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Messages - Vulpes

#1
Modding info / Re: Modding UIs
April 06, 2015, 04:04:52 PM
throwing my proverbial hat into the rink as this is something I'd like to have access to as well. For UI elements:

- being able to see a 3d model of a hull you're purchasing
- get an ability to implement a shop interface as a separate tab or script a shop as a drop down (so you can see whats on sale in other sectors)
- as mentioned, script UI popups similar to mining info
- GUI or SCT type updates in the combat UI, (so you can see damage you do, dmg done to you, shield recharging or critical without moving your eyes)

Thanks for considering it!
#2
Game discussion / Re: Trade Routes
April 04, 2015, 08:53:26 PM
Since trade itself is dynamic, the routes you get from brokers are only useful for a short while. Honestly, in the grand scheme of things its really not worth that much, unless you have the right ship and a lot of money to convert to more money.

Tactic that works wonders is just to buy things low (such as bio material since its expensive per unit) and sell when you see good enough profit. In general, bio material will cost more on the remote systems, so I typically stock buy up all the stock at < 380, and sell when I see it at over 460 at a great profit. Its also worth unlocking most of social tree as its not a huge skill point investment but it helps your margins.
#3
Game discussion / Re: Loving this game.
April 04, 2015, 08:36:45 PM
1. You can actually set an autopilot inside the system, open up your system map, click as if you're trying to create a new waypoint and it will let you to autopilot to that point.

2. That would be cool

3. Autopilot (as described in 1)) will auto-dock you, double win!
#4
There is a quite powerful Tier2 beam weapon (don't remember the name, but it costs 14,000), that shoots out a wide beam that persists for a few seconds (kinda like basic laser but wider) which actually works great on an avalanche since its fairly maneuverable. I prefer manual control, but i use automatic for avalanche, which also negates the "negative" of being fixed.

My whole goal is to go on long missions into enemy territory and none of the "ammo" based options are effective for 2 reasons:

1. to unlock consumables that recharge them you have to spend a good deal of points down the engineering tree
2. every single one uses at least 2 separate systems (ballistic/rocket) that require entirely different point investment so you can never fully spec down a single path.

I currently have a mostly pimped out avalanche 2 and it should actually let me hold out until deathbringer, it would be nice to get an option to get out of an avalanche that i've been in for last 20 levels :)
#5
I think that tier 3 is really missing an energy-based fighter ship, with Avalanche Mk2 being forced to serve until DeathBringer. While "mod it in" is certainly an answer, it would be great to get something official.