And stock up on the nukes, they really help. XDI'd recommend saving some cash for fighter and defence upgrades.
And stock up on the nukes, they really help. XDI'd recommend saving some cash for fighter and defence upgrades.
I'll have to think about that, mostly about the "reduce chance after win" part. I'm generally not unhappy with the attack frequency, and that solution would effectively reduce the amount of overall attacks.Well, to start it you could just increase the chance for attacks by 20% if you choose to pay them and reduce the chance by 20% if you destroy their ships.
Good idea, but an investment of several hours, mostly to make sure nothing breaks - which is unfortunately very likely. Might try it once time allows.Dunno if there is a "draw" once your shields fail and the hull cant take any more hits, but if not you could implement a final demand from the enemy to pay double the sum they initially demanded. If you plan to make the battles harder it could help to get a last chance without reloading
The shipyard as it is currently worked on is linked to the planetary systems and not the station itself. I don't think I'm going to revisit that, lest I make it even more complicated for myself.For the shipyard, in the beginning you could make it build fighters, repair drones and other little things to replenish your stocks without the need to buy them (if you have more metal than money) and build cargo ships to sell (the pirates dont only shoot at you, some of the merchants will need new ships or repairs, so you should offer such services to them). That way we can use it as soon as you implement it, then you can work on fleet management and other complex stuff.
In my playtests, I find myself drowning in credits thanks to the new trading system. Also, upkeep got nerfed a little for 0.5, and having Celeste (the AI) work in Admin will reduce it even further.Just saying, with the growing upkeep and your wish to make battles more difficult we need more sources for money.
Especially since it's not the main point of the game. LOL Management part is nice and I like most of Virulenz's suggestions but at the same time it shouldn't be overcomplicated.I know I'm being pretty evasive with my answers, but I really don't want to overpromise. It is very easy to get swept up by good ideas and land in feature creep hell, which is something I'd rather avoid. xD
I'm talking about gameplay, not story. But yes, if the main plot point is the MC building an empire it makes sense to focus at least as much on it economics and politics gameplay-wise too.Well, the main point of the game is to gain money and influence, control the trade and have backup with some serious firepower to keep your family from attacking the system if they realise whats going on...we "gave up" the throne to build our own and take what is ours without risking a knife in the back or poison in our food.
A space station in such a pirate infested region needs to offer repairs and replacements to be a better choice then other stations in secured areas, even if we drop our initial plan and just enjoy our growing harem, we need to keep making more money than we need, have backup in case some battleship comes by and secure the entire system, not only the station...it may look like ds9 but it lacks the wormhole, so enemy ships are not bound to attack the station, they could just invade or destroy the planets if you dont have some ships to prevent it.
Sure, if you only focus on the girls and other stuff in the station you may not need much more, but the protagonist already told the crew about her plans...right now we just dont know if she wants to take down the other nobles or just wants to build an own empire and swallow the old one with money and influence, however, there will be more management needed in future, even in bed since the first step will be to improve the life on the planets...means many thankful pussys and success also lures some girls...and as the station grows we need more crew, preferable loyal. We could even need some specialists right now like a scientist to reduce costs and invent new stuff in the lab...and who dont likes a nerd in the sheets? ^^
However, i dont even mention ideas not fitting in the plot so far...otherwise, lets say i wrote some stories for ds9 (common star trek fanfics), terok nor (cardassian fanfic) and even empok nor (those remember me of this game since they are mostly harem focused, best use for a empty but working station noone cares about), not approved by any roddenberry...
Yep, I'm working on all of that, with some minor improvements coming in 0.5 already. It's the thing I'm most unhappy about with the project right now, and I want to fix it ASAP, before introducing even more stuff that will make fixing it harder and harder.When it comes to the game feeling "empty", I think a lot of it has to do with there being only 6 people on the entire station. In theory there are also traders, pilots, travellers, etc. but we don't see any of those. Also took me a while to realize why girls are more reluctant to disrobe in some places, it's because those places are "public"... and by realize I mean find in code, because it's easy to forget there are supposed to be other people there. I guess one way to improve that would be to just update renders with some shadow people. Also it would be nice to see the crew interacting with visitors, maybe for example Shel dealing with some rulebreakers or Celeste demonstrating her impeccable bedside manner.
Another thing are the potential interactions in the bar that are based on current outfit - since there are many outfits, and probably it will only increase, players might miss those. Perhaps some system like the "date" Juno has where you pick the outfit?
And lastly, it would be nice to have characters actually say something when clicking Smalltalk. Seems very placeholdery right now.
It shouldn't be too hard for feierflei to make station visitors an optional overlay. I also find myself wondering why is the station so empty when we're supposed to have hundreds of visitors.Really? Then i hope you let girls running around, would really taint my immersion if it gets filled with guys and other space scrap
Ignore this I was a dumbass and just upgraded way too much stuff way too earlyI don't get it, how do you get money????????????
That's the most common problem. feierflei should add a warning. Before upgrading something make sure that it would be profitable.Ignore this I was a dumbass and just upgraded way too much stuff way too early
Yes, but it's like the third person asking this ITT.Dont play when dumb?
Thank you for the reports!Got three bugs to report. All on 0.4:
1) When I kill pirates before unlocking trade I don't actually receive any money despite a popup appearing saying 'received 36,000 from selling ship parts', I only had like 15k credits banked afterward (Which is what I had before the fight).
2) Juno's dialogue for asking her to flash you after telling her to remove her panties repeats back to the same screen where you can tell her to flash you again, only the second time does it properly kick you out of the flash me/get naked dialogue. Tested with Fleet Uniform (No Skirt) and Shirt Uniform (Extra Short), if that matters.
3) I also had a bug where I had to restart because the quest log to talk to Sam about the life support upgrades never triggered despite having met all the requirements for it to usually pop. There was no main quest marker even there. I don't know enough to reproduce it and wasn't smart enough to keep a copy of the save for debugging purpose, sorry.
Upgrading weapons increases energy reserves. It was the simplest solution to implement, but I might change it to a separate system in the future.Got a question too; does upgrading weapons change their power draw or increase power reserves at all? Would be nice to be able to buy reactor upgrades or research power efficiency boosts, especially when increasing trader broadcasts so that you end up in combat nearly every night.
Thank you!Great game, quite enjoy it a lot and looking forward to further updates.