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Old October 11th, 2003, 07:29 PM

Omicron Omicron is offline
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Default Game Questions

Got the full Version, and loving it!

However, I have a few questions that aren't answered in the manual or on the forums.

1) What do different levels of crew/bridge components do?

2) Do the clouds and nebulas affect targeting or detection?

3) Does location matter when placing sensors? IE: does it matter if I have my combat sensors on the outside of the ship or buried in the center of my hull?

4) Are multiple sensors cumulative? IE: If I have +50 combat sensor and +55 combat sensors, does that give me a total of +105?

Also, a couple of things I'd like to see in future release:

1) Ship model in the Inventory window. Sometimes I forget if I have a mark1 or a mark3 ship.
2) Could we see the cargo load before I accept a job? I often go with 1 cargo bay to have room for more weapons/armor/shields and I hate accepting a job only to find it puts me 40tons overweight.

All in all, a great game, and I look forward to playing it and the mods for a long time!

Omicron
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Old October 11th, 2003, 07:57 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Game Questions

1) In stock, they cost more...
In my mod (see the mods thread), they have more hitpoints, and do more of what they do. Lifesupport level 6 has 50% more life support capacity than level 1, for example, so you could replace the 3 life support required by a battleship with only 2 level 6 components.
Crew quarters provide more crew, and hence more repair rate, etc.

2) The storms are quite hard to see through, and although you can target through them, I have a very low success rate at randomly clicking in there to find a planet or ship I know is behind it.
Once we get more abilities for the storms, they'll be more exicitng

3) You can place your scanners in any slot they're allowed to be in.
For a mod, you could distinguish between inner and outer hull slots by making a new slot type, and forcing things like scanners to only be in outer hull slots.

4) Yes, however in stock, there may be a limit of one per ship.

5) The tonnage of the ship is the major difference between the MK1 and 3, and that is listed under the "ship statistics" tab in the inventory window.

6) That would be nice.
As an immediate measure, you could separate the cargo jobs into "Courier" and "Shipping" missions.
Make the description of each indicate such, and then tweak the max/min # of cargo items to match.
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