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Post by MintDragon on Oct 13, 2017 21:58:54 GMT -5
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Post by MintDragon on Oct 11, 2017 17:44:10 GMT -5
Pic Documentation of Barracks bug. Select Barracks 3 > Select Crew Button And it worked! Fly to a new planet Crew still surviving You can pretty much select initial barracks and upgrade to ANY component; weapons, cargo, ship and it will work (as long as you don't go over mass, and you have credits). Also, tested it on 4 different ships, same results. Good Catch Sinocelt
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Post by MintDragon on Oct 11, 2017 17:27:24 GMT -5
Cory Trese , OK, able to validate Step by Step Start New Game with Galtek Freighter any ship (my specific setup used is shown below in pic) Land on starting planet Starport>Upgrade Component Select Barracks 3, tap Crew button Select Med Bay System allows you to upgrade Status will show you with Crew (24/0) Same results with Juror, Galtek, Frontier Liner Previously, I only checked trying to upgrade Barracks to another Barracks, and the system responds correctly. But apparently, if you select the Barracks, the system will allow you to upgrade it to any other component, as long as you pass mass and credits available check. I'll put a screenshot(s) of steps shortly.
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Post by MintDragon on Oct 11, 2017 12:51:26 GMT -5
I know it's not done yet, but would be good to include: # of turns played Stardate at Death / length of service as captain Ship Type(s) commanded Xeno ship encounters / wins Achievements Accomplished in this game Game Difficulty Maybe others can include other data that would be cool to look back on as a game post-mordem
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Post by MintDragon on Oct 11, 2017 11:39:36 GMT -5
Ah, a trait. My mis-understanding. I didn't know that either. There are so many traits, hadn't even thought of certain factions having certain traits. Yes, I think that the captain should have 1 trait that is unique to their faction (hoping that these traits are super-significant!) Down the road, would be great to have talents as well that are faction specific (ex. ST4X tech tree) It is good to dream It's how we got this far lol Random thought for future: a level 11 (or 15!) talent that IS faction specific and really cool.
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Post by MintDragon on Oct 11, 2017 11:29:40 GMT -5
Seems early to draw a conclusion. One player said "always Steel Song" and one player said "I cycle but avoid these". Very small data set. Our metrics indicate people are pretty Faction loyal. Er, resistor said "always Steel Song" because of game mechanics in ST1: "This habit starred in ST1 since I usually played a Bounty Hunter, and Steel Song gave more Assassination missions than other factions. Also, Steel Song captains in ST1 got a 15% bonus for Capture contracts. / Honestly, I don't really have a particular reason for choosing them in STF. I just choose them because I liked them in ST1." (Emphasis mine.) So he became loyal to Steel Song in STF because he'd chosen them in ST1, and he'd chosen them in ST1 for game mechanics reasons. Game mechanics reasons to choose a Faction are what I suggest implementing in STF. Remember that, like me, most STF players won't have played ST1, so they won't pick a Faction based on game mechanics that existed in ST1. I know that game mechanics differentiating Factions already exist in STF, but they're very subtle, even for someone who, like me, has played for hours and hours. Unlike you expect most STF players to have played ST1 before, then most STF players will be like me, not like resistor ; and choosing a starting Faction doesn't seem very important to me (I'm more concerned about where it makes me start on the map). A Faction-specific starting talent would immediately differentiate Houses in the mind of new players. Currently, deciding on your profession is important, because of traits and skills and talents; but deciding on your Faction isn't, or at least it doesn't seem to be. Sinocelt there is a good thread discussion on Faction Differentiation here , and within the discussion, contributor had thoughts and separate, slightly different discussion. Link should be near top of thread. A lot of the subtleties have not been 'uncovered', implemented, or clearly described to the player yet (is basically where my current thoughts are); so I'm in a holding pattern to provide feedback.
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Post by MintDragon on Oct 10, 2017 19:53:42 GMT -5
I wondered about that, but for lack of funds, I could never test the idea. It would be a good idea to include this information in the upgrade panel. Right now, I have two options to upgrade my Freighter's engine, but do I need to pay for the more expensive option? or would the less expensive option also reduce my fuel consumption from 2 to 1? Right now, we can't even tell what upgrading the engine does at all, except soak more skills. I've now tried two different engine upgrades on each of three different ships: the Juror, the Galtak Freighter, and the Frontier Liner. In only one case did it have an effect I could see, and that effect was to increase the ship's Fuel Cost to Move on Map, which decreased my fuel range. There aren't a lot of choices right now, so not much you can do. Get a bigger tank!
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Post by MintDragon on Oct 9, 2017 18:42:40 GMT -5
Tapping on the status bar area (circled in red) causes a CTD from several screens (space, orbit, almost anywhere I tried).
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Post by MintDragon on Oct 7, 2017 0:50:18 GMT -5
During turn 5, the screen froze during the battle. Enemy was attempting to twitch surge. Exited to desktop and killed the app, restarted game. Put me back to select turn 5 weapons/talents, chose 1 missile and Treat Wounded talent. End Turn Enemy fires 1 weapon and twitch surge, game freezes on Twitch Surge. Original Freeze pic: Where the game puts me back to after killing the game and restarting: Freezes again pic: Emailed the game files to Cory
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Post by MintDragon on Oct 6, 2017 23:08:23 GMT -5
Teeny tiny thing, but Forged Permit states 'to reduce hostility of Military vessels', but after using, the description states 'reduced hostility of Bounty Hunter'. Pics below:
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Post by MintDragon on Oct 6, 2017 17:30:28 GMT -5
So I needed to jump 7 jumps to a Thulun planet, patrol for a hated Smuggler, defeat his ship, recover a data cube, return the cube to a Princess. Easy. After disabling his ship, the post-battle screen wasn't clear on what I had to do the retrieve the data cube. Do I just leave? Can I destroy the ship? Do I have the data cube already? So I ransomed the crew back, then left. Bringing me to this screen. Good! I have the data cube. But it would be better to understand what I could/shouldn't do to their ship/crew to retrieve the cube. (ex. if I destroyed the ship and salvaged, would the data cube be lost? Pic of the mission description (post-battle) below:
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Post by MintDragon on Oct 4, 2017 20:05:58 GMT -5
It sounds like we're going to need to headed a bit in the opposite direction, for the game to be a success. We might need to make Crew combat a more common thing, because it seems popular. However, if that is the case we will need more Talents related to the trade offs of combat and combat avoidance actions. This has been an interesting, and useful, discussion. So for that, thank you. You bring up some good points -- definitely something we're discussing a lot here. We might me talking about different things, but. After my initial 'toe in the water' test of avoiding crew/crew combat, and deciding that it wasn't effective, I was thinking that combat avoidance was the one area that wasn't an option from a talent/skill perspective that wasn't addressed. Still going to spend time to figure out the dice roll outcomes. Hope to have some better/more pertinent feedback after trying a couple things out. Really like the idea of throwing low level crew into combat to intentionally lose (per contributor) to overcome those situations too. Thanks again for considering everything Cory Trese
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Post by MintDragon on Oct 4, 2017 18:14:07 GMT -5
The 2 cents I would add is that I really appreciate missions that are long completion time. If it's in my scope of abilities, will take them on every time (almost look at them as gold!), as I can complete them while I'm trying to accomplish other things (trading, story arcs, etc...)
So perhaps, if a mission's completion time is 2 or 3 years, it's less important as to how much I get paid, almost don't consider 'how many jumps'.
Also perhaps, if there was a way to understand how much REP/INFLUENCE a given mission completion would provide, that would be helpful. 5000 turns into the game, I'm often less concerned about the payment, just trying to build rep or influence a trade ban. Maybe the mission could provide a range of potential impact to rep, conflict influence or contact influence as well (during mission offer/acceptance phase)?
Thought from a different viewpoint, if I'm trying to gain influence with a certain contact through missions, which offered mission should I select to maximize his influence and/or my effective rep?
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Post by MintDragon on Oct 4, 2017 17:46:07 GMT -5
I do heartily agree that there ought to be some talents though for escaping crew combat just like there are for the other "saves" you can get in the game. They might be good things for fighting crew members, because right now they don't have many ways to contribute outside of combat and you really don't need 6 combat talents for each fighter. I agree with this -- we just want to make sure that we put the Talents in the right place. I think attaching some of them to fighting and semi-fighting crew is a good suggestion. For example "Take Watch" could be a fighter job talent that eliminates a combat type card from Explorer mini-game. You could have Talents that blocked boarding combat by buffing the ship's defenses against crew combat. There are lots of options Great discussion. And yes, I don't want to upset the applecart on balance. It's goodness that TB's would consider some options/talent adds. I have to do homework on the 'Escape' button, honestly never checked the log on what a dice roll does there. After a night's sleep and day of work, I'm kind of zero-ing in on the possibility of influencing the dice roll of the 'Escape' button; and as Cory stated in the previous previous post, the possibility of a talent to affect the card deck (preventing certain negative cards from appearing). I know during certain games, I have talents, EXO suits and heavily armored ships; not worried at all about the crew damage/ship damage cards at all. Hoping that a few talents in the right places could help with crew/crew encounters. And thankful for contributor 's always helpful insight :-)
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Post by MintDragon on Oct 4, 2017 3:43:25 GMT -5
After reading Vzite's comments on discord:lobby (non-Alpha player) late tonight, I started thinking about his desire/dislike of crew combat being too much of the ST:F game (ie. too much like Darkest Dungeon).
His specific comments were "also, not trying to sell ST short or anything. i can comepletely understand if that whole combat system / crew system is a small part of the game. honestly, i hope it kinda is because i am such a big fan of ST1 that if you put too much focus on something like that it would take away from what makes it such an awesome and unique game."
So my thoughts went to the sandbox component of ST:F. There are talents to avoid ship/ship combat (skip off the void, quick escape), mutiny crew/crew combat (Quell Mutiny), but as far as crew/crew combat (ex. exploring card game), there isn't anything to the equivalent to 'run away' or 'escape' (outside of the tiny ESCAPE button once combat starts). 10+ revisions ago, I tried to incorporate 'escape' into avoiding combat in early game, but only got 'unable to escape' each time. And my fighting group just got massacred each turn, so I eventually just started fighting as my default. No clue as to the effectiveness of using the ESCAPE button to get out of a scrap (and no equivalent of sharp steering or skip the void to help)
And realized tonight that if I WANTED to play the chicken merchant or diplomatic explorer captain, there really weren't a set of talents where I could surrender or more importantly, escape from crew/crew battle. Or some other way to influence/increase the chance of the 'escape' button succeeding during combat. There is a button to attempt escape, but no way to influence it's success or make a decision based on the chance of doing so (as far as I know).
Imagine being able to use a spy talent, doctor talent, diplomat talent, charisma test, TELEPATH JOB, ?? that could escape, call a truce, or have some other means of using/stacking such talents to be able to get out of crew/crew battle situations and/or (% RNG chance of course) of influencing the possibility of NOT fighting their way out; by sneaking, buying, charming, running, crying, surrendering, bribing, ?? the aggressors either in the pre-amble or during crew/crew combat. Requisite hit on rep, health, morale, credits, death chance, or ?? could be repercussions too.
I can certainly think of situations where I'm exploring for a mission, and would prefer to have the option to influence a scavenger crew/crew battle by using talents (or throwing certain crew with such talents into battle) to 'bribe' the scavengers to look elsewhere vs. fighting my crew to the death; let me get back to the card game to try and finish my mission.
I CAN create a set of ship/crew talents that allows me to prevent ship/ship and mutiny crew/crew encounters, but nothing yet as far as crew/pirate, crew/scavenger, crew/?? battles brought on my card game results. (Personally, I'd leave crew/Xeno unavoidable/un-negotiable encounters).
REALLY late night food for thought and 2 cents. and I'm babbling.
So I thought I'd open the thread.
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