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Post by MintDragon on Dec 26, 2017 16:05:34 GMT -5
Slide87 trade law 1 or 2 indies upper left is an indie pop right is an indie orbital station lower left is an indie refinery (tip: when you find them, give the landing zone a blue star, so you can find them easier in the system atlas)
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Post by MintDragon on Dec 26, 2017 13:40:44 GMT -5
MintDragon there is also a Trade Law 2 population planet in Minervas Helix (something like that). It's the Alta Quad above the Thulun quad on that long top left arm. Indie Pop Vaelo Fief, Trade Law 1 THx contributor!
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Post by MintDragon on Dec 26, 2017 11:17:59 GMT -5
There's a separate thread started by bobc , where there is active discussion/thought on being able to use remove/reroll talents on green cards or red cards. Several examples are given, but (depending on your gamestyle / game situation) you might prefer to NOT be involved in a faction conflict (Green Card) or NOT encounter a merchant vessel (Green Card); and really have no fear of possible ship damage or crew damage red cards that were rolled (your skill pools and talents are strong enough to mitigate the risk). Seeing comments on the forum and discord of "I don't like xxx card when patrolling/spying", wondering if a rule change that bobc was suggesting might be a good solution for these situations? EDIT: Tried to find the thread, but no avail. Might NOT have been bobc , so apologies if I can't remember who started the discussion.
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Post by MintDragon on Dec 24, 2017 0:18:31 GMT -5
MintDragon there is also a Trade Law 2 population planet in Minervas Helix (something like that). It's the Alta Quad above the Thulun quad on that long top left arm. Oooo have to check it out~ thx
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Post by MintDragon on Dec 24, 2017 0:12:32 GMT -5
Great comments @starfaller. There was discussion a bit ago regarding the potential to locate (or attract) Xeno for 'xeno hunters'. Lots of discussion on utilizing rumors to locate Xeno locations (wilderness areas or sectors) with a more active rumor mechanic (perhaps even talents to specifically uncover rumors that are Xeno related). And the possibility of carrying Xeno artifacts to (inadvertently or not) attract Xeno ships or attacks in wilderness zones.
Mechanics and balancing are key of course, but agree that unless you have a ship/crew trained to deal with Xeno (there is already one talent specifically for xeno crew battle), you shouldn't WANT to do anything to attract their attention. Will be great to see what all of the feedback and ideas turn into as the game develops!
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Post by MintDragon on Dec 21, 2017 2:51:09 GMT -5
Maybe Cory Trese can shed some light but I searched the code base for any possible setting of Influence outside of the rules that abide by the 100 max and could not find anything ok, zipped up the game folder. Haven't interacted with the contact as of yet. game 15 emailed to Cory if needed.
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Post by MintDragon on Dec 20, 2017 23:08:48 GMT -5
Not a big thingie, but rolled 2X in a row to discover a new contact, and it was the same contact. Prob just a system refresh state, but pic below.
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Post by MintDragon on Dec 20, 2017 22:41:10 GMT -5
Odd, but came across a contact with 109 influence, max 114
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Post by MintDragon on Dec 19, 2017 21:23:57 GMT -5
Currently I'm an Elite Titan Commander on the right box, but an Exalted Dragoon Warrior in the left box.
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Post by MintDragon on Dec 19, 2017 14:15:30 GMT -5
dang wiki BAD WIKI!!
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Post by MintDragon on Dec 19, 2017 10:48:29 GMT -5
it's just a restriction. I like to think of it as the contact wanting to see that you have a passenger cabin prior to allowing you to accept a mission. So it's a pre-requisite.
I have run into situations where I only have one passenger cabin, but doing multiple missions for passenger transport, so you have to juggle the limited space to complete the missions. i suppose you could flip the passenger cabin to a prison cell to accept prison capture missions and use starports to convert back and forth as needed, so you'd just need to have the right one before you can accept the mission.
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Post by MintDragon on Dec 18, 2017 21:37:52 GMT -5
I think it makes it even more important that we get the ships into a tabular format for easy comparison. Just in case someone reads through the thread and wonders if there is a comparison spreadsheet, the thread is here
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Post by MintDragon on Dec 18, 2017 21:28:32 GMT -5
Thanks for this. Data for the Warhammer Class seems to be incorrect though (based on the one I just bought anyway). Should be Max officers = 7, Max crew = 42. maybe the wiki is wrong?
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Post by MintDragon on Dec 18, 2017 21:15:27 GMT -5
That’d be a great start! I think filters are tougher in the current UI than sorting. I’d be curious to hear how other Captains use Stars to sort out contacts. I have a rudimentary system: Blank for haven’t decided Yellow for visit next time I’m nearby Blue for doesn’t offer services I anticipate using soon Red for offers black market The STAR system is great to be able to filter on. For contacts, I usually use yellow for a quick reminder of who my current focus is. If I'm trying to build reputation from a contact and get a mission that doesn't return to that contact, I've actually forgotten who it was before. Yellow: Current focus Red: They hate me/avoid (options to double-cross someone on a mission/story arc already exist, with more to come) Blue: Story Arc Contact (early game I tend to avoid story arcs til I get experience, but landing in their zone will trigger a story arc and I will just star them and come back around when ready) Green: Important to me contact (either service they can provide, influence I can use, etc..)
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Post by MintDragon on Dec 18, 2017 20:55:49 GMT -5
Why are you unable to check them out? Pop them, pin them, navigate? yah, it's more of thinking about checking out the galaxy map (or missions/etc) after I've started navigating. I know I could stop, open up a window, then restart nav; but thinking of the ability to check something that became top-of-mind while I was just waiting for the ship to get to the hyperwarp gate (or elsewhere).
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