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Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

CommissarMega posted:

Yeah, one thing you need to realize about combat in this game is that boarding is king. Once you get past their redshirt combatants (especially if your officers have some kind of combat specs), you'll start taking out their gunners, pilots etc. Not only that, but you're also sabotaging their morale and components, and that's not taking into account your limited use boarding talents.

I haven’t played the game in months, but I found brief success in running a fast, dodgy little ship. Got as many defensive/maneuver/boarding talents as I could, loaded up on short range weapons that do heavy damage to crew, and got whatever morale killing talents that were lying around. I’d fly in, jink enemy fire, and then stick to the bastards like a tick until they surrendered from crew or morale loss. It went well until a critical hit from a fat merchantman blew up my bridge, my captain, and most of my officers. Whoops!

Stay safe, kids; stay trading.

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Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
I’m loving the new hardcore save feature. Now I can set up a captain and ship and clear the first arbiter missions and make a save there for whenever I inevitably blow up my space mans. I think it lets you save up to a year in?

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

corn in the bible posted:

I wish the game had a conclusion and ending...

They just need to add a “fly into nearest sun” button that deletes your save and kicks you back to the desktop. Bam, player driven and mechanically enforced conclusion (suicidal captain) and end (your mans is erased from your computer’s memory).

PM me Trese bros, I’ve got all of the good ideas.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Synthbuttrange posted:



Good job crew, you found a gigantic pile of poo.

https://en.m.wikipedia.org/wiki/Guano_Islands_Act

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

sebmojo posted:

How much difference does the weapons locker make? I prioritised upgrading it first and it seemed to make fights a lot easier, but i never crunched the numbers.

Night and day man. Max guns and armor rookies can cut through decent opposition on the strength of their equipment. If you stick with the starter gear, even your combat specialists will be in danger against total chumps with better stuff. Doing more damage and taking less in return is always good.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
Star Traders dating sim when?

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

toasterwarrior posted:

How many skill save cards should I be looking to bank for every possible issue that may come up, 4 or so?

In the starter ships at least, I’ve found that 2 skill save cards in each ship check is reliable enough for short runs, as the other abilities available also help trips go smoothly. Once the crew starts gaining a fair chunk of levels, pick up another skill save or 2 in categories that you notice failures most often. I haven’t played the game for about 6 months and wasn’t very good at it to begin with, so caveat emptor.

As for mission skill saves, I’d say focus on a couple of things like intel gathering and diplomacy, and get a boatload of skill saves for those so you can have a reliable income stream.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
Yo, Trese Bros, how can I give you more of my money? I gots your back catalog on Steam and I bought the soundtrack for Star Traders yesterday. Not interested in the mobile version of ST:F, sadly. I'd never get anything done.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Cantorsdust posted:

They also have the not-WH40K-Space-Marine-themed Templar Battleforce game. And I think they have a Patreon now actually.

I’ll check out the Patreon. Templar Battleforce is a pretty awesome game.

So did the setting come from a tabletop campaign of Burning Empires or Traveller or something?

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Cantorsdust posted:

I always thought of ST: F as WH40K: Rogue Trader, but Traveller is a good comparison, too.

It also has some melange sprinkled on there.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Glenn Quebec posted:

I cannot imagine wasting my A slot on experience

It’s pretty great for snagging the timed achievements for unlocks.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

KirbyKhan posted:

Yeah, when all my crew is like level 5 then I don't have an activity log that screams red and -health at me while I'm doing legal Lyft for mah boi Big Prince Feyn. The ship just works.

The optimal thing path is to chuck experience to E so you can leverage high attributes in the mid game. Or skills. I forget the math behind which is better number, but I chose attributes a long time ago. I dunno, the mechanics kinda wash over me sometimes.

Attributes are almost immutable as far as I can understand (gaining traits can change them I think). Skills just pile on from levels and adding more crew. Of course, you can make an entire play style sing right out of the gate with high skills, not to mention a captain on a small ship needs skill bonuses in the beginning due to a small officer pool. If I’m going for the long haul, I set attributes and skills to A and B, in either order.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

habituallyred posted:

2 things to check for that. There is a summary screen as one of the tabs after battle. You know the screen where you use your after battle talents and ransom enemy ships? I think it is the rightmost option at the top, with the battle log in the middle. This also works after boarding attacks.

Next is the captains log. Go to the ship screen in the bottom right during stellar travel. Then check those bottom three buttons for the captains log. All the little skull and crossbones entries commemorate your dead crew. Doesn't tell you what talent gaps you now have, but hey.

I’m pretty sure there’s a screen somewhere where you can see your talents at glance.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
As long as I can pet my space llama, it's all good.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
The Feud storyline isn’t too bad if you have a patrol, blockade or spy setup. If you’re going to a planet and you’re going to piss them off, blockade or spy on their rivals, or chase off pirates at all of their systems en route. I think the worst thing about following the Feud is that you need a pretty generalist crew early. You’ll be doing pretty much every kind of mission, from exploration and ground combat, to diplomacy, espionage and more.
I don’t think I’ve ever started the arbiter missions because it starts so far away.

I play on permadeath though, so I’ve never gotten super far into the game.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all

Schadenboner posted:

It feels like the starter quest is a nice demo (because, like you say, it gives a sampler plate of everything) but not a great start to playing the game itself, if that makes any sense?

Yeah. I bounced my head off of it a lot in the beginning because it wants you to wear a bunch of hats. Specialization is the key to getting off the ground, and I had much more success just puttering off to chase my own goals.

I wonder if starting with a huge ship and decent crew is the way to go with that? It’s hard to resist the urge to make a turbo-captain though. Your avatar influences most of the rolls in the game.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
I just checked my Steam library, and apparently I haven’t played since the end of 2019. Whelp, time to ply the star lanes again.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
Just a quick mechanics question here.

Do failed skill checks grant experience? If so, do Skill Save talents represent a significant loss of experience?

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
One thing I can say is to try making a captain that prioritizes Experience and then probably Ship or Contacts. Starting out with a seasoned crew can do wonders for your early game, as can having a ship with an extra few crew and officer slots, not to mention contacts who can help you fill those slots with specialists and shower you with money. Will your captain's dice pools for missions suck? Kinda, yeah. You'll have a massive leg up though. Small crews in small ships level up more quickly (in theory, though smaller dice pools can mean more failures and no xp for your trouble), but then every crew member lost in the early days is a potential crisis that will have you limping to port in a ship that's falling apart.

Taking skill save talents is never a bad idea. Then I'd probably pick up a few Patrol card re-rolls so you can more safely repair rep with factions if you have to (surrender or flee from the Patrol fights. Just encountering pirates will get you rep). Then I'd recommend talents that let you flee combat, as fighting space battles is expensive and will get your crew killed. Even if you want to do ship combat, you'll want the ability to disengage from bad situations.

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Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
Dexterity and Wisdom both determine combat initiative and I'd want my combat crew to have at least 20 in each. Actually finding that without recruitment talents can be rough. I find your starting crew tends to have decent stats, so there's sometimes a combat monster or two hidden in among your Crew Dogs and Gunners and whatnot that you could promote to officer status early. Assuming you want combat officers, obviously.

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