The combat is interminable if you pick the option that means hanging in combat forever (first option).
The actual payout is sightings, since it is a recon mission.
You can’t really win at combat, although you can break off combat with either staunch counteroffensive (second option) or evasive action (third option).
The sightings/action improves slightly the longer you go for:
First sighting costs 10 actions, and the two next sightings at +9 actions each, but this will be counteracted by increasing failure risk.
Obviously all the actions are action sinks, but the payout is very very good.
Yeah, certainly the mechanics could use some work to make it a little more strategic in some way. But in its current configuration I’m still finding it thematically enjoyable, and reasonably engaging to just roll the dice and see the numbers go up and down. But yes, it’d be best if the present base could be further developed into an upgraded permanent form where you have a little more of an active role as captain.
I picked the balanced Vigilant airship (partly because I distrust anything made by the devils or the Khanate folks), took it for its first flight, came back safe and sound. Obtained 597 Survey which was then exchanged for 5k plus Service to London.
Not sure if there are more benefits to do more flights, or it’s just a more fancy way to grind for more Service to London.
Yes, I don’t get it. There’s absolutely no incentive to use an Obliterator / play combat.
Basically for all action types, it seems success is +3cp, failure +2.
However:
choosing to look for trouble only gives +2
even with the Obliterator, you can’t reach 100% success for combat rolls (I begin at around 80 something percent).
Versus 100% Stealth checks for the sparrow until the 2nd landmark…
Maybe there will be a reason to choose a clunky destroyer later one, but right now it’s pointless.
Besides, flying and fighting really don’t feel different enough: you click and get fly points either way. Maybe in the future with different mission types, or a health bar to destroy opponents…
It’s a very valuable activity though, with a perfect 3 landmarks run, I was at 6.75 EPA (22300 service for 33 actions).
I’m still in the “I have a bilmp!” honeymoon phase, but yes the mechanics right now look like the shine will wear off, and it’s mostly just pushing forward.
Look at the values of the “London, Falling” world quality I think we have another two or three phases of the event, including at least one more phase with the air fleet. Air preparation is actually still only 90% of the way to target. So I’m guessing, and hoping, that the next phase includes more/different aerial stuff.
Perhaps a different type of flight, that you have to spend roof surveys to perform?
I think the names are being picked at random from a pool-- presumably separate ones for each ship type, as my first ship (Obliterator-class) was the Rubbery Lump, and second/current (Sparrow) the Capercaillie, which as birds go is decidedly not an obliterator.
Actually, I think that 90% is inaccurate. We are 90% to our original goal of 20,000,000 (I think, without commas it’s really hard to tell what the target number is) but not to the new maximum of 26,000,000, which was increased by begging for help, which you can see in the boosting options that lock at 26,000,000 disposition of the airfleet.
Yeah, there are two different “cap” values. The options have locks which have increased over time from 8MM initially up to 26MM currently. But when you play one of those options, the progress bar has consistently been calibrated to 100% = 20MM.
I mean it’s anyone’s guess. But my guess is that the next event phase is at 20 million, but it will still be possible to raise the value more after that for as-yet-unknown purpose.
as a new player, i’m enjoying this phase most—because i can’t access many areas yet, and don’t have a particularly thorough inventory, i’ve been locked out of most options for engaging with the story until now. even if the flight mechanic is a bit repetitive, i’m glad the skill checks are accessible!!
So for my second flight I chose a light craft, to see how far I can get that way.
The game threw me immediately into combat, with no chance at a stealth approach.
I think I’ve had five successful evasions now and three failed, and I’m still locked in the same pursuit.
Bloody RNG.
I also was thrown immediately into battle but, in my case, I think it was because I ended the previous reccy by getting my airship destroyed in I could not get out of. It is a damn balloon. Just let some hot air/helium/whatever out of the bag and let it sink away from the ceiling as you wave bye-bye to the starved men. Being difficult to leave this battle makes no sense at all - even for the nonsensical universe that is FL.
So far so good with the balanced airship. Get two sightings, then turn back to base. Don’t see any value in engaging in combat or venturing further.
It’s all about filling up that Scouting bar to 100% before the event moves to the next phase now, no? Also, all at saved up Service to London must surely be used to redeem something new and valuable at the end of the event? Or just those that are available now?
I certainly hope there is more airship stuff to come. While its been fun with my “Princess of the Skies” sparrow class ship, its getting boring just going in hoping I can avoid fights. So far I see no reason to choose either of the other two ships as the most rewarding thing is just getting as much Far Afield and multiple Landmark sightings. 2 landmarks are easy, getting a 3rd ends up relying on luck to finish. The fights seem pointless at the moment.