Also agreeing that the current implementation of the Investigation system is sorta nutty in how punitive it is. It makes sense for the Tri-Tachs to get violent around some Hegemony toady, but most of the other factions aren't in shooting conflicts with each other and there's a pretty serious line between "mistrust" and "shoot on sight". It's also pretty bad from a gameplay perspective because the primary effect is cutting back drastically on the amount of stuff you can do. 3/5 factions won't pay out for bounties and won't let you run their missions (and trying to tick up reputation between investigations sure isn't going to be fruitful), but since most of them aren't enemies with the people you work for you don't even have anything to gain by going after them. Instead you just try to stay out of their way and spend more time sitting around waiting for stuff to do that you can actually get paid for.
Yeah, looking at this for the .1 release. Need more carrot to go with the stick, and probably a bit less stick in the first place.
My Jangala jump point is also stationary.
Are named jump points (like Jangala Jump Point) Supposed to be stationary or are they supposed to move with the planet? As mine are staying in one place
Are you guys sure? And this is in vanilla? Because that would make no sense whatsoever and would make me incredibly confused. The Jangala Jumppoint, in particular, is supposed to keep pace with Jangala - and does, as far as I can see. And since the orbiting mechanism is the same as for other things that orbit, well, refer to "confused" part.
Just in case its been buried in all the suggestions: Great update Alex! I've had a blast playing so far, and I think I speak for the community when I say that we have so many suggestions/criticisms because we are excited!
Thank you Definitely hasn't been buried - I'm very happy with how this update has been received overall, and I appreciate all the suggestions. They make a big difference - even if I don't end up doing the specific thing, it'll often spark another idea, etc. And there are of course some rough pieces that need pointing out so they can be fixed and/or polished up.
Another thing you might want to look at is filling out the weapons roster a little bit. The scarcity mechanics are in a good enough spot for right now and I enjoy the compromises they force you to make in terms of black market transactions and 'best available' fittings, but there are a few gaps where weapon substitutions basically don't exist. The ballistic kinetic line is an example of availability done well; high-end weapons like Needlers and Railguns are in limited supply and often unavailable without faction standings or luck off the black market, but Autocannons provide serviceable replacements that are commonly available. You might not always be able to fit out a ship exactly the way you want, but you will be able to get close enough, and making those compromises is part of the core survival aspect of the game.
The issue mostly emerges with the ballistic explosive line. At the small gun level, the only serviceable option is the Light Assault Gun. They aren't exactly rare, but they aren't readily available in the early game where they are most important and if you can't get any then too bad, Mortars are a joke, so your Lasher just sucks against armor. Mediums are in a similar spot, where they only two options are the Assault Chaingun, which is now a 450 range chainsaw, and the Heavy Mauler, a premium grade weapon that is rightly limited in supply. An analogue to the Heavy Autocannon (good-enough generalist filler gun that you can find almost anywhere) is badly needed to plug the gap, since as it stands by the time you get your first Destroyer you may once again find yourself with no reasonable options for explosive damage.
Again, being forced to compromise your loadouts (or reputations) by availability is a good thing an and integral part of the game's design. Being
unable to fit out your ships because basic weapon categories either don't exist or are only very scarcely available takes it a bit too far.