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Between the stars trainer
Between the stars trainer












between the stars trainer

Only very few are six, and I've seen nothing under. My biggest complaint though is it is an 11 sided die (9 numbers, a blank, an execute), I think, and yet most of the encounter scenarios require 7 and above. Then I had to learn that you had more than one shot with the gun. Then, I learned after wasting turns and losing crew, click the gun, then opponent from the opponent side. The bombs would go off on click, the vests would equip when clicked, but the guns, nothing. Then using the rifles, I tried clicking them, and nothing. My issue about the items, I played for hours and hours and hours before realizing about them as there was no tutorial or anything about them. But that's the difference between just an action/adventure, and a 3D mmorpg. Sort of like STO where you choose what crew members go with you on away missions. I agree with you whole-heartedly on the fact that it would be nice to choose who to take with you into battle. I would also suggest to roll not 1+1 die, but as much as people participate.

between the stars trainer

Much later I realized that there is combat stuff, like grenades etc. The first battle example became available in Arcade section of the first station. You definitely need to manage who goes to battle, and bring some real specialists into that, not scientists. I once lost heavily wounded scientist which was in medbay when combat started on board of another ship. The worst part is that scientists and others participate instead of trained soldiers. Originally posted by VDmitry:Dice Combat isn't that bad. I don't know how plausibly these could be done in Unity and with the limited manpower of the dev team though.

BETWEEN THE STARS TRAINER FULL

This would allow more player agency in ground combat, since even with items ground combat can feel frustrating due to lack of control, especially when facing multiple turns of empty attack dice as AI gets full attack dice. So an scientist might use a ' Emergency Hypo' to heal a selected friendly unit, a specialist might use an ability called 'Tactical Support' that does damage to few random units or boosts the damage of friendlies and an Engineer might have 'Fabricate Mobile Cover' that provides armour for a couple of units. Officers would instead of extra HP have special, limited use abilities, effectively suiting their specialty but functioning much like current items. Probably with number cap for balance sake, only two or three at most. Maybe with better attack than naval infantry and regular officers. Then you could have Marines, better, more expensive version of combat infantry specialized in zero-g vacuum combat and all that fun stuff. Naval Infantry would be regular Spacer/Sailors armed with infantry small arms but with only minimally better training 4 HP Max infantry. The way I see it, enlisted wouldn't have RPG stats to level but could gain health as they level up to a certain point, and could come in few flavors.Įnlisted Crew would be just regular spacer/sailors with infantry small arms and no special training. These wouldn't take slots from officers, mind, and could maybe be dealt with like equipment, So even if you lose an entire boarding party, you'd still have spare enlisted, though if you had better types and lost them, too bad. So maybe instead of having all of the crew participate in every combat situation, when appropriate pick a specialist/officer to lead the away team consisting of a new type of crew, maybe called 'Enlisted Crew'.

between the stars trainer

Yeah, boarding actions aren't typically all done by officers, even if the teams are often lead by officers.Though sometimes being ambushed with your entire team of officers makes sense.














Between the stars trainer