 1, 2018 9:15:01 GMT -5
You might want to post a question about how to build your Template. If you're struggling with a small ship start, you must be doing something differently than other players. You mention not having Talents which makes me wonder what Profession priority you're having. If small ships aren't for you, then you should definitely play the way you want. That is why we included so many options!!! PS: Stealth from ST RPG is in the game just called "Navigation" My general template order: Attributes Skills Contacts Ships Experience. So yes, I start with pretty low talents.. Though I could see swapping the last two, as it seems as Ships as D as opposed to E, doesn't give that many more options. And it's not so much I can't play with small ships, but if part of the 'benefit' of smaller ships, is that they can change-range, etc faster and easier. THAT I haven't seen quite prove true. Not at least until I get skill totals up to 200% , and even then, I've seen vastly bigger ships outmaneuver the smaller ones easily on occasion.
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Post by Alex Fury on Aug 1, 2018 8:28:20 GMT -5
I hear you on the team of two.. And you guys put out a phenomenal product.
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Post by Alex Fury on Aug 1, 2018 8:27:42 GMT -5
Alex Fury - sorry to hear about the unlocks. You're playing on Steam right? Also, are you in offline mode? Those unlocks are ticking for players at a good rate, so it must be something else. We fixed an issue in the Awards / Eligibility report for next update that will really let you see eligibility for everything. Plague Break only achieves at 100%. No, Android on a Samsung Galaxy Tab A As for Plague Breaker.. Then if you need to go all the way to 100%, then I'd suggest a bit of rewording.
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Post by Alex Fury on Jul 31, 2018 10:35:01 GMT -5
It would be nice to have a slightly better breakdown of what each ship comes with default. While 'max officers' is nice, it would be good to know that it COMES with only max-1 (ie, raptor has I think 5 max, but only comes with 4 officer cabins/captain's bridge) Same for cargo. So that if you have one ship with 2 max-kitted cargo-holds (4 levels right now I think at ~45 cargo for the top), it would help to know the next ship-size up I'm looking at, only starts with 1 cargo-hold... and I'd have to swap out some other component to put in the 2nd, etc
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Post by Alex Fury on Jul 31, 2018 10:27:55 GMT -5
I took a break from some of the Alpha/Beta/etc testing for this. Too many re-starts took their toll when updates frequently required fresh-installs.
That's neither here nor there, however. I've returned to some play, and it seems like if there's a storyline, the overall time to complete steps in them can be QUITE short. Admittedly, for some I only did 1 mission at a time, but often for storyline it seemed that was the only option.
It might be as I've only recently returned I haven't gotten an overall track for how long these have. But the Val Faen research to prove innocent, I couldn't finish. The Crimson Pox plague, I only got about 50% through 'helping' per the 0-100 chart listed, etc.
It seems if you do anything other than slavish missions for ONLY the storylines at the start, you won't be able to really complete many of them, especially as some of them seem to overlap slightly (arbiter coalition missions and the various Faen's missions)
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Post by Alex Fury on Jul 31, 2018 10:18:45 GMT -5
fallenNot so much 'beyond level 7'.. I can't find a missile system beyond level 1 Will there be more custom ones like from ST:Original? And a way to perhaps further sort via 'exact' or such to better match size/component-type.. ie: If I want to improve a missile system (or torpedo, or what have you), 'exact' gives ALL weapons... Would be nice to be able to sort for type-match (torp only, missile only, X Range only, etc), because as the list grows it will simply take longer and longer to sort through
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Post by Alex Fury on Jul 31, 2018 10:15:08 GMT -5
fallen: Yes, I took all the initial missions from the Faens. One series went away completely (the third one, not Erik or Val's) Difficulty 'challenging', not custom Custom map, custom captain Also, the 'Plague Breaker' one. I helped get the cure up to near 50% done before time ran out.. If the text is right and 'joining the effort' is all you need. then that should have unlocked as well. So, 'Heir Apparent' and 'Plague Breaker' didn't unlock for me. I haven't looked through all, but there look to be a good few unlocks that didn't 'tick' for me so far. Looking through as I reply: Crowned Smuggler and De Rivesh Legacy too I believe.
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Post by Alex Fury on Jul 31, 2018 10:08:35 GMT -5
This post has some interesting ideas in it, and some confusing misconceptions that don't match up with the player data from the people playing the game in small ships. Some new players get caught up in the "bigger numbers?!?!?" thing but we're working on better indicators of why get a bigger ship isn't really the answer for most high level players who are playing. I. We've introduced some very exciting small ship only components and plan to do more. II. The math is already overwhelmingly in favor of FAST/AGILE ships. We're watching performance levels across all ships, all platforms and analyzing it ship-by-ship and mass-by-mass for effectiveness ratings in both the AI and the player. We will continue to balance and improve. III. Yes, this is how it works in map tests for encounter rates. Other elements of the combat preamble will be provided by Talents, some of which will be mass limited in the future. IV. Yes, we're working on this and other exciting things! Thanks for the post. I sincerely hope you'll try out some small ship games and see how they go. We're seeing a lot of high level players using them exclusively now, banking on their many advantages and specialty builds to maximize game efficiency and win rates. Thanks for playing!!! I, unfortunately, have to say I'm not yet convinced for the fast/agile bit for small ships. Even when playing on mid-level difficulty (challenging or one higher), the small ships seem VERY hard-pressed to flee from larger ships, especially MUCH larger ones. Plus, seems like small ships have just as many, if not sometimes more random space encounters, which leads to trying to run away more. Is there any way to add 'stealth' back to affecting ships like in the original Star Traders? Or components to hide the ships? I focus almost primarily on small ships to start, and I've had to scrap MANY a game because those small ships can't seem to outmaneuver larger ones, and the talents to help haven't built up enough to be fully useful yet.
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Post by Alex Fury on Jul 31, 2018 10:02:53 GMT -5
This is a mix of question, and perhaps RFE
Question: Do only certain factions do certain weapons systems types? I've currently got a Raptor class, and I've upgraded every weapon-system save the Ares missile array [xXxoo] for range. That's just level 1. I've been to Thulun, DeValtos, Alta Mesa, Rychart, Zenrin and Javat. (I've got over -100 with Cadar, Steel Song and Moklumnue). Even worlds with contact who have ship-discounts/etc.. I've never found an upgraded missile system.
Are more weapon systems still coming?
Next for the RFE Perhaps add a way to sort by module-size, rather that module-type. There would be a lot of not-taking and shifting around if you want to swap, say a small 'booster' component for just a 5th (or more) officer cabin or the like, to get an easy list of what you can (afford) to swap out for something like that.
Perhaps also a way (though I understand if not) to do something for downsizing: ie: medium slots can fit two small.. large can fit three, or the like.
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Post by Alex Fury on Jul 31, 2018 9:52:30 GMT -5
Alex Fury - any commentary on when you stopped working for Erik and why? Did the duel just time out and you were off doing other things? Need more details to be able address this. At the beginning, I'd basically taken on all of the various royal quests, as I wasn't sure quite which one I'd do yet. I'd ended up focusing mainly on the original Heir's ones to try and find out the set-up. I DID, however, complete the first of Erik's ones, to deliver the two spies/detectives/assassins. The Duel came up.. and I kept the original heir with me through it, helped the Hunna, etc (oddly I didn't get the unlock for keeping her safe). Later when I came back across the world I'd dropped Erik's two people off at, the 'hired killers' mission popped up. Separately, I still have 'crowning offer' mission available, but nothing I can do with it either.
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Post by Alex Fury on Jul 30, 2018 10:55:17 GMT -5
I think something like this was referred to elsewhere, but I didn't see it.
Bug: Mission 'Hired Killers' for Erik Faen. This is after the main bit where the duel of assassins has both kicked-off, AND ended. At this point, it's after the Arbiter's new 'laws'/alliance...
The mission is still in my list, but Erik is no longer at the location as an option, leaving a quest/mission I cannot clear.
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