|
Post by MintDragon on Nov 16, 2017 5:18:19 GMT -5
yup yup. already done. but just had to give your dog +1 :-)
|
|
|
Post by MintDragon on Nov 16, 2017 2:37:53 GMT -5
/* Suggestion for Forum Members to add their own Let's Play Series Link in additional posts */ Soup to nuts: Learn the game from the ground up including starting settings, templates, maps. Start as a MERCHANT and successfully play through the game for multiple hours on BASIC difficulty and using the map seed: st-v01-40-2-161651565 Playlist HERE
|
|
|
Post by MintDragon on Nov 16, 2017 1:56:06 GMT -5
::sobs::
|
|
|
Post by MintDragon on Nov 16, 2017 1:24:39 GMT -5
I really like this 'stratification' of bonuses for factions... bravo on the suggestion, will put some thought into the others as well. Would be great to differentiate the factions further whether through landing zone bonuses, talents, ships, weapons, traits, etc... and even better if some of them are only available if the captain is part of that faction/clan.
Makes it feel more like choosing human vs. orc vs. elf vs. ?? in other games. Advantages/disadvantages to each.
Off the top of my head idea: Mok (being master ship builders) on their higher end ships can upgrade to a cloaking device on their ship, which allows them to flee a ship encounter (ala skip off the void) without damaging the warp drive (with requisite cooldown, of course). Would be a pretty cool differentiator for a Mok captain.
|
|
|
Post by MintDragon on Nov 16, 2017 1:06:09 GMT -5
|
|
|
Post by MintDragon on Nov 16, 2017 0:54:34 GMT -5
reported on Discord: When exploring, after using the Vigilant Search talent, the talent remains visible/enabled. User @onionbro reports that after pressing the explore button and rolling a Xeno Attack, the Vigilant Search talent is still visible in the 'talent box' area and can still tap it, leading him to believe he could still get out of fighting the Xeno. amongstshadows also reported that he could tap and do same, but after tapping the talent and trying to use, the game would CTD. But he could not repeat it again next time. (more of a documenting the conversation vs proper bug reporting, but fallen was part of the conversation, and promised to document on forums as best I could)
|
|
|
Post by MintDragon on Nov 14, 2017 13:09:02 GMT -5
Mac/iOS still on 1.4.9 tho...
|
|
|
Post by MintDragon on Nov 10, 2017 23:10:04 GMT -5
In these cases, did you defeat the enemy in ship to combat or do some other option? defeated in combat. Took their engines out...
|
|
|
Post by MintDragon on Nov 1, 2017 2:58:07 GMT -5
ah, thx resistor, balanced then. was thinking greedily of talents that ensure a draw, but probably will upset balance. I really need sleep.
|
|
|
Post by MintDragon on Nov 1, 2017 2:32:18 GMT -5
Suggestion: Military Salute-like talent for other potentially aggressive jobs with ship encounters?
I know that Bounty Hunters has Forged Papers, but when you are a criminal with other clans/factions, are there talents to decrease the aggressiveness (or get out of encounters) of other aggressive ships that you might run into?
ie. Save talents for certain jobs in encounter situations
Would it upset the balance to have a save for a Bounty Hunter v Bounty Hunter encounter, Pirate v Pirate encounter, et al in the mix (ala Military Salute causing a draw).
Just a late night thought
|
|
|
Post by MintDragon on Nov 1, 2017 2:23:40 GMT -5
With the card games, Death Among Crew (and other situations), it's unclear without leaving screen and going to 'STATUS/CREW/Individual Crew or Officer' to find out if there is an active save talent to prevent damage.
Is there a way to put the 'checkmark' save on risk cards? Thinking whether or not to remove certain risk cards during the card game is advantageous during missions or what-not. Currently, it states that Death Among Crew can be mitigated by talent, but not whether the talent is available nor active. Same with Ship Damage, Crew Damage, but normally more concerned with a Death roll, as it's seems random whom it will fall on...
|
|
|
Post by MintDragon on Nov 1, 2017 2:17:09 GMT -5
As we are getting closer to Early Access and tightening the screws, I'm often getting bombarded by incidents causing (or potentially causing) the real-time log to scroll past where I can see, that it's a bit of stress/anxiety (?) fearing that I will no longer be able to see 'what happened' in the log.
(late night poor) ex. new sector travel or battle, then landing on a planet, realize that something happened to cause me to tap to heal and spice, then checking the log to see if anyone quit the crew due to AWOL, because I know that something happened that caused the 'ding' alert to go off a dozen times... and having that already scrolled past due to a bunch of crew getting different traits.
Could we possibly use about a 'PIN' button that expanded the real time log all the way up the right side of the screen to be able to see more of what is happening/happened?
In honesty, I'm sure (post launch) that there will be a demand to put more info in the log (or at least an option) and this might be a way to solve it. I'm scratching my head sometimes with landing on a planet and having a huge medical bill (probably caused by meteors or radiation) that I wasn't aware of and unsure of what caused it; if it's added to the log as it exists, it would only exasperate the current above situation.
|
|
|
Post by MintDragon on Oct 31, 2017 12:22:32 GMT -5
|
|
|
Post by MintDragon on Oct 31, 2017 4:23:24 GMT -5
Had same 2 screens on killing a pirate mission. Disabled the pirate ship, was given the victory screen (.. you completed the mission and can deal with the ship how you want..) chose LEAVE, and got the first above screen, and then second screen, but was never paid.
Princess keeps offering same mission. (Get rid of pirate from shipping lanes). Will post screenshot of mission in morning...
|
|
|
Post by MintDragon on Oct 26, 2017 17:20:43 GMT -5
that's funny.
|
|