10-16-2017, 12:28 AM
It sure sounds good for immersion, but I'm yet to see what it's like in game. And speaking of immersion, I saw recently that my character bowed to the commodities dealer during the walking in animation on Planet Kyushu sometime last week, when was that implemented? It's pretty cool to see nice little details like that.
As for the rest of the changes: The lane in Ontario is a god-send for USI, as we're just about the only traders in that neck of the woods and it'll save a lot of time going back and forth. The change to jump dive batteries was more than needed, and I hope they're a bit more expensive than cloak batteries because it was over-powered beforehand. I like the idea of certain jump holes being too unstable for larger ships (transports) to traverse safely, and would be keen to see it implemented elsewhere, even if it does end up ruining a few smuggling routes, but as long as there still viable options to escape bottlenecks/traps, should work out nicely I think. And finally, I am interested to see what the new missions look like in Alberta/Delta.
Overall some nice work, dev team
As for the rest of the changes: The lane in Ontario is a god-send for USI, as we're just about the only traders in that neck of the woods and it'll save a lot of time going back and forth. The change to jump dive batteries was more than needed, and I hope they're a bit more expensive than cloak batteries because it was over-powered beforehand. I like the idea of certain jump holes being too unstable for larger ships (transports) to traverse safely, and would be keen to see it implemented elsewhere, even if it does end up ruining a few smuggling routes, but as long as there still viable options to escape bottlenecks/traps, should work out nicely I think. And finally, I am interested to see what the new missions look like in Alberta/Delta.
Overall some nice work, dev team