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Tyrosun

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  1. Hi everyone, I have been playing this game for a few months now and am looking to explore the production and crafting aspect. I have a solid bank of credits and materials and plan on colonizing sectors near a faction that I have good relations with mines, factories and stations to trade with them. I have never built stations before so I want to make sure what I have planned is viable and would appreciate community feedback. I am aware there is an update coming out soon, so developer insight would also be appreciated if you have the time. First I need some clarification on the behavior of sectors with no players. I have a few salvaging and mining ships I leave in sectors to harvest materials and have never had them come under attack by xsotan or pirates. Is it safe to say that sectors with no players in them are completely safe from attack? If so, will this change anytime in the future? Further, I know that my harvesters continue to function when I am not in the sector, does this extend to stations (i.e. will stations produce when I am not there?)? Second, will the demands of allied factions ever change? For example, I found a casino that has a high demand for liquor and luxury foods. Is this demand constant or does it change with time? I wouldn't want to waste resources setting up production to meet demands that won't even be present once everything is up and running. It makes sense to me that the demand would be constant since there are no AI faction controlled sectors nearby that produce the goods, but I want to be sure. Third, how fast will consumer stations burn through goods? For example, if I provide the casino mentioned above with enough food and liquor to max out its capacity, how long will it take for it to burn through these goods? Is this rate fixed or does it change? My last question is about a feature that might be cool to have added in the future if it hasn't already. Can we build ships to move cargo between player controlled stations automatically? Or will all shipping have to be controlled manually? Returning to the casino example, liquor and luxury foods require precursor goods to produce. It would be cool to set up shipping networks that automatically provide the factories with the necessary precursors from factories that produce them. Thanks for reading! That's all I can think of for now, I'll add more posts if I can think of anything else.
  2. I thought for sure you had nailed it pyrax, but sadly I tested it and my fighters still don't engage the xsotan. However, I did notice that even though the xsotan turn red to indicate they are hostile, the relationship still says neutral. I'm wondering now if the fighters queue off of the relationship to decide whether on not to attack in defensive mode...
  3. I'm having a problem with my fighters in defensive mode. They properly attack all pirates and enemy factions, however when it comes to the xsotan they seem to have a blindspot. They do not engage any xsotan ships automatically, I have to manually make every squad attack them. In the current version, manually commanding every squad to engage is a real pain. Is anyone else having a similar issue with their fighters?
  4. Hello all. I recently started a new veteran game and I'm finding that pirates I encounter, even in the starting system, have fire power in the range of 100-200 omicron while the xsotan I encounter have fire power in the range of 10-30 omicron. Is there supposed to be such a disparity? It's been a while since I last played this game and I don't remember the pirates being so difficult to deal with. If three of them are shooting me they can pretty much blast me down in 3 seconds. This means if they warp on top of me with my pants down (in the middle of modifying my ship in build mode for example) I am simply dead. Is anyone else having similar experiences?
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