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Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Zotix posted:

Is there any kind of meta game with the weapons I should know about?

Also, where do I see a # total of my current crew. I know I can recruit one in the starport, but I couldn't before. So something happened to someone somewhere I'm guessing. I know if I hit the pilot head looking icon it'll show each crew one by one, but I'm just looking for somewhere that shows a numerical total of my total crew.

On the ship screen on the right just above your ship operations efficiency bars it will say Officers X/Y and Crew X/Y.

The meta for the weapons seems to be the tradeoff between range and damage. Torpedoes launch at long range for small-moderate damage. Lances fire at short range for heavy damage--but it takes a few turns to maneuver to range while the other ship is firing. Depending on your ship's mobility, which talents for damage/mobility/evasion your crew has, and the loadout of the opposing ship, you might choose to favor one over the other.

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Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.
Quickness determines your initiative roll in combat, and each move takes points away from it until every person is out of points. Increasing quickness not only lets you go first, it lets you go more often per turn.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

dreadmojo posted:

I would honestly love a mod that did nothing but changed 'star trader' to 'rogue trader', it's just such a badass name for what they do.

I just wish we could mod the game at all. For a team of developers that is so generally receptive to requests from their player base, I’m surprised that they haven’t worked on mod support.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Pvt.Scott posted:

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.

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

Cantorsdust
Aug 10, 2008

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

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Dallan Invictus posted:

So I bought this ages ago and am finally feeling like giving it an honest try since my usual Endless Timesink Games are awaiting updates. I've looked over a couple of guides and the wiki and have a couple of ideas for runs that sound fun, basically:

1) a scientist/explorer type that dabbles in diplomatic/political missions and a touch of spying and doesn't do crew combat themselves
2) a combat monster type that makes money from hurting people and not-quite people in various ways, personally specialises in crew combat and would ideally develop a solid space combat ship as well

If any of you that Know This Game are still around, any thoughts on which of these would be easier for a new player? Basically I get the sense that this game is like five different minigames tied together by the space sandbox, which sounds awesome, but is there any consensus on which of the minigames is easiest to get a grip on?

Honestly the former. Combat can be deadly for a new player. You're better off mission running for the beginning of the game until you have some levels under your belt for your officers and crew.

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Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.
Also for the most part surrendering is not game over or even particularly troublesome. Surrendering to military officers just inspects your hold for contraband. If you’re starting out, you probably don’t even have any.

Obviously if you’re fighting pirates or xeno you might not want to surrender, but in general it’s not the end of the world if you occasionally have to surrender.

Cantorsdust fucked around with this message at 00:54 on Dec 26, 2021

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