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Post by MintDragon on Jul 28, 2017 21:22:13 GMT -5
Crash while upgrading crew: - Land on Planet
- Status/Crew/Filter to upgrade (3 crew to upgrade)
- Select Captain and train to Merchant 4
- Next button, train to Diplomat 5
- Tap Talents (top menu), CTD <- yay! finally get to sound cool with a 3 letter acronym 😝
emailed game files to Cory
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Post by MintDragon on Jul 28, 2017 19:37:51 GMT -5
The rebuild for ladders bumped a few things it shouldn't have. Speaking of -- what are the reactions to the Contact ladders? Better or worse? More levels of rewards to chase? It makes things CLEARER. I understood that if I had higher rep, I could probably purchase a better armor, intro or crew member, but the ladder system clarifies it, and creates goals to get access to the 'next better one'. Love it. Hope it's used in things like armor, advanced gear, etc...
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Post by MintDragon on Jul 28, 2017 11:19:22 GMT -5
Is it just me misremembering or did the cost of a level 2 trade permit skyrocket with this update? Don't recall level 2 costing 26k before... Fixed for next. Lol ... benefit in this bugged release, Rank 4 would cost $0. Rank and Edict have the same issue, but they are much lower in their first Ranks so it is not as noticeable. Haha... Thought it was a game adjustment for the 26K cost of Level 2, glad it isn't going to be such a jump.
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Post by MintDragon on Jul 27, 2017 23:24:18 GMT -5
Yep. You can see the big blank area under New Game > Prepare Your Captain > Change Map. That's where map viewing will go. Woohoo! As always, you rock.
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Post by MintDragon on Jul 27, 2017 23:21:48 GMT -5
Currently the only way to see a Galaxy map is to start a new game (or existing with said map). During a recent twitch stream, Cory started a new game, saw the map, declared that it sucked, and created a new map.
Would be great to be able to browse through images of existing and newly created maps without having to start a game to do so. Not a high-priority RFE I suppose, but what I am doing now is creating 3-5 maps, finding the one that I like the most (by starting new games), then using the map that I like the best from then on (until we have to scrap it with a new update).
Just a thought.
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Post by MintDragon on Jul 27, 2017 23:09:05 GMT -5
OK, was able to recreate and repeat. 1. Visit new planet 2. Land in Zone, set star color to GREEN 3. Go to orbit (star is blank [black]). Probably just an refresh thingy tho... 4. Land in Zone, star color is now YELLOW. 5. Go to space 6. Land on planet, star color from orbit is YELLOW However, if I re-change it to GREEN, it seems to stay GREEN (haven't tested revisiting same planet after time has passed or leaving sector, just jumped to Sector map and re-landed. Pictures below.
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Post by MintDragon on Jul 26, 2017 13:26:42 GMT -5
I'm sure it's already planned out, but on mobile, there currently isn't a way to 'see' the talents available to use during card games to remove or replace cards (ala INFO button used in combat). The icons pretty much look the same right now, but playing a lot of card gaming, and it's frustrating to not be able to know which talent/talent details I'm using until after it's played. Alpha UI, just calling out to be sure we have a solution planned before launch. :-) Why you no click info button? Cuz... me no see when tired. (crawling back to corner of room. ashamed.)
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Post by MintDragon on Jul 26, 2017 13:20:02 GMT -5
I'm sure it's already planned out, but on mobile, there currently isn't a way to 'see' the talents available to use during card games to remove or replace cards (ala INFO button used in combat). The icons pretty much look the same right now, but playing a lot of card gaming, and it's frustrating to not be able to know which talent/talent details I'm using until after it's played.
Alpha UI, just calling out to be sure we have a solution planned before launch. :-)
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Post by MintDragon on Jul 26, 2017 13:10:38 GMT -5
Any idea how to reproduce this? Currently playing for a while trying to reproduce with no ability to do so I'm willing to concede that it was my fingers changing the colors inadvertently when re-visiting the planets. Will try to play over the next few days being (more) careful entering zones, will document if I see different... But it was setting the color to green, then returning and noticing that it was black again, or yellow. Again, was probably finger bumps.
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Post by MintDragon on Jul 25, 2017 14:01:40 GMT -5
grävling I really appreciate your insight and approach to creating templates for newbies. One mechanism I'm waiting for is the ability to upgrade your ship from the start using leftover budget. I think that based on profession, a starter ship can be customized for the newbie player to give them a push in the right direction. Attributes should max out fortitude and resilience to help with survival of any game challenges. Agree that contacts should be fairly high on the A-F scale; I personally play with contacts fairly low, willing to use skills/talents/money to ferret out what I need, but new players would love to have destinations based on a variety of contacts within a few jumps from the starting sector. I'm curious about others' view, but I always play with the Captain at the lowest level (as you recommended). Due to the lack of talent saves, turnover is normally high for me til I get a few missions/crew payments completed... Wondering if a higher starting level will help in that area? It might be kinda tricky to explain to new players why high turnover isn't necessarily bad, and what people to add to the crew to 'restock'. Finally, I hope that a 'Beginner Difficulty' could be considered, or the selection of a Beginner Template that uses custom game difficulty settings that let new players basically fly around, trade, fight, run, etc... and learn the game mechanics with little penalty and high rewards. After getting their bearing, they would be bored with the lack of challenge, but I really think it's important to minimize the negative outcomes in as many parts of the game as we can for them while they are learning.... and then move to Basic Difficulty when they are ready. For someone like me (to whom ST and HoS were entirely new game genres), it took a lot of trial/error/seeking advice to even grab certain concepts of gameplay. That being said, my list would be same as your second option: A -- attributes B -- contacts C -- ship (Galtak Freighter) D -- skills E -- experience Or for more oomph in a ship they can shoot things up quickly (and upgrade impressively over time): A -- attributes B -- ship (Intercepter) C -- contacts D -- skills E -- experience
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Post by MintDragon on Jul 25, 2017 10:06:24 GMT -5
xdesperado, there was a lot of discussion in this thread. startradersrpg.proboards.com/post/179636/thread Like you, I felt (feel) that the game still requires a pen to remember key items. I know that the database has the ability to add text descriptions to items like planets (and hopefully contacts). This, along with the colored star capability, will be what is needed to put the pen down (for me). fallen, not ready to call it a bug yet, but noticing that previously starred planets forget that I turn them a certain color and revert to black (blank) when I go back to revisit. Trying to ensure that it isn't me accidentally tapping and causing the color change, but wanted to give you a heads up in case you are seeing the same.
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Post by MintDragon on Jul 22, 2017 23:20:25 GMT -5
I keep coming back to the biggest change of the game vs ST are the hyperwarp gates to multiple sectors. Have been trying to do a stream of conscienceness thingy with 'Gates' in the subtitle...
'Star Traders: Gates of Discovery' was what I liked best, but had a bunch of others in that vein:
Gates of Opportunity Gates of Wrath Gates of Expansion Echoes of Gates
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Post by MintDragon on Jul 22, 2017 20:29:32 GMT -5
So I do a mission to help a Trade Alliance and add +9 points to the conflict score. Is that significant? Should I do another mission to help keep it alive?
Would be great to understand where an alliance/spy war/trade conflict stands. Perhaps the Politics Summary could show the 'conflict score' and perhaps insight somewhere as to what would resolve or enhance the political landscape.
Ex. if I am benefitting from a Trade Alliance, and it is on the verge of failing, I would want to take missions to improve the conflict score to extend/keep alive said Alliance. Would be a great 'depth of game' thingy if certain contacts hate/like the faction/house of the alliance more clearly, perhaps even having missions to ESTABLISH alliances or conflicts (if several missions could accomplish that).
But as the data viewing stands, I really don't understand what +9 points does to help an alliance continue. 🤔
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Post by MintDragon on Jul 21, 2017 0:36:13 GMT -5
Wonderful thread idea ... going to give this a bunch of thought. Be back soon...
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Post by MintDragon on Jul 20, 2017 13:32:24 GMT -5
I think we've seen this one before as well, but I did a short jumper mission, then was given a chance to hand the passenger over to another faction as a prisoner, or to return and complete the mission. The second destination (Omega Divide) is listed as one jump, but I'm currently in Omega Divide, so it should be zero jumps. And more of a balancing thingie, but if a faction is trying to bribe me to take the passenger to them for torture, wouldn't it make sense to make the amount something worth considering? (7.9K to complete mission, 7.1K to cross my faction and deliver the passenger to the enemy. I would have thought 50K+, +100 Rep with faction, or a free high end ship might tempt me...)
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