zgrssd
Posts: 3385
Joined: 6/9/2020 Status: offline
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Watching the streams there are a few questions that came up. And I am not the only one, so why not make a thread for it? I will try work any questions by others and any developer answer into these posts. 1. Given that it plain splits the research, what bonus does having multiple projects at once give you? Answer: There is non inherent bonus, but it allow some extrinsic ones: - allowing Bonuses from different Stations to apply to different project - allowing Crash Research to be applied to all - a bit of Legacy Support 2. If I buy back found spies or capture and recruit enemy spies, they got "Double Agent" for -20% on everything. Resulting in them getting fired for incompetence. So what use are they? Is the mechanic not just finished? Answer: Double Agent happens to often due to bug. There is no counter to such traits and the firing happens due to Automatics doing their job 3. What does the Spy mission "Deep Cover" do? Answer: "Plants a spy in the enemy empire at a high level, giving you much greater visibility to all enemy info and operations." 4. Does using Skipdrive massively inflate your early fuel consumption? I got the feeling it does. Answer: "The initial Skip Drive is really only useful for in-system travel and it does use more energy and thus fuel than later drives. The initial reactor is also relatively inefficient. Upgrading both relatively quickly can significantly reduce fuel consumption as well as extend range." 5. Does having empty weapon or engine slots give anything? I have not yet seen a streamer use all slots of a type. And if they do not, designs with "+1 Weapon/Engine Slots" seem pointless. Answer: There is no bonus for empty slots 6. "Is there trade income? I didn't see it as a line item in the finance sheet data. Not sure if you make money from trade agreements with other empires." Answer: You also get trade income of two types as the state. 1. The resource trade income from tariffs (based on other empires/independents buying good from you), as well as fuel sales to the private sector. 2. The bonus trade income from commerce centers built on your state space ports. 7. "Obviously it's outside the scope of the initial release, but have you and Elliot ever seriously considered implementing arms-trading?" Answer: "Yes - well tech trading is already part of that, which includes all kinds of military technologies as well as projects that unlock new ships/station hulls but the idea of selling military ships is certainly in the plan." 8. "Another question of interest, in the preview are the ground forces icons placeholder or are you using NATO military symbols? Which could be chance or designed that the infantry symbol aligns that way." Answer: "We deliberately went with military symbols for each troop type this time around, with different colors by faction. In a future expansion, we may do a bit more. :-)" 9. I had a bunch of Tourist questions: - is Tourism Income taken out of the Private economy of whoever is owning those tourists, or is it generated from nowhere? - do Tourists actually travel around within the Region of space, or just go Home->The one place to visit->Back home? Answer: Yes and only one travel. The traget is picked based on distance and scenery value. 10. "Obviously it's outside the scope of the initial release, but have you and Elliot ever seriously considered implementing arms-trading?" Answer: "Yes - well tech trading is already part of that, which includes all kinds of military technologies as well as projects that unlock new ships/station hulls but the idea of selling military ships is certainly in the plan." 11. Numerous mining questions. Answers: - there is no more seperation between gas and normal mining stations. One item can now mine all resoure types, at different rates - Mining stations cover an area (indicated in the UI together with weapon range) and the area inrease with technology - while Planets can directly interact with mining stations via shuttles, they still can not mine even a asteroid ring themself 12. Planetary Invasions Answer: You need Boarding Pods to deploy troops during a orbital invasion, but when used against space targets the pods still use marines 13. "I noticed in the previews that the exploration ships send out probes, but when viewed they seem to come in and out of a metal wall in the ships hull. Is there a missing prob bay type mesh, or just something that was viewed as too minor to add in that detail?" Answer: "Correct, it was viewed as too minor a detail to worry about. In general, those little drones should exit/enter from a hangar bay entrance if a ship has one[...]" 14. "Concerning fleets, are you able to set them to jump together and move in warp at the speed of the slowest ship. Based on the previews it seems like fleets end up getting separated due to different jump sequence or warp speed." Answer: "This is one of those things most people probably haven't noticed, but we've put a lot of effort in DW2 into getting fleets to stay together, to jump at the speed of the slowest ship and to fight in formation. It's still possible you might end up with some stragglers, especially if extremely different ships are in the same fleet or if you have the fleet formation/ship management automated which sometimes may swap in a ship that's farther away, but overall it's much better than DW1 in my experience." 15. "Will there be gender diversity for the races, at least female characters/portraits for human. I can see this being less an issue for other races, them being less differentiated as a racial structure (e.g., insects)." Answer: "Not in the initial release, but allowing for both male and female character art for the human faction is in our high priority post-release plans. The way the system was initially setup, it requires additional work to support more variations and we ran out of time for that before release after implementing the male set. For the other alien factions, we expect for the most part to leave that to the player's imagination." 16. "Any thoughts or future considerations for after battle reports that summarize defense and weapon effectiveness for your ships and enemy ships? Obviously this would be tied to tech ability to derive those measures. Was good to have them in games like sword of the stars, etc to see what was doing or absorbing most damage." Answer: "Yes, we'd like to eventually do something like that, but we won't have that in for the initial release and it's a relatively tricky one because of the nature of some battles in DW2. It's something on our wish list for future updates/expansions. " 17. "Question here about the possibility for multiple scouting target when we do use our scout in manual has we use to do in DWU with the shift key? Any possibility to see this in the near futur or maybe the posibility to scout all the asteroid in one clic maybe? " 18. "And a second though about maybe a way to have the possibility to pin a note on the map?I guess this could be useful" 19. "Not sure if I am missing it, but do ships get their empire flag painted on the hull or some distinctive texture treatment that differentiates it from other empires of same race that will have the same ship set? I am curious what happens when two fleets of the same race come together, are you able to easily make out your ships vs. theirs in the chaos of combat." 20. Erik mentioned some things about the Population count matering for ground combat over here. In particular: Militia Units will spawn, with numbers based on Population. Troops on large colonies will heal (recover) faster. My questions about these parts are: 1. Does the Assimilation level or Happiness of the local population on the Planet mater for that? i.e., how much will they help recent invaders? 2. What about the Assimilation ahd Happiness for that species across the empire? Would having a large, happy bases of humans help dealing with that one, freshly covered, still unhappy human planet? 3. Does the race of the stationed troops matching the population on the planet mater? 4. What about Blockades and a Robot or Clone Facilities? 21. "What are the differences between the ship settings of aggressive, neutral or cautious[...]?" http://www.matrixgames.com/forums/fb.asp?m=5140215 Answer: * an Aggressive ship will focus on maximizing its own firepower without worrying so much about the enemy's firepower. This often results in it closing to short range regardless. * a neutral ship will try to consider the factors I described above and find a way to maximize its firepower while still limiting the enemy's firepower as much as possible. * a cautious ship will prioritize avoiding the enemy's firepower as much as possible while still being able to use some of its own weapons.
< Message edited by zgrssd -- 2/3/2022 12:50:19 PM >
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