Great game! Really enjoying it. One thing - it'd be great if there was a way to turn off the turrets. For some of the missions where you have to disable a ship, I ended up failing a few times simply because my turret would continue attacking tho disabled ships. Only way I eventually passed those missions was by steering so that the "top" of my ship was always facing away from the disabled ship, but since you can't really roll, that limited the area I could fly around in and defend the NPC I was protecting. Just a suggestion Also - got any more of those phase disruptors? I was only ever able to find 2 of them at Dysons. Finally - it'd be cool to get a wiki started with all of the items and ships and stuff
Hi Rhinofinger, I'm glad you like it Interesting think with the turrets ... for now you can only disable it within the hangar by unmounting it ... but I guess this is not the best option. One option would be to add a control to disable the turret, another option would be to alter the AI of the turret to ignore disabled targets (but with this your turret will leave a trail of disabled pirate ships unless you turn around and finish them for the loot), and another option (that I'm not sure if it has side effects) would be to alter the turret AI to ignore just the disabled MISSION targets. What do you think? That disrupters ... are only produced at Dysons, but the stock should regenerate ... in about 470 seconds of gameplay per disrupter (there was a bug in the early versions, but should be fixed for a while now, let me know if it still doesn't regenerate). About the wiki I guess I'm the only one now that has the exact info on all items and bases and everything ... and I'll be more than happy to collaborate with some nice fans from the community to set it up ;-)
How does the trade work here? How can you tell which industry/commodity lacks in a star system? How can you compare prices to evaluate where you shall proceed to make the sell? @c0mas I sent you an email few days ago.
Hi odi0n, good thing you've pushed me here since it seems the email somehow got in the spam folder and would have took a lot longer to notice it there (we can move here all the questions if you want ... since everything seem quite constructive and helpful. So, if a commodity is not available for purchase in a location, then that system is momentarily lacking that commodity, so the price will be a bit higher. If you sell there some, at some point the price will start to drop as the target stock gets filled (not, the price will not change while you are docked, but if you do multiple transport runs, the price might get lower on subsequent runs). For now the only way to compare prices for a commodity is the "lowest" and "highest" prices you've encountered for that commodity (in the upper part of the screen, below it's name). As you land on a base, it will track prices for all commodities available there or present in your cargo. Any suggestions for improvement here? Also, on another note, there will be soon a big update with lots of changes (including full controller support ingame and in menus, lots of bugfixes) and so ... this would be a great time for any suggestions, requests, anything that you would like to see in the game. I cannot promise to implement everything (because of god knows what technical or financial or timeline or ... you name it constraint) but I can promise I'll do my best to do as much as possible. Ah and appletv and android are really close ;-)
Ok, I see what you're saying. The only way to tell is by flying to the actual system and entering the bases. For the update, have you considered: overall screen which shows all prices for all commodities for every system? And in that same screen we can see what system has what, and what system doesn't have what. Maybe you can place this info within the same window panels that appear when we tap on a star system. Put all the info there. Color the words to indictate if its lacking in that system or produced there. (If it's in red would mean they lack that mineral or commodity) Pictures in bottom of thread is for ideas, not saying make it exactly like this. Though it would be awesome if you can. Stellar Horizon on iOS does this, and before it so did Port Royale 3 (sea merchant trading game on PC) and of course Elite Dangerous. I would just look at a YouTube video on trading in Elite Dangerous... This would be enough to give you good ideas, influence on how to spruce up the trading for for Stellar Wanderer. I think more concentration should be given to this area. BUG?: Matching speed for escorting conveys doesn't work. Your ship goes to zero speed. Enemy: More ship variety for pirates. I'm seeing the same enemy ships. Let them enjoy the ships we get access to.
I think I understand what you mean but it might be a bit tricky to implement. I was also thinking on adding commodities to the map page, to display commodities on the target destination, the problem is that most locations usually have between 20 and 80 commodities and there's no way to fit that on a phone screen. I'll try to see if some scrolling can do the trick. I still have to learn to play Stellar Horizon ... Does this happen all the time? or just after the escorted ship makes the jump? Indeed, they now use 4 ships. I think I can at least double that
Interesting update. I'm surprised to see some F2P mechanics were added, but as long as the they remain optional and balance wasn't changed, then it's not an issue. This game deserves more attention after all these updates. I noticed that I can no longer find out what certain stats do anymore. I recall there being info on this prior to this big update. Still trying to figure out how to best spend my pilot points. I really like the addition of the stock and prices information for all the planets. I'm not exactly use how to effectively use it though. How do I interpret the green and red arrows next to each item? Also, it would be nice to be able to see the highest and lowest price (when tapping the i button) for commodities and minerals, and not just equipment. I went with a trader and lots of cargo space, but it seems like the best way to make money is mining. I was hoping to buy up items low and sell elsewhere for a profit but it seems tedious to have to open up the new map page for multiple planets, keep scrolling down, memorize or note down prices. Is there something I'm missing? Great game. Thanks for continuing to support it. Playing with a controller is great
I noted the request to see high and low for commodities as well. The red arrow next to a market item means that the price is on a descending trend (so it will most likely be lower or steady in the short term). Green one is opposite I'm still trying to improve the trading experience, and I'm open to any sugestion ... as a trader, how would you change the interface to be most helpful? (odi0n from this forum was extremely helpful and provided lots of ideas that I'm planning to implement in the future).
[BUG] Filling both Missile slots disables equipment swapping I found a bug with the ships that have 2 secondary slots: When you put Missiles/Torpedos into both slots, the equipment seletion list for all slots (weapons primary and side-slots, equipment) turns empty. And the top-row where you see your Credits and such gets garbled (see screenshot). Playing on an iPad Air1, iOS 10.3.1, not jailbroken. Tested with S27 Rhino ship, and another (forgot which). Steps to reproduce: 1) Equip a ship that has 2 Secondary Slots. 2) Put a Missile/Torp into one slot. Note that everything still works fine. 3) Put a Missile/Torp into the second slot. 4) Tap any slot (Equipment, Primary, Secondary). Can need up to three tries before the bug occurs, but most frequently seems to happen on the second. 5) Note that now the "Select Equipment" list is empty for all three Slot types. 6) Save, quit game. Reload save. Note that the lists stay empty. 6) Workaround: a) Quit the game, reload a Save from before you filled both Slots. b) Switch to a ship with only one secondary slot. Save, quit game, reload save. Lists are back to normal, even when you switch back to a ship with two secondary slots - as long as you do not fill the second slot again.
Oh, and any tips for winning the mission "Science on the Wild - protect Mr.Anderson en route to GI915"? I tried 20 or more times, and cannot win that one. Either I get shot to pieces in Stella Quies or Memphis, or Anderson's ship is. From my last playthrough I-don't-know-how-long-ago I cannot remember this one being so bloody hard. I am playing with a Level 14 Engineer, S27 Raven with 4x Phase Disruptors, best everything available (engine, battery, armor, shield), Mil Repair Droid, best extra armor and extra shield equipment, and both Missile slots filled with heavy-hitter missiles (HG Heat Seek MK1, IAR Mag Missile MK1 - UPDATE: looks like I should replace the IAR Mag with one that fires more often). Also tried with the HG Heat Seek and HG Energy Torpedo (to take those bombers down faster), same result - no dice. With almost 13 hours on the clock, I really don't want to start over as Warrior or Tank. By the way, not being able to change my Class or respec my level-up points plain sucks. I see absolutely no reason why you can't allow both, and without any limitations.
I just got a fix on this one, it will be fixed in the first update (this is iOS, right? ) Thanks for the heads-up!
Hey, that was really fast, thanks a lot! Yes, that's iOS, version 10.3.1 as I wrote Got two more things while I am at it: 1) I am chewing through Missiles like it's going out of style, and I completely depleted stocks on most planets already. Can missiles regenerate faster, pretty please with sugar on top? I have over 200k in the bank, so I don't mind blowing a few 10k just on missiles I am even considering buying that ship with the huge cargo hold (165 tons or so?), just to collect missiles everywhere and then dump them in a central location like Dysons. 2) Contraband loot: Can those be picked up automatically IF you have the Smuggler's Compartment equipped? Steering around to pick them up manually got annoying quite fast.
Hi ... its a long time since I played that mission, I'll do it again toady to shade the rust a bit . First you should not change the class, all classes are able to complete the story . There are 2 waves at Stella Quies, each with 3 fighters (attacking the player) and 2 bombers attacking Mr.Anderson. As a trick (if I remember correctly my preferred strategy) I was first attacking one or two fighters with missiles (destroying all fighters would allow a bit too much time to the bombers) then I took out bombers, preferably using some missiles if possible). And a similar strategy on wave 2 (if I remember correctly wave 2 take a bit more longer until the bombers reach Mr. Anderson). As missiles ... I'd go with IAR MK3 (I think those have the best damage) and as you said with two slots equipped with missiles you can fire two missiles at an enemy heading straight to you before it gets in primary weapon's range, then after missile fire, break up/right (or left) at about 30-45 degrees, with afterburner until you clear enemy wing's firing line then hard break and turn around to get on their 6 ... full blasters blazing I'll play today that mission to see how it feels Cheers, /COsmin
Thanks for the tips on the Science mission. I'll see if I can grab the IAR Mk3 (or something similar) somewhere, and in sufficient numbers. What you describe is pretty much what I'm doing, without any success so far alas The main problem I see is that the bombers can take a real beating even with 2x Missiles and 4x Phase Disruptors, and at the same time the fighters trash my shields - and then my ship - within seconds. Wave 2 in Stella Quies isn't much of a problem (when I get that far): Mr.Anderson jumps out before they get in range. Then I just need to rush to the Portal before the timer runs out. Ah well, will try again with more and more powerful missiles.
Yes, try to get out one or two fighters fast, then hit the bombers, just one fighter might not do that much.