A few questions

Hi,

I have a few simple questions:

When do I get credits for a kill? Sometimes I seem to do a lot of damage on a ship, but do not get the kill. Sometimes NPC ships seem to do most of the damage, and I do get the kill and credits.
Anyone know what the rule is for this?

What is the difference between conflict zones and distress signals?
What is the difference between high density and low density conflict zones?

When does the game save?
I am interested in knowing this so I don't loose lots of progress because of CTD bugs.

Where do I buy gimbal lasers?
 
Saving:
It's a server-style game, but I've noticed it seems to save on entering/exiting cruise modes, on combat, on docking. Best way to think is "if you do anything at all, it saves".

Kill: last "killing" shot takes the money. Ofc, ships that are down to 0% hull are "killed", but still go through the tumble-out-of-control-and-explode animation; if you shoot that, you don't count as the killer. So it's really the shot that takes the last bit of the hull %age out.

Conflict zones: persistent areas in space where specific stuff happens. Distress signals: eventually these will be randomized locations (maybe they already are) and randomized appearances, with random events happening.
I think the idea is that eventually, you will discover these signals by scanning/exploring, rather than just jumping in and locking on. Might come in a later beta stage.
 
Hi,

When does the game save?
I am interested in knowing this so I don't loose lots of progress because of CTD bugs.

I force it to save before warping off or just if i have racked some kills, by selecting "save and quit game". You can do this in instances. Just take some distance from the hostiles.

Obviously this means you will have to repeat save&login if you want to keep playing.
 
What is the difference between high density and low density conflict zones?

The difference is the time between you entering the zone and your ship exploding into a thousand little pieces ;)

It's just the difficulty level.
 
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