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- Devs could remove or drastically reduce the penalty for *not* fixing broken systems. Players shouldn't be punished in frantic fixing mode for not having enough time to tackle a broken module (especially for ships that come in with 3+ broken modules).
- Another change could be that customer mood timers be rebalanced so that total time until the average mood should be a sum of benchmarked average fix times for each broken system. If a player gets a 2 subsystem job (1 refuel + 1 fix AI) and it takes on average 1 minute to refuel and on average 3 minutes to fix an AI module then the amount of time for a customer to reach average mood should be 4 minutes.
Another problem is that Frantic is apparently supposed to have fewer tasks per module, but you're paid by the task not the module, so that means you make less money anyway! And by the later days I'm running into things like AI modules where everything needs replacing and the mood needs changing, so I don't think the tasks *are* actually much simpler even though they're supposed to be? Maybe the pay should be per ship, rather than per task? That way you could have much simpler, quicker fixes, but still get paid the same.
Mood timers seem completely miscalibrated, I literally cheated to get that ship done as fast as possible and customer's mood was still angry. They don't seem to be based on the amount of overall work.
Frantic Fixing feels like it's *supposed* to be about playing faster and looser, but in practice it just feels like Focused mode but with a time limit and way, way less money.
https://www.youtube.com/watch?v=DqCAW_wYnOk
I also proceeded to make in onto day 10 in the same run.
It's frankly just a matter of practice! Aside from AI and some pancakes, I managed to remember how to deal with most issues so don't need to spend time reading the manual.
You can purchase a "chunky" vending machine from the shop, which doubles your income for jobs, but prevents you from being able to choose the job. This is not an issue, because it makes fast jobs very valuable, and a long job gets you thousands later in the game. My successful run today, I had 5500 coins or so by the time I got to the final stage.
Caring too much about client mood is a mistake. A good mood nets you a few coins extra in tips, but a completely inconsequential amount.
I guess I was wrong in assuming I wasn't doing enough, then. Relying on profit boosters seems like the way to go. That said, the patience meter still seems impossible to satisfy.
Great work on that day by the way, very smooth.
Hmm this is interesting, I'm going to try this. I was always trying to get money tree as early as possible but I struggle to make the 2.5k rent on frantic. I'll try out chunky next time instead thanks.
Focus mode is definitely significantly easier. Runs take longer but there's never any real danger of losing (also I think focus is less fun... just me). I think extending the mood timer for longer jobs on frantic is something that should happen just because it doesn't seem to be working as intended, but as others pointed out tips don't make a big difference so this won't make frantic mode easier. I think the only way to make frantic mode balanced is to dramatically up the money you get in it, either by buffing tips a huge amount or just giving frantic mode an across the board increase to money earned.
Another issue I've observed is that reactors are absolutely not worth it and the worst job possible to take. If you get a reactor with 0 fuel and 0 coolant you have to extract the reactor immediately to avoid it melting down. However, you only get paid for fixing the fuel and coolant, normally easy jobs on their own that give you a pathetic amount of money. Basically, the job doesn't take into account the fact that you had to scramble and spend time to take out the reactor. Reactor jobs are high risk and low reward, they absolutely need to be reworked.
Focused is great. Lets you truly explore what the game is about: Fixing ♥♥♥♥, and also having pride in doing high quality fixes. It should be the default mode.
Up to four jobs, with the floodlights. And the tips get substantial on later jobs. Had one tip for 300~ish coins at one point.
But honestly, I don't like comparing the two modes. They're for different types of players. I *loath* time limits. They cause me anxiety. The focused mode lets me zen out and play, for the most part, and is my preferred mode of play.
What day are you on? I was doing a bunch of jobs early on but by post-firstboss I don't know how it's even possible to get more than 2, even with floodlights, as I mentioned at length above. The clip that was posted was pretty efficient and still took over 6 minutes for a single ship at that point, to say nothing of tips not really being possible. Even if you shaved a full minute off that run I don't see how 4 is even possible.
Just got almost 2k on frantic on first rent day with Chunky (bought day 1).
Played some on focused before that, its too slow for my taste and has too many almost fully broken modules, feels like a chore after first boss.
But someone might enjoy slow gameplay, sure.
Ah. Apologies. 4 jobs on focused mode with the floodlights. 3 jobs without. The light upgrade lets you spend 250 coins to buy one more repair job during a day in focused mode.
Up until you pay your 750 rent, you should be able to fit just about all the solutions to all the possible problems in your inventory, so you can fix any ship that shows up, without having to go to the store or storage while it's there
After that you have to make some choices, but if you do it right, we're talking 1-2 trips to store/storages per ship, max, with most modules fixed straight from your inventory
In frantic, my strategy is on day 1 is as soon as you wake up, buy literally everything, go about 3k in debt. Day 2, you've got money tree, chunky, extra tips, more patient customers, electric everything, and you can stock up on pancakes and cartridges at the start of the day. Handle the customers fast via your stocked up storages, and you'll be over 1k by the end of day 3.
If you're doing the prep, you can process 3-4 ships a day even on the last week - but it's also kinda pointless, because a single ship will earn you 2500+, and more ships means more chance that you get forced to fix a reactor that's critical. I find it best to just fix one or two ships a day and clock out, at the higher levels, to actually survive until you can pay your rent - and money tree + chunky is enough to let you do it