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Post by MintDragon on Apr 19, 2017 12:06:49 GMT -5
For consistancy -- the other fighting professions have names that indicate what weapon is used. Also will not conflict with the trait Soldier which could cause confusion. s/consistancy/consistency sorry, couldn't help myself...
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Post by MintDragon on Apr 19, 2017 12:05:28 GMT -5
MintDragon - the pistol is the default weapon for crew without heavy combat training. yes, I know. I was only referring to glancing at the pic, seeing a pistol, and associating it with 'soldier' when I was first playing. no biggie, just sharing how my brain was interpreting it as a new player. thought 'rifleman' could clear up a potential confusion point for newbie players
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Post by MintDragon on Apr 19, 2017 11:48:37 GMT -5
Yah, an additional 2 cents When I was first playing I got visually confused with the screen showing the character graphic (full body); I was seeing the pistol and visually associating it with 'soldier', only to see he/she was a pilot, etc.. I still occasionally get visually confused with it for a second. I think Rifleman (or Rifle-whatever) would help. I'm confused. I don't think this would have any impact at all on the visual. What about the graphic? Confused!~ the picture of each crew (when upgrading jobs or talents), most carry a pistol in one hand
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Post by MintDragon on Apr 19, 2017 11:36:47 GMT -5
Yah, an additional 2 cents
When I was first playing I got visually confused with the screen showing the character graphic (full body); I was seeing the pistol and visually associating it with 'soldier', only to see he/she was a pilot, etc.. I still occasionally get visually confused with it for a second. I think Rifleman (or Rifle-whatever) would help.
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Post by MintDragon on Apr 18, 2017 23:02:03 GMT -5
grävling , hope to hear more stories, see a few pics from your weekend; sounded like fun (and a lot of work I'm sure). Welcome back! It's been awfully quiet around here, tho... smell a pending release -- get your grammar gun ready.
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Post by MintDragon on Apr 17, 2017 1:22:02 GMT -5
Perhaps the solution is to provide the player defog services on the top # of planets in a quadrant, instead of every planet that meets a minimum. Say every starchart has at least the best 5 planets for fuel in all the known Quadrants. Perhaps that number is even scaled by difficulty. That would mean that quadrants with 20 worlds would have a large number hidden, however, the player would have some immediate information. Depending on the number used, we would change the planets visible. If we set it high enough (8) we'd rarely see it hit. If we set it lower like 3, we'd have a lot of information trimmed. Very interesting. Yes, I'm not trying to create ideas out of the scope of the plan. The difficulty scaling is an awesome idea. Down the road, a talent could potentially unfog more of new/existing quadrants too (from a 3 to an 8 for example) Agree that xx top number of planets being unfogged would be better than min requirement (esp if it's fuel depot, since it's high % of planets at present). With current maps of quadrants (1.0.33), I've found little value in exploring the fogged areas to discover planets that are trade/military/shipbuilding/etc.. gems. All of them have been wilderness types (which makes sense now, understanding your filter). Would be great to have potential to discover things of interest to non-explorer gameplay.
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Post by MintDragon on Apr 17, 2017 0:32:30 GMT -5
No dice. I have 142 visited Contacts, but no one from this Faction has enough Influence to get me a decent Permit. Not without me actually running Missions for them (I've only done 5 Missions with this Character). With 1.1 million credits, it really doesn't matter to me at this point. 142 contacts? Wow, you are one connected Star Trader! Keep in mind that the influence you need to get a decent permit is often based on you doing missions (so they can to trust you to offer awesome things, including level 3 or 4 permits), plus doing such missions will often increase their influence with said faction (so they are able to offer you awesome things). But the best thing about ST/ST2 is that you can play it anyway you'd like, I'm sure you are gang-busting in other areas to get the credits that high. đ đ
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Post by MintDragon on Apr 17, 2017 0:13:23 GMT -5
Haha. Didn't answer your question.
"anywhere that sells fuel" might be too generous for de-fogging. Or maybe have less planets that sell fuel?
I'm thinking of an impact on the decision making of accepting a mission that goes through 3 untravelled/unknown quadrants a real decision point. "maybe I shouldn't accept such a far destination mission before I expand my Galactic Atlas. What if I can't find a planet to refuel or trade all this methane fuel?"
I kind of like the discovery of ST4X maps tho, so feel free to consider me biased.
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Post by MintDragon on Apr 17, 2017 0:08:57 GMT -5
The task now is to decide what we want to defog for new quadrants. Is "anywhere that sells fuel" too generous? Just a knee-jerk reaction, but I see value in exploring quadrants; and the fun (errrr... pain) associated with finding a fueling station/potential trading colonies before I can leave a quadrant I've never been to. Would affect how I invest in discovering quadrants/planning longer trips/etc. Would also place a greater need for the UI (Galaxy Map) to indicate quadrants already visited. And maybe a button popup to show the Galaxy Map routing for missions prior to accepting them. First thoughts late at night.
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Post by MintDragon on Apr 16, 2017 23:54:51 GMT -5
At Mom's for dinner, only had my iPhone SE (ie. tiny screen), and started a game in 1.0.33. Ran into the 2147.5 'bug' again. Kind of chuckled. This time, the text was so small that I didn't notice that the payment was 2147.5M, I thought it said 2145.5 K. Again, it flips back and forth from +2147.5M in my coffers to 0 credits. See? I just got paid a gajillion credits, but I'm flat broke! So both my iPhone and iPad are on strategic hold for the update. I'll try and do the update on top of existing first and report on the results, then do a clean install to keep testing.
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Post by MintDragon on Apr 16, 2017 23:34:54 GMT -5
The commander has a talent that improves/gets you better recruits too. Forget what it's called, but it's available in the first wave of talents... I've had this Talent in the past, but didn't find it useful. It's not a guaranteed increase in attributes, and has a 3-week cooldown. With the RNG involved, you are mostly likely better off with hiring a few candidates and picking the best. By the way, Military Officer also has the same Talent by a different name. Ah, didn't know about the Military Officer, thx. What I'm also 'hopeful' for, is a few higher-level prerequisite talents that are more powerful in a variety of areas, including recruiting (perhaps even needing the lower talent to 'build on'). Definitely not needed prior to 1.0 launch, but would be an interesting way to enhance/balance the game through these kind of buffs for different play styles (ex. Explorer would definitely want 'Explorer Test Save Level 3' which has only a 5 day cool down vs Level 1 at 3 weeks)
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Post by MintDragon on Apr 16, 2017 19:53:33 GMT -5
In the 'scrape by for the few first levels department' --if you make skills A you can be lavish with your allotment to Doctor. And that you need. But your first priority with levelling officers is not to get professions that give you doctor saving talents (That's the second). Your first priority is to get 2 helpings of commander on your team so you don't fail any command saves, due to Aura of Command. 'Cause if you do, it is all over. You should usually save your starting captain talent for the Doctor/Combat Med save -- since you allocated a lot of doctor points to your captain, you are probably going to want to make him or her a medical professional anyway. And you need that talent very, very urgently. Just not as urgently as Aura of Command, so if your starting captain is a zealot, feel free to take the Aura of Command. D level officers and crew are no better than E level officers and crew, so you might as well take the extra contact in D. And if your starting contact is a significant distance away from your starting planet, starting over may be all for the best. If not, limp across the quadrant and planet hop to your contact. You cannot handle a long trip without multiple trips to the doctor, and you need your officers to level commander asap. In this situation it is even more adventageous than usual to make officers out of sharp-witted and brilliant people. Merchants seem to get more sharp witted ones -- I don't know how to increase the likelihood of getting brilliant ones. They seem terribly rare, as makes sense. The commander has a talent that improves/gets you better recruits too. Forget what it's called, but it's available in the first wave of talents...
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Post by MintDragon on Apr 16, 2017 13:37:34 GMT -5
Happy Easter. Peace. âď¸
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Post by MintDragon on Apr 16, 2017 12:42:24 GMT -5
Aha. That will explain why athios and I are not finding that many hidden planets. The missions are exposing them for us. So my suggestion is to stop doing that, I guess. Or, more missions that unfog planets vs trotting through a map and already seeing close to 100% of the map. Wondering about the value/intrigue of going through a new map with only an 'auto-navigation' warp gate unfogged.
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Post by MintDragon on Apr 15, 2017 1:07:31 GMT -5
Sorry ... next one is big -- the P2 update! Just going to take a few extra days to wrap it up, but its huge. Cory Trese, fallen, Saturday already through Mountain Time. Was holding out hope for a Twitch and release announcement, but know you've been working extremely hard to get to the next stage... So best wishes on a restful Easter, and looking forward to Phase 2 of our journey. Be well. Let's all come back refreshed. ~Craig
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