Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So it needs to be opened and activated to receive the cargo shuttle. It is not entirely clear and will have to think about making it more clear.
My other instinct was to hail the questgiver directly and try to do it that way. Plus if there was quest specific dialogue option you could have it show up as a different color which would immediately draw my attention away from the blue choices. Or have the captain hail you and ask if you're ready for the cargo to be sent over.
Alternatively the tutorial just needs a handholding section that teaches you to always click blue flashing boxes on the right side of your screen. Of course it could just be that I'm super blind and that everyone else will find it immediately lol. I'll definitely try to find another station and attempt it again now that I know how it works.
I accepted this mission before I realized that all my ship points are used up. Now I have a choice to either temporarily abandon one of my ships (which would be a hassle -- moving the crew and jumping out and back in to the sector), or to renege on the mission (which would cost me money and reputation).
My suggestion would be to allow the game to treat the stations as something other than a ship. The player can't fly away with it anyway, so it's not part of his fleet, and shouldn't take up ship points. Maybe temporarily claiming an asteroid to build a station should cost 0 ship points, or some hidden value in the game logic which players can't see or worry about. I realize that the "ship points" tally is important for the game to figure out how many ships can fit into one map, so hopefully this solution is feasible and doesn't break the game logic.
The other suggestion is to disallow accepting this type of mission if the player has not enough ship points.
Thanks for pointing that out, I haven't thought about this.
+1
The Power Conduit is a great way to connect different "pods" on a base, making the base look truly "outpost"-like and aesthetic. An asteroid base made up of several separate "pods" has a real science fiction feel, much nicer than one big rectangular building.
But as it is now, each pod still needs its own life support equipment to give each pod a liveable atmosphere.
Maybe the power conduit should be changed to a general utility umbilical, both for carrying electricity and for sharing atmosphere between different structures. This would allow building a handful of small, cozy pods, without having to duplicate gas scrubbers, oxygen generators, vapor collectors, etc.
On the other hand, maybe it's technically more complicated than sharing electricity, since the oxygen gas, water vapor and smoke are modeled in a more complicated way. Just a suggestion to consider and maybe discuss. Even in this current state, the base building is a great "diversion" from some of the repeatability of a long playthrough.
But yes, that's one of the benefits of breaking things up into separate buildings on a base. If you have hazardous and noisy equipment, it makes sense to keep it in a completely separate structure from the dormitory / dining area / medical bay.