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Their previous game was on phones, and basically a diet version of this. It was good.
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# ¿ Jun 26, 2018 13:25 |
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# ¿ May 21, 2024 00:08 |
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Latest backer update says they’re entering the final dev phase before it leaves EA, and it’s also the phase in which they start on the mobile ports!
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# ¿ Jun 28, 2018 17:12 |
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Finally started playing this and ugh those hooks are in deep I’ve missed my subway stop twice—on the same trip home. I played their first one, but this feels much more delightfully intricate. I feel like if I’m going to do crew battles (which of course are part of every approach except ultra-purist trading) then I want my officers in those roles so they aren’t deaded. But there are all those important other skills for my actual, like, path that I’m going to want to stack. Fake edit: actually, death save percentages aren’t too horrible so maybe I just let it ride. Do you get different crews for different ships? I haven’t yet bought a second ship. If not, what happens to the excess folks? What’s the difference between these two crew combat talent position lines? (I’m on iOS) code:
Is there a more up-to-date wiki than the one on gamepedia? It describes a bunch of stuff that I don’t see. It also links to a list of tips that includes quote:8) Boarding an enemy ship is riskier and far more damaging to your ship and crew then straight up fighting or fleeing, there is very little gain from it. Can I go home and play now?
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# ¿ Feb 21, 2019 21:09 |
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Thank you!BlondRobin posted:If you have a second ship it sits in dry dock when you aren’t using it and you move your crew over intact afaik. What happens if the ship I move to holds fewer crew? Do the extras just disappear? If that’s what the X means, what does the O mean? I’ve only made it to level 11, and I’ve dropped almost all of my income into ship upgrades, but it takes ages and ages to whittle away an opposing ship and meanwhile my crew and components get chewed up by their occasional crippling effect. I don’t miss very much, it just seems like I do a couple of hundred damage per round tops (starter ship, but I gotta win to get out of it) and that means it’s ten or more rounds if they aren’t buffing defensively or repairing or disabling my weapons. A couple of boarding attempts and I usually win by captain death or the engine compartment taking its leave. Am I supposed to run from combat until I’ve been able to really beef up my ship?
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# ¿ Feb 21, 2019 21:36 |
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Can you make a career out of Exploring and smuggling stuff into Black Markets? Is there enough to do there? I guess I could also do Xeno Hunter stuff once I grew up, but probably need a different ship which will get annoying in terms of moving them around.
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# ¿ Feb 22, 2019 19:04 |
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BlondRobin posted:I believe the o means if you had the right weapon you could in theory use the skill from that position This is correct, more research shows (plus understanding the tooltip text better): o means that you can use it there if the talent permits, and x means that you can’t use it there even if the talent would otherwise allow it. ”wiki” posted:[Bio-Poison] damage ignores armor and if it drops a character's HP below 1 point, it will kill them. Does this mean that Bio-Poison skips the death save? That can’t be right, right? How do people set up their boarding teams? Just level the default ones? Destroy the ship at range and don’t worry about it? Starting officers? Specialist recruits? Specialists promoted? I keep ending up with a mess of mediocre stuff.
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# ¿ Feb 23, 2019 19:09 |
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Man, you guys are so helpful. Thank you!TheBlandName posted:After job level 2, you rarely (if ever? I'm not actually going line by line here) get more than 2 skill points per job level. That's only "worth" about 4 attribute points in crew combat.). What do you mean by “worth” here? I’ve been trying to figure out how to tell if my crew members are “good” for their role, and I’m not sure how to weigh attributes against bonus skills. That “more than 30 initiative” tip I will remember. Is there a list of the important attributes for a given class, or should I tediously make one by looking at their talents? What am I aiming for in terms of having a combat team that’s ready to start boarding (or fighting during exploration)? 10 in weapon skill and some upgraded gear?
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# ¿ Feb 23, 2019 22:27 |
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I could finally build that ship-fitter app I always wanted to make. I got a copy of the internal asset database from the devs years ago when I was between jobs, but then ran out of time and dropped it like so many other projects…
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# ¿ May 4, 2021 16:37 |
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is the desktop interface better now? it felt really clumsy the last time I tried it, with no tooltips on icons and things not being clickable the way I expected
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# ¿ Dec 18, 2023 19:07 |
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40 Proof Listerine posted:Left click to select, right to confirm waypoints, middle mouse to back out is pretty intuitive. Middle-click for anything is unintuitive IMO, but hopefully I can rebind that because clicking a mouse wheel sucks. I shall try it, thank you.
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# ¿ Jan 8, 2024 21:58 |
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# ¿ May 21, 2024 00:08 |
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40 Proof Listerine posted:This trick is funnier if you're aggressive with making new Contacts you can ||…||. Not how spoilers work on SA, alas
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# ¿ Jan 19, 2024 22:48 |