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  1. Count me in - I have completed an Arbitration Mission
  2. Please remove loosing resources on failed timed-jumping puzzle in glassmaker terrible mechanic especially with lack of air glide there
  3. Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time. Made each RJ Hazard type more harmful to the ship. Made each RJ Hazard type even more, MORE harmful to the Railjack based on Public Test results. maybe hazard impact should be harmful (but not "even more, MORE") and the cap a bit. I think the sense of ship falling apart of urgency in repairing was interesting. Maybe make cap increase based on proxima? Earth proxima = 1, each next proxima +1? This way it's east for new/weak players but harder in later stages? Increased the amount of Omni Revolite required to remove hazard events, but increased the XP gained. Revolite crafting was doubled, since we are using more, has the cap how much we can store (and start mission with) has been increased as well? Increased the number of fighters in all alert stages. Enemies now spawn much closer to the Railjack vs. 1000+ km away. Some Saturn stages felt already overwhelming at the times with too many enemy ships around, maybe they overall/total number to kill them in mission could be a bit higher but not at the same time? Also, would be nice if we didn't have to look for the fighters, sometimes we kill a pack of them and it takes few minutes until we can locate another one
  4. considering boost drain is increased, maybe boost damage shouldn't be decreased by 75% but small amount (50%? or even less) otherwise it feels it's more like "emergency escape" than "boost"
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