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Post by Aimstrong on Mar 10, 2020 23:21:21 GMT -5
Just my 2 cents Given the fact that one cannot repair while traveling in space and the time it take to repair can vary drastically tanking ship builds take a bit hit(apart from being super risky imo). Implementing diminishing returns on dodge can be cool but needs more support from other aspects of the game(which I can't quantify as to dev time): ship/component HP sustain talents(that are triggered by player whenever he wants not by events like landing), maybe map overall starport rating rebalance to name of few(just at first glance, I'm sure that there are more elegant ways to do this). As a side note : % wise dodge components need to be capped (e.g. 1-2 per ship) imo. And even supposing that all the above were in the game and working superbly : I kinda doubt that min-maxing players will choose to fly a tanking ship.
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Post by Aimstrong on Mar 9, 2020 14:30:04 GMT -5
On impossible I usually go as follows: Longbolt(C)| Skills (A)| Attributes (B)| (D)Fixer, FDF | nonCC Commander (E) Favorite playsyle: farming pirates + BH missions Longbolt => Vengeance => SBC 1(space combat) + add 1 hauler ship + 1 Explorer ship (sell Longbolt + Vengeance) I don't value starting contacts(+2) that much to go with a (D) or (E) ship(even if the 4th Contact can be the nice Prince type). late game 4 CC officers each with either 3 CC jobs each.
As for adding more ships always in favor of.
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Post by Aimstrong on Feb 19, 2020 14:06:12 GMT -5
This is an interesting subject is it OK to have a bit more optimized default component loadouts for ships? From what I've seen from the start of EA default component loadout for ships has improved a lot. It's very hard to cover all aspects: player play-style+difficulty+flexibility (that's the main reason why there are so many ships imo) The other aspect is the symmetrical design(if AI gets hold of a optimally designed ship ... people that just started playing will be frustrated with good reason :100: ). I always like to tinker with my component loadouts ... if it would be perfect from the get go it would not be as fun. But that is only my opinion(2 cents).
Cheers!
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Post by Aimstrong on Feb 16, 2020 14:03:21 GMT -5
After the first batch of tests some results (take this with a grain of salt... it's pretty soon to jump to conclusions) Confirmed Info (cheers and many thanks andrew for the tips) Traits for all crew (starting and not) are derived by: Faction ,Job ,Planet attributes (danger, atmo),Zone attributes (govt, military, econ, econ type). We're looking at atmo extremes (hard vacuum, very dense, etc) and high danger worlds to produce hardened recruits. Aimstrong's Educated Guesses (somewhat confirmed via in-game experience, but also not 100% bullet-proof TL:DR unreliable) Device Freak trait is more frequent to be seen from ECON TYPE=High Tech World and from SPY main Captain profession. The run of the mill recruitment(base line) from almost all the worlds (w/o recruitment talents) it's nice for NON-CC crew or if you are in a bind for a CC crew. Planet Sizes should have an impact on recruit attributes. Higher Gravity higher Strength Fortitude(as planet Density is not available to calculate the mass we assume the larger the planet the greater the gravity). I see this as a great bonus multiplier along with Planet Danger,Planet Atmosphere,Planet Type => Bonus Multiplier = Planet Size*Type*Atmo*Danger RNG plays a factor in attribute spread; averages stay the same between certain limits depending on the confirmed factors-- the Zone Stats weights more in determining stats than the bonus multipliers Recruitment talents boost stats a lot between +(2-4) on every attribute on average from base line(if recruitment is done in almost optimal conditions) Recruitment talents&hired from contacts with influence boost stats even further (4-6) on every attribute on average from base line(if recruitment is done in almost optimal conditions) Bonus Skills will eat a bit from the average stats points. There are 2 max bonus skills that can show up on every recruit with a 0-6 skill range.
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Post by Aimstrong on Feb 15, 2020 13:29:57 GMT -5
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Post by Aimstrong on Feb 14, 2020 1:24:27 GMT -5
I am in the process of adding some additional columns to the existing spreadsheet and produce a Recruit worthiness rate (doesn't mean that it's going to be 100% accurate at first but it will at least signal if a zone has potential for stats .. as traits are harder to discover -- only one with recruiting talents and I won't babysit them to see all 6 of them). Many thanks to Nick Alta for the file it saves me a lot of time. Cheers imgur.com/qyzoxFN
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Post by Aimstrong on Aug 19, 2018 8:05:02 GMT -5
Talent:Expert upgrade Engineer 11 or 15 Reduces installation time by up to Repair skill with max 15% for upgrades that take more than 5 weeks.If this seems too OP cost can be increased by the same %.
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Post by Aimstrong on Aug 17, 2018 20:06:34 GMT -5
Some WF like a % of your current WF/max tank or Random between some limits? This can be kinda ugly early game.Heh the other way around happens late game(I refuel less than 80% my tank and farm pirates; a good way to fund flying a Sword Battlecruiser). Cheers
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Post by Aimstrong on Aug 13, 2018 20:55:55 GMT -5
Super good Alta Mesa Seed for trades:st-v01-35-2-37772024 Local rare trade goods + very good quadrant for trades + central position.Pretty OP. imgur.com/a/utmMe0M
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Post by Aimstrong on Apr 6, 2018 15:01:54 GMT -5
1 day=1.6 turns if I recall correctly. If 0.1 turns= 1hour STF crew has top notch work ethics. 1 week=10 turns.
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Post by Aimstrong on Apr 6, 2018 0:55:11 GMT -5
In order to measure the same thing, it’s better to have challenge maps for 1 given faction to max one /multiple aspect of game(e.g. XP, money, rep etc). 100% behind this.
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Post by Aimstrong on Mar 27, 2018 9:49:02 GMT -5
Captain : MO/CMD/CM Doc(2 versions):DOC/CM/Pistoleer or DOC/CM/Spy QM(2 versions) : QM+Pirate+Zealot QM+Pirate+CMD Spy Spy+MO+Pistoleer Explorer Explorer Exo-scout Soldier DPS backline (Soldier/MO/BH)
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Post by Aimstrong on Mar 27, 2018 9:33:00 GMT -5
And I assume that this(reward factors can be safely ignored if one wants to increase the rating of negative results= increase - by -X/risk factors can be safely ignored if one wants to increase the rating of positive results=increase + by +X ) is consistent all throughout all minicard games Patrol-Blockade-Spy-Black Market. It's interesting to learn then how minicard decks are built #(number of)- vs #(number of)+ ;players have max 20% influence on the type(- or +) of card presented (1 card in 5 can be removed/rerolled with random/replaced by a dedicated card ) via talents. Well at least I learned something new today.Thanks Cory.
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Post by Aimstrong on Mar 27, 2018 8:55:38 GMT -5
So in order to have more chances @ -2-3-6 CC I need to explore @huge planets + max danger (to increase risks) all the rewards factors can be safely ignored(no impact what so ever on chances to get what I want)? After all this time I'm still a noob at this game... damn.
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Post by Aimstrong on Mar 27, 2018 8:42:47 GMT -5
OK, that is good news, apparently my premise was wrong from the start. Which are the factors that help getting -2-3-6 cards currently in exploring CC? (wtb some education )
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