Evolutionary Bonuses Deconstructed

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EsotericPolarBear:
Quote from: J. M. Pescado on 2008 September 17, 13:56:31

Incidentally, I also discovered dogfighting in Splotch is actually a skill, after shooting down like 8 ships while down to only 30 hitpoints. Turns out that dogfighting is actually a skill, and it is actually possible to dodge enemy shots and not get hit. :P


While it is indeed a skill, it is also a very, very, very poorly designed mechanic. 

J. M. Pescado:
The dogfighting mechanic is made worse by the camera control mechanic, yes. I cannot make a Spathi Eluder that fights facing in the right direction!

EsotericPolarBear:
I've found that flying in circles by holding forward and turn is the best way to both avoid shots and be able to easily target enemies.  If only I could ever manage to aim my circles during ground attacks.

Gus Smedstad:
Quote from: J. M. Pescado on 2008 September 17, 13:56:31

Remember, the abilities refresh every time you save and reload your game
I consider that an exploit.  That's not something I'm going to do, personally.

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Turns out that dogfighting is actually a skill, and it is actually possible to dodge enemy shots and not get hit. :P
I'd noticed that you can dodge missiles, though I'm not good at it.  Sometimes they do close to beam weapon range.  Well, the Grox can manage that, anyway.

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How much did you get with Carnivore Bonus? If still 30, either it doesn't work, or the perk is actually energy.
That's a good, good question.  My second Carnivore race is up to Space and unplayed, so I can go back and see how much the basic missile does.

 - Gus

Zazazu:
Quote from: J. M. Pescado on 2008 September 17, 13:56:31

Quote from: Gus Smedstad on 2008 September 17, 12:57:11

Gracious Greeting from Tribal is quite visible at the Space Stage, though it only seems to take effect once you go in and talk to them at least once.  Spode types went from Unfriendly to Neutral, which is a big help at the start of the game.
It really is, yes. Why do you think I gave it the "taster's choice"? It's +10 to rel on greet. It really does clearly edge out the others.
Gracious Greeter + a quick hop to say hello whenever the military or Spodists yell at you for invading their space puts you at neutral. Trading one thing puts them at a slightly positive neutral, meaning they aren't going to ask for tribute. This makes a huge difference, as when they start asking for tribute, it's harder to get them to a friendly state and therefore to make them stop until you get to max annoyance. Less babysitting of the Spodists is a good thing. For me, a Red-Red-Green start seems hands-down to be the best choice.

I do think Spice Savant is great if you are picky about where you have colonies. With T2 planets (which I'll be changing to T3 once I unlock the mission for $1k atmosphere generators) giving blue and yellow at this point, I have more than one colony on each with two factories a piece. They produce quickly. I can't recall the exact figures. That and the true nature of the Carnivore bonus I can check when I get home.

For end-traits, it really depends on what kind of race you are playing. I don't like shooting planets up, preferring to focus on economics and alliances. For me, Knight is decent for helping with pirate raids early on. I'm not sure that it's worth it for the end trait alone once you have allied ships. Trader...I have a trader, but I haven't played with the trait. Potentially helpful if you run into occupied T3 planets with pink spice. If it makes buy-outs free, as I suspect, it would completely negate the need to make more than one or two colonies of your own in the early game. Shaman I can't decide about. It's a nice bonus, definitely useful, but I'm not sure that it outweighs other final traits.


Quote from: Paperbladder on 2008 September 17, 07:07:29

For the space card it doesn't matter what order you get the crap in, the only thing that matters is the overall color.

Bard: +1 Blue
Knight: +1 Red
Ecologist: +1 Green
Zealot: +1 Red and +1 Green, +1 Red and +2 Green, +2 Red and +1 Green, +2 Red and +2 Green
Scientist: +1 Red and +1 Blue, +1 Red and +2 Blue, +2 Red and +1 Blue, +2 Red and +2 Blue
Diplomat: +1 Green and +1 Blue, +1 Green and +2 Blue, +2 Green and +1 Blue, +2 Green and +2 Blue
Warrior: +3 Red, +4 Red
Shaman: +3 Green, +4 Green
Trader: +3 Blue, +4 Blue
Wanderer: No Alignment.

What's the line, though? You have Bard as +1 Blue. You can only be one final trait, though. I guess I'm not reading that right. It seems like so many combinations would cross-qualify.

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