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C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by LuuBluum on Today at 05:52:17 PM »All that's missing is the ground support aircraft rework, and Aurora will be perfect.
Intuitively, I think players expect a decoy to "look like" the ship it's decoying from, i.e., to have the same signature. I can see why the actual mechanic is different, as its more flexible and less micromanage-y than requiring exact size matching (plus avoid issues with ship sizes that aren't nice, round numbers), but the fact that an infinite swarm of size-5 decoys is arguably optimal (same performance and cost as any other option, maximum flexibility) seems to eliminate what could/should be a gameplay decision point.
Can player races resurvey a system if they suspect a dormant jump point?
I assumed you had to wait until you could have a sensor detect another race's ship transit through the suspected dormant jump point.
Do you mean literally resurveying jump points
I dont really think "for the sake of" can apply when it comes to a role playing game though. If you get me? Like why is the Story character check box there? Its to build stories around Officers, I personally get great enjoyment out of seeing the histories and it adds so much to the RP side, but even gameplay wise when you start out you have loads of officers with nowhere to go. so over time they die or retire and before you know it around early/mid game you are left with nobody in any senior positions. Yes you can promote but the lack of history messes with the RP. Maybe its my playstyle I play at 20% tech with no starting ships because i enjoy the slow burn and other players might build loads of ships with the starting points and give them a good head start. I dont like that though I want to crawl out of the starting system.