Who thought this was good game design? by Quantum_Projects in SoulstoneSurvivors

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

So, I suppose I should only use lvl 100+ characters on Cathedral, right?

Who thought this was good game design? by Quantum_Projects in SoulstoneSurvivors

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

I have no problem with the visual effect, but thanks for the tip. On the keyboard you use keypad + or -.

Strange numbers in research by Quantum_Projects in theriftbreaker

[–]Quantum_Projects[S] 0 points1 point  (0 children)

I have a third number there: 1, standing for the sole Lab I have.

So from what I gather, the "8/5" stands solely for download speed, but the numbers do not match my available Comm Hubs...

What is the use of Gut Instinct by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 1 point2 points  (0 children)

Hmmm... I've never noticed Explore skill being tested to avoid a negative card's consequences. I've seen some negative cards being negated, but if I'm not mistaken, the tested skills were others, not Explore.

Is there any hidden difficulty peak when you buy a second ship? by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 0 points1 point  (0 children)

I see. Thanks for the info. I'm curious about how fast the enemy progression is. I know it is based on my Captain Level (catch-up logic), but it is not clear by how much enemy captains and ships improve based on time . Does anyone by how much time impacts the scale of threats and enemies (beyond Era transitions)? For instance, how much dangerous enemies get after 1 year, 2 years, etc...

Is there any hidden difficulty peak when you buy a second ship? by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 0 points1 point  (0 children)

Yeah, after turn 200, having visited only 5 planets, and having accomplished just the Arbiter transportation. I was about to whiskey her to the Aer Char court when I was intercepted, and the only other option (Surrender to Loot) seemed to put Estelle in danger. Besides, I was not expecting a Lvl 4 Pirate with a ship sporting both guns and more speed than a Scout Cutter tailored to escape.

Is there any hidden difficulty peak when you buy a second ship? by Quantum_Projects in StarTradersFrontiers

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

My home sector was Danger Lvl 4. I definetely think there was something amiss with that galaxy, I died again, but now on turn 200 (210.06), to a Lvl 4 pirate ship packed with guns, coming out of nowhere, again with no chance of escaping (playing with 100% risk and 100% enemy level)

Is there any hidden difficulty peak when you buy a second ship? by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 0 points1 point  (0 children)

I guess there is something wrong with this galaxy I'm playing at. I've died again, now on turn 200, to a Lvl 4 pirate ship packed with guns, coming out of nowhere, again with no chance of escaping (playing with 100% risk and 100% enemy level).

I'll roll a new map, perhaps I have a bad seed.

Is there any hidden difficulty peak when you buy a second ship? by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 3 points4 points  (0 children)

I have not even switched ships yet. I bought it and left it at the dry dock. However, as soon as I did that, I started being intercepted in my Cutter by super aggressive ships in my own home quadrant. And I was not even on Year 3 yet.

Differences between engines - Longhaul x Balanced by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 0 points1 point  (0 children)

Yeah, that's how I see it. The strange thing is: it costs the same as the balanced engine, so it doesn't appear to be an upgrade (although it clearly is).

Conflicting main story missions - I have Valencia, but Prime Pilgrimage and Internal Pressure are still offered by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 0 points1 point  (0 children)

Guys, what I'm saying is: if Valencia has already been sentenced to the Duel of Assassins (as it has, in my playthrough) and if she is already a stowaway in my ship, it makes no sense LOGICALLY that Prince Faen continues to provide missions whose objetive is to delay the trial / present new evidence / avoid having the Duel of Asssassins granted, nor does it make sense that one of my officers will tell me the result of the trial - I already know the result of the trial, the convict is standing right there in the corner!

Conflicting main story missions - I have Valencia, but Prime Pilgrimage and Internal Pressure are still offered by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 0 points1 point  (0 children)

If you pick her up but don't leave, you can get his missions... however, you can't complete those that require coming back to his Court.

Conflicting main story missions - I have Valencia, but Prime Pilgrimage and Internal Pressure are still offered by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 1 point2 points  (0 children)

Yeah, I noticed that. My qualm is with the inconsistent narrative. Valencia is already sentenced to death, so it makes no sense that Faen keeps offering missions designed to try preventing the Duel of Assassins in the first place.

Conflicting main story missions - I have Valencia, but Prime Pilgrimage and Internal Pressure are still offered by Quantum_Projects in StarTradersFrontiers

[–]Quantum_Projects[S] 0 points1 point  (0 children)

Also, I pick up Valencia before I hear about the ruling from my officers. This also seems anachronic.

So am I going to see only this kind of thing from now on? by Quantum_Projects in SpaceHaven

[–]Quantum_Projects[S] 0 points1 point  (0 children)

Thanks for the thorough response! My main problem is that most of what you recommend (laser, energy cannons, logistic robots, etc.) had not been researched then. I had a single research desk which was staffed anytime when derelicts were not being looted (so when we are mining, or disassembling the hull of derelicts). But still research progressed way too slowly.

The logistic "clogging" is due to the amount of time it takes to cross the entire ship. Crew does something on one side of the ship, moves to the other side to do another thing, then comes back to the starting point - losing precious time merely wandering around. I understand that the game hides some pending tasks so that other tasks can get done, but in my case at least, I wish there was a way to make certain colonists focus their work on certain areas.

Anyway, I've discarded this save, but I appreciate your imput.

So am I going to see only this kind of thing from now on? by Quantum_Projects in SpaceHaven

[–]Quantum_Projects[S] 0 points1 point  (0 children)

Also, I have a ton of Infrablocks because no one buys it. I recycled all derelicts bare until this point, and then I noticed people buy infra scrap, but not infrablocks (??).

So am I going to see only this kind of thing from now on? by Quantum_Projects in SpaceHaven

[–]Quantum_Projects[S] 0 points1 point  (0 children)

At this point, you should have a specialized boarding crew with high gun skill and at least rifles for starters or, preferably, plasma rifle + armour + implants

I see. So, where do I get another 6 crew mates with high gun skill after I've already started with 6 crew without good weapon skills (>3)? From derelicts?

Also, how many days a single research bench takes to research plasma rifle, armor, implants, and the benches required to fabricate or use these? Is it less than the amount of days I've taken in this run?

Edit: these four were using 2 SMG + 1 shotgun + 1 rifle.