It matters when you want to plunder outfits from a ship you can't capture. (EDIT) Not affected by scaling, the player is paying a permanent (outfit space+mass) and temporary (play time or vulnerable time) price to enable plundering of installed outfits. Lore: the scanner results tell you how and where each outfit is installed, which means being able to take a random outfit doesn't make sense. You could also scan from the boarding panel and spend the corresponding time "paused" after closing it. Require an outfit scan to plunder specific outfits, which introduces a cost to outfit space, ship mass and play time. Only matters when you want to optimize your limited cargo space. Pirates don't need the scanner because they only take cargo in an almost indiscriminate way (CargoHold::TransferAll gets outfits before commodities), which is a good enough way to get "random cargo". (EDIT) Not affected by scaling, the player is paying a permanent (outfit space+mass) and temporary (play time or vulnerable time) price to have the convenience of choice. Lore: each cargo box only shows an identifier on the outside and the scanner results tell you what's inside, so it makes sense to be able to plunder random cargo without the scan. Require a cargo scan to plunder specific cargo, which introduces a cost to outfit space, ship mass and play time. You also get more time to attack plundering npcs (assuming they follow the same rules). (EDIT) Scales well when you transition to bigger ships, but only because the vulnerable time is at the end. TODO: should the amount of crew affect the time you are "paused" while transferring stuff? TODO: what happens when multiple ships want to board the same ship at the same time? Lore: your crew is busy transferring stuff and fighting. Messing with the value of things would do nothing about the hulls and outfits you obtain, which is the main benefit, so instead I propose other costs:Īfter the boarding panel closes, both ships will stay "paused" an amount of time proportional to the amount of tons plundered and the amount of rounds the crew fought, which introduces a cost of vulnerable play time. (I would prefer to have some way of boarding my fleet to transfer cargo around, but positioning myself well enough and jettisoning cargo is a good enough) Proposals The disadvantage is the limited cargo space, so I only use it to hunt for specific outfits. The advantage over capturing is that it can be sold on more systems. The rest was obtained from capturing ships (or plundering the Korath). I only had to buy a Mule ship, bunk rooms, laser rifles, fragmentation grenades and local maps. The rest can be sold off when you need the money to buy your next ship or it can be used to build your fleet (reuse hulls or temporarily store outfits). The crew salaries to capture them is covered just by selling their cargo, but the most useful result is getting outfits to improve your ships for "free". (I wouldn't mind being able to buy an outfit to scan asteroids that showed me the location and/or orbit of the asteroid in the minimap, but that's too much work for little gain)Ĭapturing ships was very profitable. It was also very game-time effective since (after finding a good system) I could fill my whole cargo and return with any captured ships in 1 day of game-time. Mining was a good way to pay for crew salaries, pay back my loan and a nice supplement to buy my next ship. (EDIT) Since the game is balanced based on real-word time then I guess it's balanced. This is mostly thanks to capturing and plundering, which means they are overpowered. I have a net worth of 200M credits, plenty of good outfits and hulls, and can go to Jump Drive systems. #ENDLESS SKY SHIPS MULE LOCATION FREE#the Free Worlds haven't come out yet!!! Need to wait another month of game time. Now I'm plundering/capturing pirates and plundering Korath ships in Almach, have 7 pirate systems dominated, and have enough ships ready to go explore Jump Drive systems and kick ass.īefore exploring those systems I decided to advance in the Free Worlds storyline and that's when it hit me. Then, with a Mule, I continued mining and capturing/plundering pirates and bounties, and built a permanent fleet of Headhunters (half for defense, half for offense). First I started by mining and capturing/plundering disabled pirates with my initial Shuttle.
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