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Why do people reply if they don't know the answer?
Why do people reply if they don't know the correct answer?
Well that's good to know as the info in game is clear as mud. I don't have that upgrade yet but I would've definitely tried to do the same thing once I got it. At least I was offering some sort of context to my answer and some sort of help, as opposed to giving obtusely vague info as "you cant" when there are obviously ways to have multiple trailers, yet they are poorly explained.
but once you unlock that skill, you'll have job with two trailer already connected ^^
You can't manually attach multiple trailers, but you can unlock it as a mission type! Once you get the certification, you'll start seeing multi-trailer missions on the job boards. The cargo for these jobs will already have two (or more) trailers connected at the pickup spots.
There are also some side jobs where you'll grab one trailer first, then fly to another location for a second trailer. However, the connection happens "offscreen."
Hope that clears things up!
The tooltips and descriptions in game could use a lot of work. Enjoying the play loop so far, but things like this are a bit of a downer.
Cuz I found two trailers that were going to the same area assuming that I could connect them both but the one trailer just bumped the other and it didn't connect so is it a mission type only or what's going on because I'm not going to lie I left pretty much everything on default for the difficulty including the money and $1,000 a piece for one trailer does not help the expenses whatsoever .
I hope at some point if it is only a mission type that, maybe that could be patched where we could hold multiple trailers from different jobs if I am understanding right about it just being a mission type.
Dude, just let us gamers play this how we want to. We can see that every trailer has docking nodes on the front and back of them. So... why can't we connect multiple loads? Oh I know, because then we'd make too much money and actually enjoy ourselves.
What is up with developers taking all of the air out of games today and deflating all of the fun to be had? Bad design choice (again). Reconsider this fatal flaw. It's gonna kill your game bro.
When taking missions it even says that we've accepted one out of three. So why would we accept more than one if there is no way we can complete them in time? I'm just saying, that makes no SENSE. Please consider some logic when designing your game.
Or else we gamers will all simply think this title is a quick cash grab for ya. And if that's the case then suffer thy fate I say. But I really hope that's not your plan.
Just make it clear in the copy explaining skill that it only offers jobs that already consist of multiple trailers.
(As someone who just spent 30 minutes trying to figure out how to link a second trailer after finally getting the ability to (not) do so)
D-T: Only premade job two trailer.
D-G: No, that doesn't make sense, they have mag-locks on both sides & the players can accept 3 contracts + pull 3 trailers—so it is REALLY HEAVILY IMPLYING that players can—
D-T: NO! Only if job have 2 to start! No multiple job!!!
D-G (desperately): But, buddy, why would they even accept more than 1 contract at a time then? With how quick they expire & how much running around that would involve, it is literally a useless feature unless you can hook tog—
D-T: NOOOOOOOOOOO! You never like 'tardie idea! Never, never, never!
D-G: [sigh] No, no... calm down, baby boy, it's okay. Sssh, ssh, ssh... it's okay. It's... it's a good idea.
D-G, cont'd [clearly struggling to speak around mouthful of vomit]: Hblrrggh! oh God—uh—yes, let's... let's trick our players with an obvious, intuitive, helpful, & cool feature that literally every piece of design language used implies will be possible, and then make it NOT possible. That's... that's great, bud-bud.
D-T: Yaaaay! Hugs!
[later...]
D-T: Huggiebuddy! Tardums have more idea! Route design! One word: short little hops, connect by fast twavel! ...
This also makes attempting to balance jobs a wasted effort, as there's no player skill involved in taking one job, doing the delivery, and calling it done. All the expected/potential gameplay around jobs is obviated by every task living in a singleton environment.
What's expected: take multiple jobs at once, considering the difficulty of hauling the total weight/trailer count at any one time (increase cargo weight significance and rebalance thrusters and cooling when you do this, cargo is irrelevant and thrusters are either no issue or always on fire, depending on difficulty atm), consider the types of cargo, be it time sensitive (make rush jobs basically a separate vocational path for the player, priority courier focused vs high throughput, high latency focused on heavy hauling and route planning) or fragile mixins that might affect your route or speed planning, or sensitive cargo which should affect routing (currently seem to do nothing, never had a trailer complain about environment). Greatly broaden the jobs available (consider scrapping the "dock to shop jobs" paradigm entirely, it's a bad thing) and improve the process (jobs should be on the map, not on a list... why does this need to be said?) so people can stock up on multiple jobs and have fun hauling big trains that they bought upgrades to be able to handle.
I don't think capturing additional trailers should involve backing in, perhaps make trailers far more capable at attaching to each other than the truck, so the process is essentially just driving the current train past/through the cargo area and stopping with the tail near the new one. The current cutscene hack implemented for the story mission is quite garish and shouldn't be used again, it removes too much player agency to be the method for regular jobs.
Yes, I'm presuming you're going to implement this. I'm actually telling you to. It's such an obvious oversight in design, and people expect to be able to do it the instant they see a picture of multiple trailers behind a truck. As others have pointed out, it doesn't even make sense in the current way the game is set up and conflicts with the explanations already present in the game.
ATM there's basically no gameplay decision to make re: loads to haul, thruster management, etc.
Gimme my heavy haul / road... er... space train gameplay! Please? 😢