1
XPiratez / Thoughts & feedback so far
« on: December 26, 2016, 03:15:24 pm »
Hi there,
After some playthrought (20h+) I thought it was the proper time to start giving feedback. Also, I was interested into knowing other player's experience in the current state of the game.
The reason for this also is that I have the feeling I am on the road to losing the game and I would like to know the experience of the veterans to assess the situation.
How it begins:
- Black beard difficulty. Central base in the black sea in Europe (I feel is the most centralised point to have reach with the Airbus). With the first rewards I raise numbers of brainers up to 5 in order to speed up things. New missions are fun to play.
Very pleasant surprises:
- You don't have an aquarium. Your live fish have died (aquatic missions are quite fun).
- Temple raid full of zombies ( luckily the map was open and I brought a machine gun on the ship).
How it evolved:
- Expansion bases in America and south America. Starting with barracks and extractor to push the economy. Later an outpost. Later a large barracks and workshop on America.
- The main base gets bigger. Workshop,Large barracks, Large vaults and a new hangar for the Aircar.
- The number of brainers is raised to 8 and then to 10 to achieve a balanced economy (not a blooming one).
Where I am now:
- 5-6 Months in the game.
- Boarding guns and Linux SMG is the bare bone of the firepower.
- Changed the turtle for the airbus. airbus sent to america but not in use.
- Metal armor is about to finish, interceptor assembly is arriving and also the still (miracles of basic engineering&tinkering).
- I have found an academy base in steel pact.
The feeling:
- The shipping's have raised considerably in size and firepower, the speeds at which they move are far superior to my vessels. I assume it is my fault of not pursuing a better coverage of the map (specially since I delayed the overcharged radar) as I feel that the optic was to engage on land.
- The base raid is unfeasible. 9 gals vs a base with gauss tech and psionics is quite impossible. I thought of using camo armor to increase the reactions in order to "kill before getting killed" but my gals are quite unexperienced for the task.
- I am confused on behalf economy vs research. My approach was maybe too research-focused, but I feel somewhat low in the tech department. Also the economy is difficult to push due to the lack of technology to support it (Destilling helerium with 20/50 runts), which makes me think that I should have expanded to world covegare before getting more than 5 brainers.
- Airspeeder is a must to the main base as it shut downs the preys for the airbus (and also because you can put into motion the seagulls quickly). In remote bases aircar is better to scavenge as many civilian crafts as possible.
- I experienced a lot of stationary missions (which are great) but I haven't been able to intercept many faction ships. Some guild runabouts and raiders only.
Bugs:
I believe the assault of the tower has a tile bug in which the door is blocked by a robot. If you bring something to take it down you can enter, otherwise you can't.
Things I would add (if feasible):
- directional illumination (same as vision or narrower). This would enable the use of torchlights, dedicated outfits and maybe weapon add-ons using the blessings of the duct tape. Running around with the mag-lite is cool but somehow silly after some months.
- Illumination in enemy bases. For aliens was understandable but for human faction is somehow weird. In combination with the gauss weaponry makes me think you have to exploit an alternative way of armors (night ops, smokey, camo...). Not sure if it is the objective.
Things I would like to see:
- Raider thugs as "fast, cheap HWP". Just to fill the gaps of the airbus/turtle when sickbay is throwing a party with 3/4 of the gang there. Parrots don't do the trick.
After some playthrought (20h+) I thought it was the proper time to start giving feedback. Also, I was interested into knowing other player's experience in the current state of the game.
The reason for this also is that I have the feeling I am on the road to losing the game and I would like to know the experience of the veterans to assess the situation.
How it begins:
- Black beard difficulty. Central base in the black sea in Europe (I feel is the most centralised point to have reach with the Airbus). With the first rewards I raise numbers of brainers up to 5 in order to speed up things. New missions are fun to play.
Very pleasant surprises:
- You don't have an aquarium. Your live fish have died (aquatic missions are quite fun).
- Temple raid full of zombies ( luckily the map was open and I brought a machine gun on the ship).
How it evolved:
- Expansion bases in America and south America. Starting with barracks and extractor to push the economy. Later an outpost. Later a large barracks and workshop on America.
- The main base gets bigger. Workshop,Large barracks, Large vaults and a new hangar for the Aircar.
- The number of brainers is raised to 8 and then to 10 to achieve a balanced economy (not a blooming one).
Where I am now:
- 5-6 Months in the game.
- Boarding guns and Linux SMG is the bare bone of the firepower.
- Changed the turtle for the airbus. airbus sent to america but not in use.
- Metal armor is about to finish, interceptor assembly is arriving and also the still (miracles of basic engineering&tinkering).
- I have found an academy base in steel pact.
The feeling:
- The shipping's have raised considerably in size and firepower, the speeds at which they move are far superior to my vessels. I assume it is my fault of not pursuing a better coverage of the map (specially since I delayed the overcharged radar) as I feel that the optic was to engage on land.
- The base raid is unfeasible. 9 gals vs a base with gauss tech and psionics is quite impossible. I thought of using camo armor to increase the reactions in order to "kill before getting killed" but my gals are quite unexperienced for the task.
- I am confused on behalf economy vs research. My approach was maybe too research-focused, but I feel somewhat low in the tech department. Also the economy is difficult to push due to the lack of technology to support it (Destilling helerium with 20/50 runts), which makes me think that I should have expanded to world covegare before getting more than 5 brainers.
- Airspeeder is a must to the main base as it shut downs the preys for the airbus (and also because you can put into motion the seagulls quickly). In remote bases aircar is better to scavenge as many civilian crafts as possible.
- I experienced a lot of stationary missions (which are great) but I haven't been able to intercept many faction ships. Some guild runabouts and raiders only.
Bugs:
I believe the assault of the tower has a tile bug in which the door is blocked by a robot. If you bring something to take it down you can enter, otherwise you can't.
Things I would add (if feasible):
- directional illumination (same as vision or narrower). This would enable the use of torchlights, dedicated outfits and maybe weapon add-ons using the blessings of the duct tape. Running around with the mag-lite is cool but somehow silly after some months.
- Illumination in enemy bases. For aliens was understandable but for human faction is somehow weird. In combination with the gauss weaponry makes me think you have to exploit an alternative way of armors (night ops, smokey, camo...). Not sure if it is the objective.
Things I would like to see:
- Raider thugs as "fast, cheap HWP". Just to fill the gaps of the airbus/turtle when sickbay is throwing a party with 3/4 of the gang there. Parrots don't do the trick.