One more fix.

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Anna Rose 2023-11-28 08:11:53 +00:00
parent addab8d6ac
commit 73068bde43

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@ -60,7 +60,8 @@ There are some specialized forms of gameplay that your starter ship won't be cap
* The age of a ship can have a strong influence on how much fun it will be to fly. Ships that were introduced a long time ago will not have as much polish as more recent ships. The Aurora is really showing its age compared to the Cutter, for instance. Things that older ships might not have include weapon racks and suit lockers, bathroom facilities, buttons for open/closing doors and controlling interior lights, and "physicalized" components that you can remove and replace by hand. (for example, on a newer ship you can pull the shield generator out and replace it with one you found while scavenging) All ships will eventually receive a "gold standard" polish pass, but in the meantime it is a factor to consider. * The age of a ship can have a strong influence on how much fun it will be to fly. Ships that were introduced a long time ago will not have as much polish as more recent ships. The Aurora is really showing its age compared to the Cutter, for instance. Things that older ships might not have include weapon racks and suit lockers, bathroom facilities, buttons for open/closing doors and controlling interior lights, and "physicalized" components that you can remove and replace by hand. (for example, on a newer ship you can pull the shield generator out and replace it with one you found while scavenging) All ships will eventually receive a "gold standard" polish pass, but in the meantime it is a factor to consider.
* "Time to cockpit" is a metric of how long it takes to get into the pilot's seat once you're at the ship. Some ships have much faster access to and from the cockpit, making them great if you want to do a lot of FPS / on-foot gameplay. * "Time to cockpit" is a metric of how long it takes to get into the pilot's seat once you're at the ship. Some ships have much faster access to and from the cockpit, making them great if you want to do a lot of FPS / on-foot gameplay.
If you are absolutely certain you want to do exactly one type of gameplay, ignore this advice and get a ship tailored to that gameplay. If all you want to do is dogfighting all day, get a fighter, but maybe pay attention to its quantum range. If your dream is to be a Space Medic, get a Pisces Rescue or spring for a Cutlass Red, but you should know you will struggle to make credits doing that right now, and while credits aren't all that necessary, they are useful! If you are sure the only thing you want is to mine rocks, get a Prospector, but know that mining breaks every other patch or so.
* If you are absolutely certain you want to do exactly one type of gameplay, ignore this advice and get a ship tailored to that gameplay. If all you want to do is dogfighting all day, get a fighter, but maybe pay attention to its quantum range. If your dream is to be a Space Medic, get a Pisces Rescue or spring for a Cutlass Red. (but you should know you will struggle to make credits doing that right now, and while credits aren't all that necessary, they are useful!) If you are sure the only thing you want is to mine rocks, get a Prospector, but know that mining breaks every other patch or so.
* Some features described on the website may not be in the game yet, and there may be features coming soon that change the balance of which ships are best. The nature of playing a game still in alpha is that it's something of a moving target. For example, the next patch promises to bring a new requirement when buying cargo - it will be delivered to your hangar on a cargo elevator and you'll need to load it into your ship manually.[^2] Right now, the layout of your cargo grid doesn't matter, but pretty soon some ships will have a much easier time getting loaded up than others. Given the volatility of development, I'll include a "future considerations" section for each ship that discusses things that might change about a ship in the future. * Some features described on the website may not be in the game yet, and there may be features coming soon that change the balance of which ships are best. The nature of playing a game still in alpha is that it's something of a moving target. For example, the next patch promises to bring a new requirement when buying cargo - it will be delivered to your hangar on a cargo elevator and you'll need to load it into your ship manually.[^2] Right now, the layout of your cargo grid doesn't matter, but pretty soon some ships will have a much easier time getting loaded up than others. Given the volatility of development, I'll include a "future considerations" section for each ship that discusses things that might change about a ship in the future.