How to check if "Temporal Conduits" is working?
I play on Kassadari ships and with the "Forced Overdrive" module, the flow of time on the ship is permanently increased by 30%. This value is reflected in the list of effects in the lower left corner of the game interface during battle, if you control such a ship. Since both cases are about the flow of time on a ship, I expected that when using "Temporal Conduits" this property would contain a new value, but it does not change.
Can you confirm that this works?
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And one more thing. Over the past three days (about 36 hours of play), since the update to 1.8.5, I have come across only three exotics of "GUERILLA" quality. Two while searching ruins on planets (Phased Fighter Tether) and one encountered on an enemy ship (Reactive Damper Field), useless to me. In general, it seems that ships are now less likely to be equipped with any exotics, since battles have become much easier. This is especially noticeable in clashes with the Iron Shell faction, which used to be very difficult to defeat, but now they are like ordinary trash.
I found a changelog for 1.8.5 on GitHub, which talks about the innovation.
I think something needs to be done about this. Considering that the strength of the player’s fleet only grows over time and this happens not only from the presence of exotics (which can be easily found on planetary markets), then even with the rare appearance of exotics of a different quality on enemy ships, the player’s fleet becomes very strong quite quickly and There are no restrictions other than physical ones for this.
Thus, the rest of the game world quickly becomes decrepit, ceasing to be of interest. After all, if I don’t feel the intensity of the battle, don’t get the expected dose of dopamine for surviving this difficult battle, saving all, or almost all, of my ships, and simply sweep away the enemy with one glance, then why waste time on this, if it will only be interesting the first few times, and the rest will be predictable.
Maybe it’s worth returning the abundance of exotics that was before, simply by ensuring that the chance of keeping ships with exotics rarer, and/or costing an additional 1/2/2/3 “Story points” for restoring such a ship with exotics depending on the quality? And the installation/removal of exotics at shipyards should also cost an additional large amount of money and the condition is that on this planet there is heavy industry upgraded to “Orbital Works” with “Pristine Nanoforge” installed. That is, at least until the player has created his own house and acquired such a factory, he will have to be good friends with the Hegemony, or the faction for which this condition is met.
Thus, such upgrades will become more conscious, the road from their possession to use will become longer and more difficult.
The player will still go through this path. The only question is the incentives and the pleasure received for receiving the next gameplay modifier.
In addition, I think that it also makes sense to tie planetary markets for exotics only to the main factions, and not to all planets, and to give access to the player only if they have a high reputation, as well as to give a guaranteed opportunity to purchase exotics of any quality, but for a quality higher than usual , some game events must be executed. For example, capturing a planet from Tri-Tachyon, if we are talking about buying from Hegemony, or carrying out raids on the entire system, or saving the system from the invasion of a large AI fleet... An accepted task can be failed with a complete reset of reputation. In this way, the player proves his loyalty to the seller’s side, and will also be forced to cut off his access to the markets of another faction, which may also have exotics of other types, which he also needs, but cannot be purchased on the market of one faction, so as a type it is context dependent.
Or implement faction points, which could be earned by making long-distance expeditions, handing over cores to AI, in general, doing some kind of work for the faction, and only for these points would you be able to purchase exotics, and even better, upgrades.
Probably, the last proposal will be even more user-friendly, and also less linear, since the number of faction points received can be tied to the calculated complexity of the work performed, and not just to the fact of its completion.
In addition, this would greatly add to the need for roleplaying, increase the gameplay and thereby smooth out the player’s entry into the last stage, when he no longer cares about anything.
Oooh, I would have played this game from the very beginning, and more than once...