single contract limitation doesn't make sense

Dude shared this feedback 20 days ago
Under Consideration

Only being able to accept a single contract during the tutorial missions doesn't make any sense. In every game you can accept multiple tasks. As if you have to burn time flying back and forth to finish one contract and pick up the next one just to adjacent to where you just came from. That's busy "work", zero people enjoy sitting for minutes on end doing nothing while waiting for the ship to move through space.

Replies (3)

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Yeah, agree here, also these missions should not be a linear 'single rail' sequence. Hopefully eventually we get multiple missions at each step so you could pick any number of them.

I'd prefer that the 'colonization' steps be more of a faction earning with that specific station. None of the things that are happening seem like anything at all is being colonized, we're just going out and fixing stuff, which is maintenance technician work, not colonization. Your missions to fix stuff should essentially be 'proving yourself to the AI that you're an okay sort and not a renegade (i.e. earning faction points).

Actual colonization should involve helping your calypso passengers get off the ship at various sectors, perhaps even doing the shuttle work as additional (optional) missions. This should include you having to build settlements that have a basic infrastructure (power, oxygen, etc) to support people, then you need to help get the people to those places to actually start colonizing.

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Thank you for your feedback. It has been collected and passed on to the developers for discussion.

Cheers,

Arron CM

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I disagree; on early contracts. Background note: I have never played SE1 and am new to this franchise(which I think is one of their target demographics). Its my understanding (based on what info that they have publicly commented on) that the story mode (the current one) survival is based on teaching the gamer how the game works. Different contracts use different tools. I have noticed each contract uses a progression of tools from the last. I'm learning a new tool to complete a contract, while needing to know how the other ones work already for other areas of that completion.

Now, there may be other survival story modes where you come in as an experienced engineer... and its more about the survival challenge. There, I would agree with you.... unlimited contracts.

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