johnathandarkly
Member
- May 30, 2020
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pretty sure thats in the next releasehas anyone actually managed to trigger the turbolift encounters?
pretty sure thats in the next releasehas anyone actually managed to trigger the turbolift encounters?
Actually it's the latest Patreon releasepretty sure thats in the next release
You need to finish Nhime'S mission first to aquire the first bot shell as far as I recallOk I have search this forum and maybe I'm missing something but I CANNOT find a way to do the biolab mission. No matter what I do, the infiltrator bot cannot be taken out of stasis when I try. I take it out and try to leave only to be told to put it back in storage first. I looked at the hints in game and the walkthrough and I still cannot find out why I can't seem to do it. WTF am I doing wrong here?
The infiltrator bot needs to be in any of the lab cells (little stoirage dots in the lab GUI on the left) not packaged in cargo.Ok I have search this forum and maybe I'm missing something but I CANNOT find a way to do the biolab mission. No matter what I do, the infiltrator bot cannot be taken out of stasis when I try. I take it out and try to leave only to be told to put it back in storage first. I looked at the hints in game and the walkthrough and I still cannot find out why I can't seem to do it. WTF am I doing wrong here?
Not being able to leave the bot screen like that is actually normal operation. You need to click on one of the storage blocks in the bot lab screen and store your Infiltrator.Ok I have search this forum and maybe I'm missing something but I CANNOT find a way to do the biolab mission. No matter what I do, the infiltrator bot cannot be taken out of stasis when I try. I take it out and try to leave only to be told to put it back in storage first. I looked at the hints in game and the walkthrough and I still cannot find out why I can't seem to do it. WTF am I doing wrong here?
Also, one of the reasons you can't unbox the bot is that the allowed number of items it could have in the lab is full.Ok I have search this forum and maybe I'm missing something but I CANNOT find a way to do the biolab mission. No matter what I do, the infiltrator bot cannot be taken out of stasis when I try. I take it out and try to leave only to be told to put it back in storage first. I looked at the hints in game and the walkthrough and I still cannot find out why I can't seem to do it. WTF am I doing wrong here?
I'll try do checking that although at this point I might just give up since I already spent twenty minutes trying to figure it out and and failed to do so.Also, one of the reasons you can't unbox the bot is that the allowed number of items it could have in the lab is full.
As I am always trying to find out from a game design perspective how one might get stuck inbetween the user guidance "rails" I have in the game I would be interested to have a look at your save file.I'll try do checking that although at this point I might just give up since I already spent twenty minutes trying to figure it out and and failed to do so.
So it has just dawned on me that I may just be really stupid. When I started a new game, I was presented with an option to pick which day I wanted to start on. I just picked one at random and I'm starting to wonder if I broke everything by doing that. I will try and upload my save later today so you can check but right now I'm going to assume it is an Error: Id10t. If that is the case then I apologize in advance for wasting your time.As I am always trying to find out from a game design perspective how one might get stuck inbetween the user guidance "rails" I have in the game I would be interested to have a look at your save file.
So if you know where to find the Renpy save files you can post it here.
If possible a save on the nightly DAY X screen so I can import it for analysis.
Selecting a starting day should initialize the game correctly including some quests pre-completed to reflect the progress state of that day (approximately).So it has just dawned on me that I may just be really stupid. When I started a new game, I was presented with an option to pick which day I wanted to start on. I just picked one at random and I'm starting to wonder if I broke everything by doing that. I will try and upload my save later today so you can check but right now I'm going to assume it is an Error: Id10t. If that is the case then I apologize in advance for wasting your time.
For the base on tenaris, the shield and defense is not implemented.how you can get the shield and the defense sistem on the planet base?
I was thinking about a simple system:do you think they ever will be implemented? or useful?
But this would make you stuck with Volorian gear (Launcher, Canon and shield) since any better technology is unique.I was thinking about a simple system:
- you can stack existing cannons (on defense module) and shields (on shield module)
- depending on how many and good ones you have equipped attacks on your base will be deflected
- if you have none stuff gets stolen
- sometimes shields or cannons get destroyed
would open a slight maintenance management task and a possibility to use all the gear you find
I think you should limit equipping things to the ship itself, since there's already a lot of clicking, choosing, transferring, thinking, searching, buying, etc. It's fun, but its also time consuming.I was thinking about a simple system:
that's a quite good idea with the resource gathering.I'm unsure what the pain point on Base Attacks should be, but one easy money sink could be power for the shield and ammo/power for the defense guns, and the player would see it as a cash reserve they need to occasionally fill every so often.
Ooh, idea. What if the base had some sort of resource or cash generating system (that a player would choose if it's on or not) and without enough defenses, the base gets raided by pirates/competition and any saved up amount of that resource gets stolen. Not the stuff in the actual warehouse (since that's a players long term storage for valuable items), but something that's outside the warehouse. That way, a player is incentivized to come back to base every so often in order to both collect cash/resource, and restock the defense supplies.
(and depending on how many upgrade options there are, that might change the income ratio to time and/or how often the defenses need refilling).
And if a player doesn't want to engage in this system, then they can simply choose to not have a passive income from the base, and thus not need defenses.
side note, this would also possibly allow for this feature to not be connected to story progression, since a player can choose to engage in it at any time after the base is acquired, or not. So a game started on day 1 or day 300 [I don't remember the actual end-of-game day from the start options] could in theory not have any of this passive income and base defense mechanic,
I had the idea of relocating the bot arcade to the base, but the arcade is technically accessible earlier than the base, and it already has its own risk mechanics in the form of bot wear and tear, and possible runaways.
But I'm getting excited without knowing how difficult this idea might be to implement at such a late stage in game development, so use what you want YV.