My gfx card is slightly below-par (ATI Radeon 4770HD, 512MB), so I can put up with occasional CTDs. As always I'm using MKB controls only
I've had no gameplay problems completing the plot missions up to building the station, which I haven't started yet. I've been trying to figure out the new combat system ('FP' & boarding) in order to make money, since I can't yet automate trading
Automtion is desparately needed in a game of this size and scope, just as it was in the previous offerings! The X2/3 BPs (CAG/CLS specifically) came about because it was effectively unplayable for fleets of ships to be micromanaged to the extent that was needed (to make them effective) in the game universe; while this sort of thing has been taken over by the station's manager (so I hear) it doesn't help with ships you've just picked up: you can't even tell them to move to somewhere & park unless they have a captain or (at least) pilot, and you run out of available places too soon on unless you sacrifice another spot
I really miss the old property system where it was easy enough to find/select an asset, give a brief order directly and leave them to carry out the order. With the new system, even finding the asset is a PITA; once there you can give them orders which will only be carried out if the correct crew are onboard, and you can't specify remote orders other than "follow me", "stay put" or "go trade at "
Does anyone know if there's a way I can "store" assets so they're less likely to be attacked!? Attacked while travelling, fine; attacked while sitting there looking like military straw dummies 'cos I've no-one to move/repair them to a safer place, or simply no use for them atm.. not so fine
FP combat system: once I worked out that the /mouse/ cursor needs to be the positioning for your guns (onto the predictive cursor) things became a lot easier (I miss the boresight auto-targetting of X3). However the real problem for me was lack of all-round vision: at least you could /see/ where the wares dropped were, and target them if necessary: this new method seems to rely on you stopping quickly enough (not usually possible in a battle) in order to target tiny circles that you can't see most of the time (you're out of range)
My selected target keeps losing its 'selected' status with /every/ enemy ship destroyed; hopefully this'll be fixed now 1.23beta is looking at targetting systems
Tiny circles.. hell, tiny anything/everything! Tiny fonts with little definition between different targets makes things exceptionally difficult to judge long-range enemies.. especially when fighting in DeVries where the background is mostly yellow/red
Sound system appears to be pretty much fully immersive; I can only check this while wearing cheap headphones (which cause me headaches after a few hours), but I can imagine full 3D sound is very impresive and useful. If I have the 'phones on the correct way I can hear (eg) shots striking the hull /from the direction they came!/ - this is new to me, but prolly old-hat for those of you with custom gamer rigs
However, I'm not sure how the LR scanner is meant to work. The volume goes up/down depending upon distance (fair enough) but the pitch varies too.. what is that meant to signify?
Talking about scanners.. what's the difference in game terms? If you buy a police scanner how will it affect your LR scans (if it does?) Actually, what are /any/ of the diferences to gameplay WRT the starting scanner? (I think there's an encyclopaedia mention of range difference, but since there's no other info it's difficult to make a judgement)
I've gotta go to bed; maybe I'll pick this up tomorrow with some good points (I still like the game though!
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Tropguey (5)
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