Acturaly i Think tjat sounds very realistic! I mean, not many people sell directly from the back of there truck do they? And if they do it highly likely not legal goods.
Well, I'm not saying it's not realistic but should we also be tasked with boxing up our cargo, tipping the dock manager, haggling with commodity traders, spit shining our shoes and cleaning out the hold after? I mean, I'm all for realism where it makes the game more interesting and gets you back into the *fun* faster, but if your idea of fun is moving items back and forth on a list, using a cumbersome interface while playing a game on your phone, then I'm afraid we'll have to respectfully disagree.
Haha, i see your point But a full space trader game with everything that comes with that somehow sounds fun must be having a wors day then I thought
Energy? Is there a reason, with full energy listed right after leaving a station that I can't fire a medium laser from my starting ship? It says that i need 5 energy but I have 0, even though my energy bar is at max? I can't start the shield charger or fire turrets either.. all say I need energy but it's at max.. Thanks for the help!
This May very Well be a small glitch, but i descovered it to, the problem is that the modules you are using, are consuming way more energy then your ship can provide! Go to the ship status menu, look at power core, and you will se it's saying 0. switch the modules to smaller ones, or give you ship more power, and the problem should be fixed. This little glitch happens wene the modules are using more energy then the ship has available!
Thanks for the info.. I guess this is another big area for improvement. There's nowhere in the ship indicators or text that shows that this is a concern. There's no latent energy requirement for the modules either listed or shown, so why would a player expect that beyond the energy drain/sec that there's something else to take into consideration.
Anyone know what you have to do to satisfy the requirements for "Pirate Kill" quests? These are the ones that say kill 3 of their ships in a particular system? I've killed plenty of pirates, returned to bases, and this quest just won't ever clear... Thanks in advance.
I've had the same "issue" My sollution to this particular problem is to avoid those missions all together, I cant figure out how to solve them.... ....hmm perhaps you have to stay at a perticular station, star or planet and kill the first 3 pirates that may and/or may not appear there?
This bug seems very hard to track down for some reason. We thought we fixed it for good awhile back, and it seems you're the only one who's reported it since. Do you recall doing anything differently with this save? This is an interesting idea, to be able to sell or equip directly from the hold or station storage. We'll see about adding it in a future update. Maybe we could add a move all button in a future update? If you've equipped something in a bigger size class than your ship (like a medium or large laser on a frigate which is a small ship frame, then your power core capacity will get penalized. If you look at the equip text at the bottom left, you'll see this penalty shown. However, if you're on a small screen device, this info might have scrolled off the bottom. The current update has a fix in place which automatically adds scroll bars to that info, so you can check to see what penalties are in play. In general, each jump in size will penalize you. So you have a double penalty if you equip a large module in a small frame, for example. We're improving the pirate kill mission: the pirates will spawn more quickly now, and it'll end correctly. We're fixing and improving the dynamic missions. The new way is much more dynamic and doesn't require you to accept dynamic quests. If you go somewhere and repair a broken down ship, you'll be rewarded automatically. And the same for destroying a pirate that's attacking another ship. By the way, the new update is looking good. In addition to the much improved touch and tilt controls, we have: * space dust slider to control amount * improved context sensitive display of text while in space which removes the need for the block of text at the top * this is an option, so you can still have the old way if you prefer it * improved text displays where the scroll bars are added automatically if the screen size needs it * when the cinematic camera changes, there is a tiny wait before you can dismiss it, so it's not so easy to accidentally miss * you can skip the docking sequence by touching the screen * reduced time that solar system flavor text is shown * removed empty space between the slider bar and the contacts list which reduces clutter on small screens * improved laser effect (no more Pac Man dots) looks more like a longish laser beam that you'd see in games or movies * time spent in warp mode has been reduce to 1/3, so warping is faster * and lots of little tweaks and fixes * bug fixes for dynamic missions We're going to submit this 1.0.5 version very soon, by the end of the week hopefully.
No, nothing out of the ordinary or different that I recall... I've since moved on as well with that game otherwise I'd send it on to you.. Thanks for the update and definitely looking forward to the fixes!
Wow....this game just keep getting better and better! Just A's you think it cant get Any better now, a new update arrive and make the gamer just that - better. Keep up the cool and good work looking forward to this update as well
Really promising game but I swear I can't read the map. How do I understand which system is connect to which? Also, could be possibile to add free look swiping on the screen to turn the camera while controlling the ship with the accelerometer? One of the key features of Eve Online is taking a look at the surrounding space and ships during your travel and I find it very boring to just change your camera to target view or flyby. Do you think you could add this feature in the next updates? Keep up the good work!
Connecting lines show up when you visit a new system. Missions from factions don't take place more than one jump away (only the storyline missions will have you traveling around the galaxy). We've thought about adding camera panning during the autopilots, so it might yet make it into a future update. Thanks, glad you're enjoying the game! We're testing the release, and if all goes according to plan, we'll submit it by Monday. I think you will be very pleased with the effort we put into this upcoming update. One new feature is the nano-warp drive which is now available for all ships. It basically gives you a boost to your thrust, effectively 200% of max thrust. Even better, if you have an afterburner equipped, it'll take advantage of that even if you don't have it turned on. It makes transiting much faster and dogfighting much easier now that you can get into range quickly. But the nano-warp drive is very power hungry, so you'll need to be mindful of how much energy is left in your power core. Used judiciously, it is a very useful tool. Players on the PC/Mac will also see super high-poly space stations that look spectacular. We're still assessing whether the iPad2 can field them, and may add that option after this update. Controls have been reworked and are very tight for mobile devices. Even the PC/Mac versions have added mouse support for maneuvering and activating the nano-warp drive. Stay tuned, I'll report back after testing is done.
Picked this one up as I love space-sims. The tutorial is lacking a bit, the text runs off and it certainly blows by too quick. I'm now sitting in space with not much to go on, any tips for a new player?
Sorry about that, the new update fixes the text problems for all devices. In general, I would suggest you do the spy mission by talking to the Shadow Agent at the Toalla hub station. SOL HQ is in the same system, so it's a quick way to get some experience. After that, try doing missions for SOL to get your standings up. Once you get it to 0.49, they'll ask you to do a loyalty quest and the reward is a destroyer ship. The good news is we're submitting the update to Apple tonight. So hopefully within the next 7 days, you'll see it. Here are a couple screenshots from an iPhone 4 build of two of the new high-polygon stations. This feature is available for all versions, but the low-poly version is the default for the 3GS and similar devices. This can be changed in the options. Also, you can see the new nanowarp button underneath the thrust slider. And the first screenshot shows the new d-pad in the lower left. You can also see the improved text display at the upper left which has much less information and clutter. When you select something, a block of information is overlaid near it in the main viewer.