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I don't think that people screamed to have an ally that make your work more difficult...
Combat generally has been improved over the course of a few notable major game updates but since Outlaws no additional Squadron specific notes have been published, to indicate how that has impacted Squadrons.
And sure, scale challenges up more. Otherwise the game gets too easy (which it already kinda is).
if you are trying to say that HG overlooked the possibility to upgrade a ship, sell it to an NPC, and have then get the ship with all the upgrades you added, i don't think they did... i think this is a first iteration of squadrons and there may be enhancements to come in the future... possibly enhancements like this... but the coding would be a lot more intricate, too... not to mention the storage space to hold the now NPC craft...
This analogy is not only perfectly accurate but a fantastic mental image.
For those that don't know, cats that want something will basically wrap around your legs like an obnoxious wingman who keeps blocking your shots until you give them a good punt halfway across the room... either accidental or on purpose. They don't care. They'll be back. Just like your squadron.
The game has been in some form of development for the last 7 years... methinks you should lower your expectations.
Doesn't that remove any challenge from space combat though?
We still have to do the majority of the work. I use the 10x power and the Squad and they trickle off a bit, but unless I leave the attacker down to one little speck on the progress bar they don't cause much damage. Just some. Of course the gSquad damage mod has three mods with different damage settings. If you still want to barely notice any effect 5x is even less intrusive, but the squad is able to do some tiny bit of damage. 25x I don't even try. Just because it probably would be too easy to just sit back in my Star Ships chair and watch.
Might be good to have battling a Sentinel Capital ship if you're really not good at Star Ship battle remembering to recharge your shields once in awhile so you don't get blasted back to your last Save and have to go find your coffin. LOL
Honestly though, is there any challenge in space combat by the time you are hiring your squadron?
For the first time player that has arrived In Time to play this Expedition 11 they already will be able to start at the beginning load scene. No time like the present to search the nearby planets for enough resources to sell. Then they can get at least one (1) Squad member. If the newbies (and old timers) adventures begin with just one Squad member by the time a team of pirates, (5) five I had attack while i was mining asteroids, attacks the hopes of surviving will be slightly improved without the mods. I won't spoil the how it will, but with the mod, the Squad member can actually target the pirates.
5x gSquad is just fine if you don't want to get all high and mighty lord like over the enemies. 10x gSuad damage still keeps the battles from giving your Squad member the ability to do overkill.
LIke I mentioned, it is up to the player if they want to sit comfortably in the Star Ship seat and let the Squad do all the work. 25x gSguad damage may be able to do that. I don't see the point. I'm a player, not Mars the God of War!
Ooo! Maybe I am his reincarnation??? LOL
This way they would at least not get in the way all the time.
For me it's fine that the players squadron and the combat frigate squadron don't do much damage and when 8 ships tickle the enemy they do at least some damage lol.
So yeah just let them act independent and maybe they shouldn't automatically warp to the player so we can choose when we want them around.