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One tip I've picked up from watching a random LP is to just hit spy / patrol basically every time you hit orbit just to see the card pull. If you get a decent hand with minimal risk you might as well just go for it (assuming you're under no time pressure.) It doesn't cost anything to just look. I completely ignored that stuff for a long time because I assumed I needed better skills and reroll talents to actually get anything done but nah.
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# ¿ Nov 15, 2018 02:52 |
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# ¿ May 17, 2024 17:09 |
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Speaking of the main plot, can anyone do a rough non-spoilery overview of which skills are needed for which main paths? I know they have different focuses, and I kinda want to build a captain for a specific one before setting out.
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# ¿ Feb 3, 2019 22:55 |
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I'm waiting for new map gen stuff to go in right now but I'm sure I'll noodle around for a while once they do. I'm not actually sure what'll be changing! But it seems like a fundamental feature either way. Honestly the constant updates are laudable but as someone that tends to avoid early access stuff because I prefer a complete game, it makes it hard to ever want to sit down and really dig in. My brain just wonders why learn the ins and outs of systems that could be changed?
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# ¿ Sep 28, 2020 02:30 |
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Bumping to note this, which could be extremely significant:quote:What’s coming next…
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# ¿ May 4, 2021 16:06 |
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One very important tip that the game doesn't do a great job of explaining is that you should be checking the patrol/spy/blockade pulls on basically every planet you orbit. Especially early on all of the draws will be bad and skippable but you might luck out and it's a habit to get into. Get a trade license up to 4 as soon as you can, you can get it from one of the starting quest guys if you run some of his missions for rep. Selling trade-restricted stuff will get you big gobs of cash. But also speaking of the starting quest it's 100% skippable, you can just ignore the plot entirely and boat around doing whatever the hell you want. This is worth it on at least one game just to grok some of the mechanics. Upgrade your weapon closet. Early on if you de-prioritized your ship in creation your best bet for actually winning space combat is to get in close and board a bunch. That said, space combat can kill you stone dead so it's often just better to run away. If you don't know what skills to assign, the skill save ones that give you an automatic success are all worth having. Once actual skills are high enough to pass checks most of the time they get less valuable but early game they're lifesavers.
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# ¿ Dec 19, 2021 20:12 |
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# ¿ May 17, 2024 17:09 |
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You couldn't run away? I run away from everything early game, and I can't think of a time it didn't work to that degree. Also it's okay to surrender if you're seriously outclassed; you take a morale hit and lose cargo but it's way better than taking a drubbing and if you don't have expensive poo poo in your hold the downside is pretty minimal. If it's a military ship I don't think they even take legal cargo.
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# ¿ Dec 24, 2021 06:23 |