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In one of my games I own by now a couple heavy warships, heavily armed, optimized by alien technology (found about all the aliens out there and earned their licenses)....
> Case 3 is already in the game. [...] Indeed, I noticed this, but it rarely kicks in (except in the case you mentioned) because once under 25% health the...
I'd be _very_ interested in the possibility to add (a lot of) custom commodities, used for instance to implement the career path of a **smuggler**... :-D Because doing this using...
I think it's a neat idea too, allowing to un-crowd the commodities list. You just need to add a "category" to all commodities, and IMHO you could **fix those categories**...
I think (from a player's perspective) that currently dying is a little anticlimactic. It's just "Oops, try again". I'd suggest **something big and exceptional happening on your screen**, a big...
I think this is all a question of individual preferences, and (most of all) habits. I for one never played Counter Strike (!) and the very idea of a "death...
I've noticed something like that too, in the letter+number systems on the far east of the map. Traveling there with 2 identical ships with jump drives and scram drives, trying...
From a logic point of view you're obviously right, but having myself used this same device for a bunch of systems I've added, I still consider it a good idea....
> Once you have been there you (as the human player behind the keyboard) know it's there and you know the way. No, you only know that _somewhere out there,...
> That is all you know only before your first time there. No, before your first time there you know nothing at all. (Well, at least you're not _supposed_ to...