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It's a great game, in concept, it just boggles my mind why some of the decisions are made.
The UI is the WORST.
The flight sim part you can't control your own squad and have to pause to issue simple orders. The combat sim part you have to pause because it takes so many steps to issue basic orders and precious seconds count.
I think a good mechanic would be a dedicated training ship. Fill it up with random dudes, set it lose on a sector - with a new "training" task - , and it'd go about doing it's thing.
I ended up capping so many Minotaur Raiders from SCA pirates that I started using their 16 crew capacities to store crews of pilots in for a while. But I don't get too attached to pilots so I haven't really used them since building a shipyards. You get better results moving captains around and promoting crew.
2nd play was from 1.2 to 3.0 beta.
And now I started fresh on 3.0.
I can tell you that the crew experience is the worse I have ever seen it. Not that they don’t train fast, they never have!!! But they made it so much harder to get level 3.0 crew!! And it’s totally uncalled for. This artificial barrier they put up to slow the player snowballing is not a good decision.
Because, you could basically just spends days hunting crystal and skip the whole trader-miner part and go right to factories. So it means nothing.
https://steamcommunity.com/sharedfiles/filedetails/?id=2068721801
https://steamcommunity.com/sharedfiles/filedetails/?id=2068722534
Its a great game until these really tedious mechanics wear you down. And thats for the few people that stuck with the game long enough to learn how to play it.
The entire crew and station walking system integration into the game seems cool at first giving ships some soul besides their name and walking on stations to see these giant ships coming and going is fantastic.
But its like putting some ugly tasteless icing on a cake that was already delicious. Both systems just seem to hurt the game more than they help it. If more time was spent fixing up character models/animations and then putting in better crew mechanics (such as an academy to train) it would have worked great, but as it is I get more worn down every time I play the game which is a shame because I love the concept, but its so poorly realized.
And I couldn't agree more. IMO UX is a huge factor of what makes a game great, especially one as complex as X series. I wish they would focus on improving existing game VS building mode DLC. Hell, I would even take X4.5 and pay a full price for the same game that is UX centric and polished, just to support the dev.
ALSO!!! just realised, that I have a bunch of crew that leveled up to 3 but APPARENTLY they lvl'd in moral and can't be promoted to Captain. ♥♥♥♥♥♥♥♥♥♥♥ I spent 20 min docking ships and transferring crew to realize that 3 stars on the crew list DOES NOT mean 3 stars needed to become a captain for an autotrader.
I will try this! But don't they gain lvl in management and not piloting that is required for autotraders?
I am a little confused. I have a mixed bag, some lvl 1, 2 and 3. How do I choose just 3. And then again, turns out my crew have lvl's in Moral and not piloting so even if I make them captain they don't become an autotrader. I may be missing something.
That is literally how I feel and I fear I will burn out before I get to enjoy it. I literally waited from 1.2 to now specifically not playing Beta in hopes that it gets good. Feel suuuper deflated seeing how they chose to focus on content vs basic QOL / Polishing.
This is why I always cringe when people ask for planets and landing. Don't add content for the sake of content if it's worthless. Since XR, where they implemented station sniffing, I felt like they were trying to add filler that is unnecessary and "mini gamey". X series is about the mechanics of the game, no need to give me filler.