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Technically enemy difficulty is based on total worth
But, the reality of gameplay is that upgrading your ships is a massive investment of your total worth that does not pay off unless you have the equipment to back it up
This is why your original advice (to upgrade weapons and defenses) is so absolutly valid.
As your total worth grows your money invested has a much better rate of effectiveness when put into weapons and defenses.
Only after those have been upgraded should you consider bigger ships, faster engines, etc. These things do not give as much combat effectiveness per dollar as weapons/defenses but since they increaese your total worth they are slowly stacking the enemy against you.
Nice thing about the game being designed this way though is the ability to trade in ships with no loss of total worth. You can completely revamp any mistakes you make without losing overall total worth.
I hate it when games scale with your level (or money in this case) instead of having a curve based on plot/area progression.
I prefer it that way too so that you can out level an area. But this game is focused on the combat and their idea was to keep it challenging at all times. Whether it actually works or not *shrug*; matter of opinion.
I’m not 100% certain about the calculation they use, but right now it seems that it’s the sum of all items you actively fly around with. And nope money has no meaning. Pretty easy to test: Hack the amount you have to over a few millions/billions. Nothing will happen to you. Now test the other thing: switch your active gear to a lower MK than you currently have: Mission available/active will ramp up in their rating from harmless to suicide.
The last thing I will touch on: Mission enemies =/= random encounters on the map. Both can vary quite a bit and they have a different base for the spawn. Missions have their difficulty while systems have their own range. In the starter system you should never see certain high level events as well as enemies.
PS: I’m not 100% certain as I haven’t seen the actual code for it, but as far as I tested around for modding these are the basic rules.
Go to a spaceport:
Look at your mission list/available missions
Take note of the difficulty (Very low, Low, Average, etc)
Trade your ship for a cheaper/more expensive one
Re-look at yoiur mission list/available missions
You'll visually see that the mission difficulty scales.
Uninstalling weapons, etc will dynamically scale a mission.
I had a Barracuda - I had two High and 2 Average missions in my active list.
I cheated my money and bought a Polaris - all of my missions are now Low - the Polaris is basically using the original weapons the Barracuda had - and is not fully kitted out.
I started uninstalling weapons and the mission difficulty started to go up to Very high - ie, I still have my Polaris.
The missions aren't changing. The listed difficulty is a comparison of your ship's worth to the "worth" of the enemies present in the mission. Make your ship better, the average mission becomes low/very low difficulty by comparison. Make it weak, and the average mission become high/very high.
If you test by backing up your save, you can take and then do a fresh mission with poor kit to see what's there and restore your save and kit back up and do it again. You'll see the mobs have not changed at all. Same exact number of everything. The only thing that changed is your ship's value and the difficulty listed is based on comparing that to what is in the mission.