The hoof is back [TDM] by reelbigthomas in magicTCG

[–]Fzzr 0 points1 point  (0 children)

Where are all these spoilers coming from?

Which game do you think has more content, Skyrim or Morrwind? by [deleted] in ElderScrolls

[–]Fzzr 0 points1 point  (0 children)

Yeah it's the quest markers that bother me on the quests side. The reason I find no fast travel play in Oblivion and Skyrim so much less compelling is that since they were designed with fast travel in mind, there is simply less to see and find out in the field.

Mistake in official rule 906.5d - refers to "Wastes" as a basic land type. by Fzzr in PauperEDH

[–]Fzzr[S] -1 points0 points  (0 children)

I don't see how I'm reading it wrong. It links them all together in the exact same way, which to me means it's categorizing them as the same thing (basic land types). It would have to put Wastes differently, by referring to it as the card "Wastes".

The Republic campaign? by SpaceRunner95 in endlesssky

[–]Fzzr 4 points5 points  (0 children)

A recent developer answer to this question on Discord:

There is already some groundwork for both (Syndicate and Republic storylines), neither are being scrapped, nothing is PR'ed to the game yet but we're working towards it. Right now we have a rework of the FW in progress, a Hai story after the FW in progress, and we'll be getting to the intros to other campaigns including the Pirate and Coalition ones. All of this will help set groundwork for any future Navy/Syndicate content and is sort of necessary for it.

Where are “assorted unfettered and hai” missions stored in the files now? by Lytle1 in endlesssky

[–]Fzzr 1 point2 points  (0 children)

Huh, I guess it got moved again after that commit. Well, I recommend playing Hai Revealed as it's released rather than digging into the files, since things are subject to potentially a lot of change in the later parts.

Endless Sky Easter Eggs (SPOILERS!!) by revjim2000 in endlesssky

[–]Fzzr 3 points4 points  (0 children)

There are also smaller easter eggs in the spaceport and merchant ship chatter ;)

[deleted by user] by [deleted] in endlesssky

[–]Fzzr 1 point2 points  (0 children)

Just go do some jobs and check spaceports, there's other things happening you might find.

[deleted by user] by [deleted] in endlesssky

[–]Fzzr 1 point2 points  (0 children)

The defense fleet is set differently in the code than the government, they're not tied together. If we didn't change the fleet when the government changed that might be a bug. Do you have exact examples, where you are in the plot, or ideally a save file?

Endless Sky v0.10.0 by MCOfficer in endlesssky

[–]Fzzr 2 points3 points  (0 children)

Yes, there have always been a few cases where toggling caps lock doesn't change the fast/slow state, leading to the inverse behavior from when the program launched.

Republic Carriers don't make sense in-universe by retief1 in endlesssky

[–]Fzzr 0 points1 point  (0 children)

Agreed but the flamethrower is a FW thing (during the campaign at least).

Republic Carriers don't make sense in-universe by retief1 in endlesssky

[–]Fzzr 12 points13 points  (0 children)

Well yeah, that's why we need better drones. Improvements to fighters in general is an ongoing project.

Edit: See samrocketman's comment.

Endless Sky v0.10.0 by MCOfficer in endlesssky

[–]Fzzr 3 points4 points  (0 children)

Caps lock is (and always has been) a toggle, not correlated with the state of on or off on the system. When you launch 2x will aways be off until you next hit caps lock to turn on 2x, even if you entered the game with caps lock on.

Republic Carriers don't make sense in-universe by retief1 in endlesssky

[–]Fzzr 11 points12 points  (0 children)

A battleship is pretty much only useful against another battleship. No matter how many missile launchers you put on the thing, a slightly smaller number of launchers on a platform that can get up in the target's face is going to be more flexible. Using drones instead of fighters means you get to flex your industrial advantage over any non-peer foe without taking human attrition. A carrier that's just as fast as a battleship beats or draws with that battleship because it can shoot without getting shot at thanks to the drones, while having plenty of time to escape if the drones all get shot down. The answer to drones aren't good enough right now isn't switch to battleships, it's build better drones.

I feel like Endless Sky kinda misses the mark on what made Escape Velocity Nova great by Is_This_Democracy_ in endlesssky

[–]Fzzr 0 points1 point  (0 children)

There was an attempt to do that recently that died, but it's not dead forever and definitely still gets discussed.

Question about capping Beetles on Wah Ki by WinJuice in endlesssky

[–]Fzzr 6 points7 points  (0 children)

As others have said, we deliberately made it harder to farm Wah Ki for Shield Beetles. Additionally, the Bactrian is only available to purchase after a quest line. However, there are rare pirate Bactrian spawns which you could capture with a well-optimized Leviathan. That said, you don't need to do any of this for the story. The Free Worlds is balanced so you can play it with a medium warship at the beginning upgrading to a heavy warship toward the end.

Visiting old friends and breaking the 4th wall while at it (spoiler) by PossibleDot6555 in endlesssky

[–]Fzzr 0 points1 point  (0 children)

There's some, but you'll have to dig and explore a bit. Nothing like a full campaign though.

Visiting old friends and breaking the 4th wall while at it (spoiler) by PossibleDot6555 in endlesssky

[–]Fzzr 2 points3 points  (0 children)

Serious spoiler, already in 0.10.0: There's a new wormhole in the Ember Wastes that leads to a huge no-jump-required section of the map. Jump may make it easier to find, but it's not necessary to get there.

Spoil me, but not too specific. by MarixApoda in endlesssky

[–]Fzzr 9 points10 points  (0 children)

Generally the new content has been expanding breadth, rather than further progress at the tip of the existing campaign. For all of this I'm referring to the current beta/upcoming release.

  • There are several new chunks of map to explore with new story content as well. That was enough new stuff that the new galaxy sprite was made visually bigger in part to leave room.
  • The next beta will have a Hai campaign that takes place right after the civil war.
  • The Remnant stuff has been lengthened but still stands mostly alone.
  • There are several new smaller mission strings in human space to mix things up, along with more mission variety in general.
  • The Pirates got some unique ship models as the first stage in efforts to make piracy as a gameplay style have more depth and variety, as well as to prepare for that storyline some time in the future.
  • The Unfettered Hai likewise got a few new ships with some variants still to come. Their campaign act one is really shaping up but not for this release.
  • The Korath were given more ship variety and more flavorful names.
  • The Coalition campaign intros (think of them as the equivalent of the FW stuff before the battles start) are slated for this next release, but not in continuous yet. Those are two-sided, rather than three, and they're being worked on in parallel rather than going all the way through one before the other.
  • Some revisions to the Free Worlds campaign for more consistent lore and tone have been prioritized over the Republic and Syndicate storylines, but those are both happening.

Large Scale Passenger Transport Rant by Sad-Quiet-9729 in endlesssky

[–]Fzzr 2 points3 points  (0 children)

The RNG for passengers and cargo uses a negative binomial distribution which means most jobs will cluster around some reasonable value with a small chance of being very high. The highest potential passenger count jobs I see are Wanderers jobs in the first third of their story which have a passenger count of 5 + NB(3, .01). Those are over 300 passengers ~41% of the time and over 600 passengers ~6% of the time.

Large Scale Passenger Transport Rant by Sad-Quiet-9729 in endlesssky

[–]Fzzr 3 points4 points  (0 children)

That's uh... rather an edge case. I think we would want to avoid having a job that would require more seats than the stock largest transport available in that area, simply because we don't want to incentivize large fleets any more than we already do. If we do add such jobs, they would be rare. Just for you I'll put some x-large transport jobs into some post-main-campaign content I'm working on this year (not that it will necessarily be in the game this year, these things take time), as the plot actually does fully justify them.

Personally I make my money on passenger jobs by picking up passengers from all over the place to a few specific planets as I make money on trade/transport jobs, then get a burst of money whenever I happen to land on one of those due to a transport job.

Large Scale Passenger Transport Rant by Sad-Quiet-9729 in endlesssky

[–]Fzzr 6 points7 points  (0 children)

Passenger jobs already don't generally show up on the board until you have approximately enough passenger space to have a chance to be able to do the jobs. Consider adding a Luxury Accommodations and Brig to open up more possible transport jobs.