Posted November 04, 2020
Now that there are new perks added to the game, I have a question or two:
1) When I select a salvaging perk that increases my blueprint EXP, does that apply only to the blueprint for the particular item I'm salvaging, or does it also apply to bonus EXP gained for the NEXT level blueprint of the same type? i.e. if I already know the blueprint for the item I'm salvaging, will the blueprint perk give me ANY benefits?
2) For weaponry, there are 5 tiers: Initiate, Apprentice, Journeyman, Adept, and Master with bonuses to damage that are 5%, 10%, 15%, 15%, and 20%. Should those last two be 20% and 25%, or is there really no difference between journeyman and adept (i.e. level 65 perk does nothing). or are those perks cumulative, so that Adept is 15% MORE damage than Journeyman who was also 15% MORE effective than apprentice?
Observations:
1) Incursions still happen even with incursions set to "never" in the game settings - It's a while before they start showing up, but they attack the moment I leave a station or enter a star system. Going into a station or leaving the star system results in "Incursion mission cancelled" so I KNOW that it's an incursion. However... It seems that shutting down the game and starting up again makes this go away! Rather than being a problem with the setting (or a difference of opinion on what the word "Never" means), I wonder if this isn't a memory leak or some other bug that only appears when the game has been running continuously for a long period of time.
2) After gaining several levels in crafting, I have ship's components that are at 130%. However, when I go into space, the newly purchased components (and stock components) start getting repaired - all the way up to 130%. This seems strange, since my crafting perk shouldn't apply to items that I didn't personally craft. I don't know if this is actually a bug, but it seems wrong.
3) To make things even more odd, if I go into the ship screen and use the spacebar to speed up the "repair" to 130%, the person that gets the experience for the repair is my main character and not the person assigned to the ship repair station, and there doesn't seem to be a way to select which crew member does this repair
4) There is no way to see what turrets are available on your ship without going to a ship merchant and looking up the default description. My current Atlas shows what IS mounted, but not what could be, and the text descriptions below say all 5 mounts are "Light turrets" which they definitely are NOT. I'm not sure if that's supposed to be a description of the hardpoint (which is wrong) or the weapon mounted there (which is ALSO wrong - see next item)
5) Those 5 "Light turrets" all have heavy mining lasers mounted in them, so either the ship no longer checks to see whether a weapon is heavy or light before allowing it to be mounted, or heavy mining lasers are considered "light turrets". Either way... there's a bug in there somewhere. I had the same issue with my Basilisk, so the error is not specific to the Atlas.
6) In ground movement, the selected NPC moves into the forward position (sometimes known as "Taking point"). However, when the party reverses direction, this NPC will remain in the same relative formation until everyone stops moving and only then move back into "point position". This is NOT how taking point is supposed to work! The selected NPC should always start moving first, and the other NPCs should follow after so that the selected NPC remains in the lead position even after changing direction. For tactical combat planning, having the "Point man" following behind everyone is a disaster when the party encounters enemies before they reach their assigned destination, and the party's "Tank" is in the rear. Having the selected NPC move FIRST would eliminate this formation error.
1) When I select a salvaging perk that increases my blueprint EXP, does that apply only to the blueprint for the particular item I'm salvaging, or does it also apply to bonus EXP gained for the NEXT level blueprint of the same type? i.e. if I already know the blueprint for the item I'm salvaging, will the blueprint perk give me ANY benefits?
2) For weaponry, there are 5 tiers: Initiate, Apprentice, Journeyman, Adept, and Master with bonuses to damage that are 5%, 10%, 15%, 15%, and 20%. Should those last two be 20% and 25%, or is there really no difference between journeyman and adept (i.e. level 65 perk does nothing). or are those perks cumulative, so that Adept is 15% MORE damage than Journeyman who was also 15% MORE effective than apprentice?
Observations:
1) Incursions still happen even with incursions set to "never" in the game settings - It's a while before they start showing up, but they attack the moment I leave a station or enter a star system. Going into a station or leaving the star system results in "Incursion mission cancelled" so I KNOW that it's an incursion. However... It seems that shutting down the game and starting up again makes this go away! Rather than being a problem with the setting (or a difference of opinion on what the word "Never" means), I wonder if this isn't a memory leak or some other bug that only appears when the game has been running continuously for a long period of time.
2) After gaining several levels in crafting, I have ship's components that are at 130%. However, when I go into space, the newly purchased components (and stock components) start getting repaired - all the way up to 130%. This seems strange, since my crafting perk shouldn't apply to items that I didn't personally craft. I don't know if this is actually a bug, but it seems wrong.
3) To make things even more odd, if I go into the ship screen and use the spacebar to speed up the "repair" to 130%, the person that gets the experience for the repair is my main character and not the person assigned to the ship repair station, and there doesn't seem to be a way to select which crew member does this repair
4) There is no way to see what turrets are available on your ship without going to a ship merchant and looking up the default description. My current Atlas shows what IS mounted, but not what could be, and the text descriptions below say all 5 mounts are "Light turrets" which they definitely are NOT. I'm not sure if that's supposed to be a description of the hardpoint (which is wrong) or the weapon mounted there (which is ALSO wrong - see next item)
5) Those 5 "Light turrets" all have heavy mining lasers mounted in them, so either the ship no longer checks to see whether a weapon is heavy or light before allowing it to be mounted, or heavy mining lasers are considered "light turrets". Either way... there's a bug in there somewhere. I had the same issue with my Basilisk, so the error is not specific to the Atlas.
6) In ground movement, the selected NPC moves into the forward position (sometimes known as "Taking point"). However, when the party reverses direction, this NPC will remain in the same relative formation until everyone stops moving and only then move back into "point position". This is NOT how taking point is supposed to work! The selected NPC should always start moving first, and the other NPCs should follow after so that the selected NPC remains in the lead position even after changing direction. For tactical combat planning, having the "Point man" following behind everyone is a disaster when the party encounters enemies before they reach their assigned destination, and the party's "Tank" is in the rear. Having the selected NPC move FIRST would eliminate this formation error.
Post edited November 05, 2020 by Toccatta
This question / problem has been solved by StellarTactics