Best Of
Re: Current Cosmpiercer Issues
I actually think what should happen with cosmpiercers is that the moment when an opposing faction member(s) set foot upon landing, that it gives off an alert. Like a few soft spams of ex: "WARNING! WARNING! SCATTERHOME HAS INVADED/ENTERED A COSMPIERCER at CS-5329!" Also, as it progresses to the stage of liberating, it should -not- ever be that quick of a claim. Provide enough time to allow a chance of pk engagement along the lines of 5-10 minutes of it being in the neutral state with no guards once it's been freed of the defender's claim at the time. So in that 5-10 minute period if there's pk, if per se the opposers managed to beat back the defenders, the timer still ticks on to progressing to full claim, and if after 5-10 minutes is over, the opposers get the claim. OR, if per se, the defenders managed to beat back the opposers who triggered the liberation timer, if they hit that button to "liberate" the cosmpiercer, they will instead push back the control from the opposer's gradual gain, back to neutral and finally back to their side. All of this is done within the 5-10 minutes of the neutral phase. In the event that neither fully gain or regain control in that time limit, whoever side had the most influence/gain will get the cosmpiercer. I would highly suggest a 24 hour CD once its gained. In essence, its clearly a capture point type of game, but its usually over with too quickly, and people aren't really given enough time to decide if they want to respond or not. I'm all for engagement and I think this would be a decent idea, not a perfect one but a great step in the way of engagement without simply just handing it over. @Tecton
1
Re: Current Cosmpiercer Issues
Once you actually get there, the defenders have a COLOSSAL advantage. The only change needed is 'please, let the cosmpiercer send out an UNAUTHORIZED DOCKING AT RS-1337' message or something.
1
Re: Scoundrel - Skill Feedback
I did around 2 hours of bashing after the change last night I went through maybe 100+ rippers and yet I probably still made 2k marks, I think I was only out apx 200-300 marks from restocking IEDs. It really wasn't all that bad and it gave me a few minutes of down time if I wanted between bashing.
The only issue I had was that it's easy to end up with more IEDs then you can put in your bandolier and you are now having to choose to drop the extra or risk fumbling them.
Though I really like the idea of not running around with so many IEDs in my inv and I like the idea of using junk.
The only issue I had was that it's easy to end up with more IEDs then you can put in your bandolier and you are now having to choose to drop the extra or risk fumbling them.
Though I really like the idea of not running around with so many IEDs in my inv and I like the idea of using junk.
1
Re: Scoundrel - Skill Feedback
I think the bigger issue (if you want to call it such) is the mark economy as a whole, which this just adds to some of that stress. Repairs and clone costs seem high, so bashing now sometimes can even net a negative amount of marks with just one death. Charging for a class ability now makes that felt more because it wasn’t there from the start.
The cost is is pretty negligible for IEDs.
The cost is is pretty negligible for IEDs.
1
Re: Scoundrel - Skill Feedback
While I love the quality of life improvements to Improvisation, I do not like the recent change to make crafting the bombs cost junk items. This just adds a fiddly gimmick to the skillset and even more preparation time to stock up when the whole idea behind revamping Improvisation was to cut down on all the unnecessary preparation and stockpiling people were forced into.
Not only that, Scoundrel is now the only class who has had extra costs shoe-horned into their skillsets. I know that in previous IRE games there are other classes who have to pay for reagents for their class abilities, but Starmourn is an entirely new game with very different ideas and there's plenty of other costs already in this game, such as clone costs, ship insurance, weapons and armor repairs.
I would rather avoid the whole extra expenses to enjoy a third of my class and would like the junk costs stripped out.
If you're committed to keeping the costs in place, don't have it cost actual junk items, because that's a chore to go out and collect them, then sit crafting them, adding modifiers. It would also suck to run out in the middle of a fight and suddenly not have your full kit available to use. I know you're saying we're making improvised bombs and that making it from junk fits thematically, but when you've got a pack of candy or an unused condom, they aren't exactly components to make bombs and it made more sense to me with the old messages where you searched your surroundings for materials to craft the bombs.
If costs are here to stay, add costs to all classes, keep things even. Scoundrel is already the squishiest PvE class with a lot of downtime between fights, extra expenses on top is a kick in the teeth when no other class has had the same treatment. If engineer parts cost junk to fashion, nanites are made from junk and BEASTS suddenly have to use junk to power their suits, then we are back to a level playing field.
Not only that, Scoundrel is now the only class who has had extra costs shoe-horned into their skillsets. I know that in previous IRE games there are other classes who have to pay for reagents for their class abilities, but Starmourn is an entirely new game with very different ideas and there's plenty of other costs already in this game, such as clone costs, ship insurance, weapons and armor repairs.
I would rather avoid the whole extra expenses to enjoy a third of my class and would like the junk costs stripped out.
If you're committed to keeping the costs in place, don't have it cost actual junk items, because that's a chore to go out and collect them, then sit crafting them, adding modifiers. It would also suck to run out in the middle of a fight and suddenly not have your full kit available to use. I know you're saying we're making improvised bombs and that making it from junk fits thematically, but when you've got a pack of candy or an unused condom, they aren't exactly components to make bombs and it made more sense to me with the old messages where you searched your surroundings for materials to craft the bombs.
If costs are here to stay, add costs to all classes, keep things even. Scoundrel is already the squishiest PvE class with a lot of downtime between fights, extra expenses on top is a kick in the teeth when no other class has had the same treatment. If engineer parts cost junk to fashion, nanites are made from junk and BEASTS suddenly have to use junk to power their suits, then we are back to a level playing field.
Re: Scoundrel - Skill Feedback
I agree with most people here - in reality the junk cost is negligible. On paper, yes, we have to pay for skills when no one else does, but unless you're bashing rockhoppers to 75 you really don't notice the extremely minimal cost.
3
Re: Good Vibrations!
My friends can vouch for my undying hatred of IRE games, the credit model, the PVE model, the inherent toxic power structures that come about as a result of the above, and so on and so on.
I was pressured into trying things out here by a diehard fan who had to hem and haw for quite a while to get me to agree to try it.
I'm glad I did.
I was pressured into trying things out here by a diehard fan who had to hem and haw for quite a while to get me to agree to try it.
I'm glad I did.
8
Re: Good Vibrations!
You put into words exactly something I was having trouble articulating.Vex said:
- The way the game defies IRE veteran expectations. I kept wondering what I was gonna do about bullets, but it turned out I didn't need any. I was worried about flying so far from my home sector before I realized my ship didn't need fuel. I kept wondering how I was gonna afford food, then I realized I wasn't getting hungry or thirsty. I hunted for four hours straight and it occurred to me that I had no endurance or willpower to worry about. At every point where my experience with the other games had me expecting something to be a pain in the ass, Starmourn's like "nah, it's cool, we're not worried about it."
I like character customization stuff. Not having to pay for basic things like how you walk in and walk out of a room.
Also going through the beginning quests and thinking in the back of my mind how much gold I'd need before I'd have a ship to visit space, then all the sudden I have my own ship.
So many quality of life items that are just free. Like CONFIG DEATHSIGHT ON. Right now I have starts in my eyes, and everything is shiny and new, but I feel like I'm visiting someone's home admiring all their things and they are like "Oh you like that, here you go, it's yours!"
I'm having a great time.
6
Re: Scoundrel - Skill Feedback
I don't mind the cost one bit, actually. I think a small damage buff might be in order to justify it, but managing IEDs isn't a big issue to me. I like the bandolier mechanic, it bothered me having hundreds of IEDs in my inventory.
And lastly, I actually like the junk-to-IED mechanic. It makes me choose between more marks or more options.
And lastly, I actually like the junk-to-IED mechanic. It makes me choose between more marks or more options.
1
Re: An update on bashing?
Traveller speedup and pointzero the room first if you aren't already.Sagex said:what I always do is start out with freeze, hit multistrike, freeze again and then just use swarm until freeze was cured. i never used mulistrike more than once because a freeze + swarm - a multistrike with a freeze and it just seemed idioticMatlkael said::O I can maybe make 500 marks in 15 minutes of bashing. Maaaybe 700 if I my crashes are timed right in Praviskar. I've been told I'm doing something wrong with multistrike - freeze freeze -swarm to death; I'll fiddle with it some more and see if I can improve my bashing.
2