So how do you start these quests once given them?
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EDIT: Had another quick continuation. Reminds me:
- Those power bars before the tutorials allow you to modify them, should still be present, or completely absent. Having a black hole there isn't good.
- Weapon balance pass still needs to be done.
- - Energy blaster vs. pirates and structures. Still mandatory pick against shields (i.e. every fight).
- - Gravity lances more reliable than anything with bullets at max weapon power (below). No dodging by fighters is possible => faster takedown. Is this the correct role?
Gravity lance also more reliable than armor-piercing in every way, except with resists (BURLUSTS).
- - That's two mandatory picks from the list of available weapons.
- Power manage balance. Literally a power-creep issue. Which direction do you want: buff everything else, or reduce the effect of power management?
- - Max weapon power outshines all offensive abilities, IMO. Currently more impressive than equivalent hull-damaging ability, although I can see if players need an extra oomph.
- - Max engine power is often better than defensive abilities.
- - Above two means that you dodge to the other side of the map, fire at will, repeat. It's a lot of clicks (I would want to have energy presets, although a click-to-maximise-output wold suffice).
- - Max shield power not relevant in combat, does not obsolete divert power to shields.
- Ability balance pass needs to be completed.
- - Gigacannon vs. Gravity Missiles. Gigacannon could have a large hitbox, better damage and more impressive animation for its 5 shots. Missiles still at 30 activations? That needs to come down a little because you get 30 free blasts. Possibly fire several missiles at different flagships if possible (same flagship if not), so to keep the total ammo the same.
- - Deploy Orbital Bombers need some actual use. There's no way to see their effects. Remove or repurpose? I tried the assist planetary bombing contract before it was removed, and could never finish in any case.
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Has anyone ever used mercenary hotline? Would using it against AFA and assassins still net you minus influence? Can it be exploited for more credit and does it block mission completion in some cases?- - Various miscellaneous abilities. No time to test them at the moment.
- Other notes
- - The planetary ion cannon could be present in battles above said planet. If you participate in an ongoing war, it would be nice for them to be present and firing on the attacking armadas. Or at least, in the background?
- - Vis-a-vis other planetary defenses. Being graphically present in some form on the solar map / battle map.
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Probably bug. Friendly Act: defending against a pirate armada affects your influence as if they were an normal attacking fleet. At war with the Acutians, and some Acutian pirates went to Peltians to attack them. No save today - too far back this morning & at work.
Hopefully these quests of yours would be worth the time. There's a lot of polishing to be done, that also needs re-testing from the remaining pool.