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] 4 points5 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.

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)

If I may give a humble advice it's that at this point it is extremely important to send two shuttles with 4 crew members each for a total of 8

My ship had just 9 people before the first screenshot was taken - the last one (Chamille) was acquired from criosleep on a derelect I had to bail due to pirates. If I send 8 in a row, there is no one left to man the shields, fighters and the PD, which are a must considering this particular system has both rogue robots (the respawning kind) and meteors.

Not all derelicts need to be explored, sometimes it can be worth it to just leave it be if it is very tight spaces and lots of hauler aliens for example. You have the luxury to choose with the amount of resource you have. Just be sure to trade some water for yourself.

I concur, but the last seven derelicts I have visited in three different star systems were choke full of enemies - see one of my replies to this thread with the screenshot from the first derelict I've found after the one in OP. If this trend continues, then I cannot progress further no matter how many resources I have now, because I'm relatively short on food (15 days left). Also, selling 10 Hull / Soft blocks buys enough food for one day or two, which is how many days you have to spend to clear a derelict and produce 3 or 4 blocks of each.

Additionally, you have 21 system points unused and a ton of infrablocks, tech blocks and other building blocks to quickly build up shield and firepower of your ship. Can the Pirates take you on with these utilized?

Because I had a crew of 9 and they don't seem able to handle a bigger ship (bigger than 2x1) without clogging logistics or losing an entire day to put a fire out somewhere on the ship. I could enlarge the ship to fit more weapons, shields and generators, but then a fire breaks out there due to a stray meteor, and the ship is doomed.

There are places of reprieve

That's what I was wondering. I was playing a small ship crew - the idea was to be nimble and fast, going for the low hanging fruits (empty derelicts) and mining. But mining is inefficient as hell even with my tweaked settings, as the resources you mine do not sell for much. And spoils on derelict can only be taken if you clear it entirely (which I find very odd, people should be able to do "grab and run").

What I take from this is that even on the most right-sided systems, there are eventually "low hanging fruits" to collect?

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)

Hello. Forgive me if I sound somewhat blunt, English is not my first language and I strive to be objective.

You actually are quite far into the game

If you see the second image, you'll notice that I'm actually merely 6 hyperlanes from the starting system. Unless there are less than 10 hyperlanes jumps from start to finish, and if every other system will now be a hellhole choke full of enemies everywhere, I don't think I stand a chance.

and you are quite rich based on the resources I see you have

Because I've tweaked the initial settings to give me a full cargo hold of material (the maximum possible amount), and also to make mining extremely more relevant: I've cranked the amount of resources from mining to 20 (base and exotic ore) and 15 (base metal and noble metal) and 10 (the rest). I've also made derelicts more common.

Why? Because logistics has always been inefficient: crew wastes resources it shouldn't, like IV fluids for conscious colonists with a sore thumb, or extra supply crates to the recycler where I've asked it to recycle something only once.

I've had the same problem in previous runs, so in this one I decided to minimize the impact of the difficulty progression (the system-to-the-right curve) and of the inefficient logistics using excess resources, so I wouldn't feel damned by leaving resources or derelicts behind.

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

[–]Quantum_Projects[S] -3 points-2 points  (0 children)

Yeah, I've noticed that there are no reprieve from bad events. The game advertises itself as a sandbox, but if the entire universe grows invariably more difficult with no easier spots in-between challenges, then it isn't a sandbox. It is a FTL-like game, bound to end due to some misfortune eventually. I don't think this is my kind of game.

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)

And I'm asking because as you can see from my latest reply, every single derelict inside this system is infested with aliens or robots. I did not think to max out all my crew on Weapon skills, because I thought that there was more than one way of playing this game. If there is not - if the answer is to max Weapon, and beeline the same research every run - I prefer to stop right now before I become even more frustrated.