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Messages - sinisteragent

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46
XPiratez / Re: Why negative Score for killing church fanatics?
« on: March 07, 2017, 09:50:51 pm »
This is why everyone gets a free molotov to the face.

47
XPiratez / Re: Why negative Score for killing church fanatics?
« on: March 07, 2017, 02:36:57 am »
Thank you! This is a nice rule of thumb: Every unarmed person either is a civilian or a panicked enemy. The later surrendering anyways, so unimportant to bother with.

Another question: Do the gals reaction fire on civilians?

Unfortunately, yes, which does complicate things at times. It's partly why it pays to shrug off a few civilian casualties here and there - your hands won't discriminate and will shoot at any enemy that moves.

It's worth keeping an eye on panicked enemies, as some of them might have a grenade that they'll be able to throw if they regain their senses (guild security seem particularly fond of this). You don't have to hit them again if there are bigger threats, but don't completely disregard them.

48
XPiratez / Re: Why negative Score for killing church fanatics?
« on: March 07, 2017, 02:21:01 am »
That's something that comes with experience. It might sound a bit odd, but half the point of X-pirates is that you're ignorant underdogs gradually learning how everything works, and part of that means learning by doing. If you lose some points here and there it really doesn't matter. I often do things that cost me points because it's profitable or safer or convenient or fun or a particular civilian really asks for it. You can make them up elsewhere.

Also it's worth keeping in mind the surrender system - anyone who has panicked or been knocked out at any point is forever marked. If every enemy on the map gets marked like this, they'll automatically surrender on the next turn. If a few civilians start panicking, consider pressing the advantage and hitting anyone still armed hard, to keep the panicky ones out of the fight and make a surrender more likely.

The mod is at its best when you think about it from the perspective of the starting gals, stumbling from ignorance to experience, rather than as a gamer trying to wiki their way to maximum efficiency.

49
XPiratez / Re: A thread for little questions
« on: March 06, 2017, 07:12:41 pm »
I would guess it comes down to ideology. Humanists are opposed to mutants, whereas Spartans strike me as super isolationist, so probably opposed to everyone that isn't a Spartan.

Not for me to decide, of course, but I could see the Spartans grudgingly accepting a mutant if they lived up to the Spartan lifestyle well enough.

It might be sensible for them to work together, but even in the real world, that's seldom enough.

50
XPiratez / Re: How to get points?
« on: March 06, 2017, 05:36:54 pm »
Don't be hesitant to use lethal damage, especially in melee. Skilled stabbers are much more reliable than the handle. Sure it may be less "efficient" than capturing everyone, but if you worry too much about that you'll suck all the fun out of the game anyway.

I kill probably about half the enemies I find, sometimes almost everyone if it shakes out that way. This is especially true of guys like guild security, who are often fairly high ranking and relatively high threat (compared to the operatives who make up the bulk of the crews they tend to fly with) but go down to a couple of shots.  It also gains you captures indirectly quite often anyway - one one pogrom I went in hard and very lethal against the humanists, so that when I caught their leader and took him out (actually a stun, but a kill would have worked too), the remaining twelve instantly surrendered.

FWIW I am about 18 months in too, and kit mine out with a variety of still mostly weak armour. I'm not anal about it but try to fit everyone with armour that suits their stats and weapons somewhat, rather than putting everyone in expensive tac vests just because of higher armour values.

Also, yeah, the "don't raid civilians" rule is wrong, it should really be "don't raid government ships". Although even then you can still do it occasionally if it seems profitable enough, especially if it's over a nation with loads of other shipping activity so you can make up the difference by splatting someone else more. I've refrained from researching the "don't target civilian traffic" option because those cute little ships earn me a few hundred thousand a go, plus a trickle of easy experience for my weaker/newer hands.

51
XPiratez / Re: How to get points?
« on: March 06, 2017, 03:29:04 am »
So looting civilian ships for engines and captives is the main way to make money?


You're a gang of pirates!

Hitting the big factions is a calculated risk until you start to become a major player yourself (and even then, one of the most important skills in XP is picking your battles).

You might also want to experiment more with fire, explosives, artillery and/or spotter/sniper tactics if reaction shots are messing you up. Also, melee. You might be surprised how effective a nude berserker can be if you learn to use her right. Some of my best fighters have never bothered with even the lightest armour - the incredible stamina regen rate means that once they've got a few fights under their belt, they can sprint more or less non-stop and still have the energy to cave a sucker's head in.

Spartans are a bit tricky to panic because they seem to have high discipline, and come with a lot of backup. But they go down fairly easily and aren't particularly skilled. I'm not really sure what to suggest, as while they often put up a respectable fight, they shouldn't be causing such a headache. Perhaps try using grenades or archers or artillery (the assault cannon is a deceptively effective weapon, especially once you've got a few alternative ammo types) to soften them up, as these don't tend to trigger reaction fire. 

Hit and run is the order of the day, too, especially against humans. Don't assume you'll one shot them, but think of how you'll take them out of the fight - inducing panic, causing wounds and shock and generally wearing them down.

Also, never be afraid to kill a few people, grab their stuff, and leave. And if negative points are really a problem (not having a go here, but they shouldn't be that big a deal, so there's probably something going on), do poke around with the graphs screen (and note that you can scroll down on parts of it) as there might be intense activity in an area that you're not picking up. A spy zeppelin can be a real boon here.

52
Honestly, while x-piratez gives you a lot of leeway in how you play (which is very much a Good Thing), there comes a point where as a player you kind of have to accept that you lost. It's not like there's no way to lie low for a couple of months as it is - research alone gives plenty of points, and your expenses can be kept under control or trimmed back in a financial emergency (and even netting fairly large sums of money on top of the reduction in maintenance fees for buildings).  The game gives you a warning, and anything that causes massive score penalties also offers a chance to gain huge points.

If the situation is so dire that you stand no chance of fighting back, the game over situation is doing you a favour. If you do stand a chance of fighting back... why didn't you?  I'm just not sure what benefit there is in allowing a player to do really badly forever.

Plot wise it makes perfect sense to me, too. Everyone unites against you = you lose. Even if you could theoretically defend the base forever, there's nothing stopping them from, say, just sealing you in and waiting for you to starve.

Also, fwiw, midway through my first game I switched the difficulty down from 5 to 4 (ie, second hardest) and never went back. The top level is sort of deliberately over the top, a little erratic, and not a linear progression from the middle difficulties. In particular, every ship is swarming with people, which makes some ships/maps a real headache, and sort of takes away some of the milk runs you can do to keep yourself afloat during quiet months. I think of 4 as the ideal setting of the game, particularly if you're new.

53
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 25, 2017, 08:33:43 pm »
I apologise for coming in just to criticise, and for snapping back at you. I meant what I said about this being by far my favourite game since I found it, and I can barely imagine how much work it takes. Thank you for all of that.

I'm not a fan of some of the 'special' missions (ie: things like space/mansions etc with unusual circumstances or gear) but appreciate that some people like them, and they can be ignored if you're not keen, so I don't think they're necessarily a bad thing. Would it be worth moving the extreme weather to those sort of pop-up missions, perhaps? That way you'd get a little notice before you took off, instead of having to gamble with your armour loadout without knowing for sure what you'll be facing.

Perhaps there could also be an item tied to the ship you used, some sort of 'enviro field', that would lessen the impact of weather, rather than tying it to the individual's armour? I don't know if you could make it something that takes up a gun slot or an HWP, or intrinsically part of a ship.

Game dev is exhausting, I don't pretend to know you but please, if you're ever at the point where you're getting worn out, don't hesitate to take a break. There's so much already to XP that it won't suffer if it's left as is for a little while.

54
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 25, 2017, 07:28:33 pm »
I gave you clear reasons for what I said, but if you're going to respond to criticism with this kind of immature hostility I'm not surprised you'd ignore that, though I am disappointed. I'm also not looking forward to reviewing the finished version of the game anymore.

55
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 25, 2017, 06:44:53 pm »
I am also not the fan of the latest changes - mansion timer/weather conditions(basically timer).

I agree. I'm already at the point where I'm recommending people avoid newer versions because all they do is add more hassle. The weather stuff in particular is terrible - ignoring the frustrating, unfair, and boring mansion missions was one thing, but having every mission potentially turn into a timed one is enough to ruin the game completely, never mind all the endless fiddling about it means on top of an already overcomplicated armour and health/energy/TU system.  Considering this is by far my favourite game of the last year and one I'm most proud to have written about, that's very disappointing.

I'm sure there are ways around it, but finding a way around bad design doesn't make it enjoyable.

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