Noted. I did a few cuts, but none were for economy of time, except for one where I literally had to step away for a few minutes. ;) Fortunately, I'd paused the game.
Just came here after tearing through the beginner guide you made for us (thank you!!). Your information is relevant and easy to process. The learning curve on this game is pretty severe; and the world moves a lot faster these days. I don’t have the time or gumption to throw hours away at trial and error like we used to. Your series has allowed me to revisit this game again, this time with a much larger degree of success and satisfaction.
Thanks so much for the comment. I'm entirely on board with the "no time for trial and error like we used to" sentiment. I'd LOVE to try and take Ostranauts in a dozen different directions. I just don't have the bandwidth to do that efficiently anymore. Or maybe the patience? I miss those days. Perhaps they'll return.
Just finished watching your tutorial series which was fantastic, liked what I saw and bought the game. Now looking forward to watching this set of Lets Play videos. I like your systematic approach and your explanations are detailed and clear. Thank you.
Looking forward to watching, just starting. But wanted to say thanks for the tutorial series, it really made me able to understand what's going on in this game after having already given up on it before. My first character died in a tragic collision because I didn't know I had to pay the OKLG station to charge my battery, but now I've now successfully handled a few wrecks, made a few thousand bucks, and am working on installing some new components on my ship!
33:24 Looking it over (and rolling back time, and doing some math, and pondering). I think I get it. And oddly not all the numbers shows are of the same type. 32:11 you have not accepted the mission, you have 6577.61. Clicking take gig (32:20) did NOT cost you the 445.87 as I expected, so I started running the numbers so I could see exactly what it was doing, and when... 33:23, before you finish, looking on the left, the Payout: 664.90 - 2198.09? But no payout is that high, so what does that mean? More questions... Note the highest payout is 1752.21, but the cost to accept the mission was 445.87... And those two together add to 2198.09 (well, 2198.08, but penny rounding I'd bet) When you finish 33:25 (you are bumped up to 8329.82 in cash, showing you got paid 1752.21 precisely from the 6577.61 you started at, for the Platinum payout. So the 1752.21 is the NET payout, not the gross payout; and the remove the mission cost from the payout, not up front. The payout range above had added in the 445.88 that got taken out in the net payout (2198.09 - 445.88 = 1752.21). And the payouts now, looking over the list. Platinum - Gross: 2198.09 Net: 1752.21 (as we saw). Gold - Gross: 1321.98 Net: 876.11 Silver - Gross: 983.92 Net: 438.05 And I assume... Bronze - Gross: 664.90 Net: 219.03 And if you fail entirely (at end of time I suspect), you lose 445.87 (or 445.88 depending if the penny rounding cheats you again) Which tracks, each tier is roughly double the NET payout of the one before it So how to read this Variables in braces... Title: Duration: (, , ) Payout: (, , ) Cost: Why they mix and match GROSS and NET payouts? I don't know. But they sure as heck did. That's the only way those numbers make sense. And on the left in the summary and after you accept, they do keep it consistent... Cost: Payout: - (the range is for gross payouts, which makes sense to me) Very long story short; they cheated you out of a penny. Go demand it back.😁
I really enjoyed that, and would certainly watch more! Thoughts on the video itself: Really well done for your first "Let's Play" video. I think you did just fine. For the longer time periods where there's nothing really to commentate on, for you I'd suggest either commenting on why you picked the things you did (I grabbed A, B, and C, but I'm going to install B into the ship, since I'm planning to sell A and C, I'm repairing those) or thoughts on your plans coming up (I'm planning to install B, my thought is that since it's a turbo pump, I'm going to put it over here so I can start saving money by not having to buy oxygen at the station as much, my design plans for this area are x, y, and z, etc.). I wouldn't skip over bits, as for this game, a lot of the running around doing stuff is the game, so if you start skipping bits, you're going to miss what makes the game enjoyable. As to the Let's Play: Off to a nice start - I hadn't considered starting with less than $5k, but was happy to see that it's fairly easy to earn that much early on. Agreed on the Dream being a good ship to start with. I hadn't realized how much smaller some of them are than that ship when I did my first playthrough :) Keep it up please!
You're off to a good start chief, I've been directing people to your beginner's guide. I have two recommendations; timelapse through the awkward busywork, and consider doing an "intermediate" guide for those who aren't necesarilly beginners anymore, more of the deep or obscure game mechanics.
Thank you! I'll think on the intermediate guide. I've thought of doing some tips, etc., which may lend itself to more advanced (or, intermediate, at least) topics.
The way I understand the gig payout is the first number is the base payout, and the amounts in the parentheses that correspond to the times above are the *bonus* you get on top of the base payout, if you get it done in that shorter timespan.
You only get strong if you already got rid of feeble. If not then you get rid of feeble instead which is also good. And there's a high chance of getting cruel, pessimist or selfish or something like that which isn't such a big deal.
Suit Maintenance! Not being able to use the heavy eva suit, without massive loose of skills is borderline game breaking. I actually had to hire a worker that was skilled in suits to progress the game and I'm fairly sure most people would give up as you get silly things like 0.2 power in some skills.. Skilled in zero-g ops is not really a thing as we don't have true zero-g gameplay.
Just shy of 1k hours in this game and i think it's just getting better and better!! (if a bit janky and buggy lol). The most important thing about character creation i found is spending the first 2 years getting rid of micro-G hypovolemic and fragile! Fragile will make you gain many more negative traits when doing adventures i.e. injuries, scars and such and pass out much faster. Micro-G hypovolemic is basically all the bad physical traits in ONE making all bad traits a double whammy so get rid of it!! After that i basically don't go back into the trait section exept if i gain something i absolutely don't want.
If I'm being honest, I wanted a re-roll. I'd have liked an adventure or two in a slightly different order. Not sure why I was thinking zero-g was same as EVA suit. Nonetheless, I've got what I've got. I didn't know the hypovolemic was that bad. I'd have knocked that out, too.
feeble and unfit can be taken care of by in-game ship equipment. I'd recommend getting rid of unfit first with the treadmill, as it'll let you exercise more efficiently once you tackle feeble. Though it does seem like it may take in-game months, or somewhere close to or over 100 hours of running on the bloody thing. If it even works.
@@mochad Your adventure order was best possible, at least when it comes to first 4, you just took wrong options (you can check my comment here for full writeup). If you feel like rerolling, just do it offscreen, or just show highlights, ppl will understand even if you end up in different ship. Honestly, you got the basics ok, other than having Hypovolemic and not being Strong. Then just start episode 2 when you're ready for first derelict - although I'd strongly advise to browse derelicts for sale first - it's RNG, but it might list some choice hulls, and what range they are at. Not for buying, ofc, for shipbreaking.
IMHO, for the long pauses... you could just do a cut, it's fine. Something like " so were gonna fix the ship for the next 30 min and I'll bring you guys back once that's done" and then just cut out the useless part of the video.
Smuggle to black market is a horrible choice - all it gives you is bypassing a short convo to make fence an aquitance, which is easy when you know the system. What should be picked is Smash and feel alive, because it's equivalent of spending 2 years to remove feeble. Why is that important? Because removing Feeble (and further, gaining Strong) allows you to withstand more g-forces without blacking out, a single most important trait relating to Torch Drive travel. You also get sleepy slower, do more damage in melee, and can work out for longer. Same for getting them drunk, you just spent a year to get $ equivalent of half of courier gig, starting riot progresses your char further to stronger, if not for those 2 mistakes off the bat, you'd be strong instead of just normal in 0 years instead of 2, and it would open a choice for trying to get Laser Tool in 3rd choice (it's a prison risk, but it has good odds). And you'd get hacking in 4th choice, instead of forgery and acting. All you gained instead is a pittance of $. You already realized your mistake in EVA suits, 0 G skill is something all chars have by default. You basically lost 3 years to install conduits and batteries faster👎. Another thing is, everyone should spend 1 year to remove 0 G hypervolemic (sp?). It's a really horrible trait. For fighting, it's better to use angle grinder than knife, it's better at getting through EVA suits that pirates and policemen use. Knife might be better for pressure suits (maybe?). BTW Laser or Jelly Rounds Gun do nothing to EVA Suits. Investigate Death gigs are important clues. You should remember target ship names and range, because it's almost certain there are pirates there. Same goes for ship broker - you can take a look at silhouettes of ships you have not visited, and try to guess which is which using range (which might be a hair different in AyoCom compared to Port). You actually COULD do sensitive delivery for whooping 98K$. Just take it in commercial, put the box in your drag slot, immediately use your PDA to take PASS to ATC1 for like 2,5k$ (if I recall correctly). While there, one can even remotely download files off it's 6 navstation, for a good chance of getting something a fence will pay couple grands for. If you're brazen enough, you could even steal entire nav, if you can hack the door without anyone witnessing it, just note down the PIN and lock it so no one enters while you're stealing. After you're done, call a PASS back to OKLG, for another 2,5k$, it will arrive after 2 hours and 15 mins. Last thing, before you set out, you could buy better tools, and maybe super small battery. One can use it to power up doors and lights in derelicts.
Here's an errata: above I said you can get Laser Tool from Strong requiring Risk in 3rd choice, but that's not true. The game is currently bugged, it will say you got it, but actually not give you any. To unlock possibility of getting the tool it's neccessary to do .json file edit (notepad is enough). Just Google: Ostranauts "No laser torch received from the Labour Barge Locker event during character gen"
Grats on attempting a Let's Play. I promise to not mock you for the first thirty minutes of horrendous failure! 😁 Seriously, I am interesting in seeing your attempts, like trying "gigs" for that 5 K instead! 16:25 Often the streamer cuts this part out until it's done.
so two events that I might choose differently With the rich sods at the bar, seduce will immediately give you an ex-lover. As you know, on long jobs your contact, family and intimacy will drop disastrously (within a day. I mean, really?). You can write home or remember family or browse socials for two of them, having an ex lover lets you keep intimacy up too. malfunctioning engine: Hacking the engine doesn't just give you hacking, it also gives you genius if I recall correctly. If you got something to talk about, you're fine just letting the game run. If it's just an hour of repairing and restoring all the stuff you took of a derelict, and there's nothing much to say about it, put in a cut. Totally ok, we don't have to be there for every little thing. Oh right Micro-meteors will mes up your ship. A hull breach and the resulting loss of atmosphere are no joke. A double-thick wall will prevent any and all such incidents. Don't need to do so around where your airlock is. A bit more roleplaying-ish is a walkway in-between the walls where you can reclaim the atmosphere if you can access it with doors, or just leave it as only accessible by exiting the airlock. Power pumps and canisters are for reclaiming atmosphere.
@@mochad Currently it likely only grants some extra lines in convos. If it was me, I'd have it affect time for interacting with ship components, but that would make it too much a must have.
I don't mind a little editing magic for those times where you are doing long tasks
Noted. I did a few cuts, but none were for economy of time, except for one where I literally had to step away for a few minutes. ;) Fortunately, I'd paused the game.
Just came here after tearing through the beginner guide you made for us (thank you!!). Your information is relevant and easy to process. The learning curve on this game is pretty severe; and the world moves a lot faster these days. I don’t have the time or gumption to throw hours away at trial and error like we used to. Your series has allowed me to revisit this game again, this time with a much larger degree of success and satisfaction.
Thanks so much for the comment. I'm entirely on board with the "no time for trial and error like we used to" sentiment. I'd LOVE to try and take Ostranauts in a dozen different directions. I just don't have the bandwidth to do that efficiently anymore. Or maybe the patience? I miss those days. Perhaps they'll return.
Just finished watching your tutorial series which was fantastic, liked what I saw and bought the game. Now looking forward to watching this set of Lets Play videos. I like your systematic approach and your explanations are detailed and clear. Thank you.
The beginners guides made me rebuy this game and start playing it. Look forward to watching this series!
Looking forward to watching, just starting. But wanted to say thanks for the tutorial series, it really made me able to understand what's going on in this game after having already given up on it before. My first character died in a tragic collision because I didn't know I had to pay the OKLG station to charge my battery, but now I've now successfully handled a few wrecks, made a few thousand bucks, and am working on installing some new components on my ship!
I must say I enjoy this LP immensely. It's great to see an experienced player do an LP :)
Thanks for the video. Pauses in commentary are fine for me.
33:24 Looking it over (and rolling back time, and doing some math, and pondering). I think I get it.
And oddly not all the numbers shows are of the same type.
32:11 you have not accepted the mission, you have 6577.61.
Clicking take gig (32:20) did NOT cost you the 445.87 as I expected, so I started running the numbers so I could see exactly what it was doing, and when...
33:23, before you finish, looking on the left, the Payout: 664.90 - 2198.09?
But no payout is that high, so what does that mean? More questions...
Note the highest payout is 1752.21, but the cost to accept the mission was 445.87... And those two together add to 2198.09 (well, 2198.08, but penny rounding I'd bet)
When you finish 33:25 (you are bumped up to 8329.82 in cash, showing you got paid 1752.21 precisely from the 6577.61 you started at, for the Platinum payout.
So the 1752.21 is the NET payout, not the gross payout; and the remove the mission cost from the payout, not up front.
The payout range above had added in the 445.88 that got taken out in the net payout (2198.09 - 445.88 = 1752.21).
And the payouts now, looking over the list.
Platinum - Gross: 2198.09 Net: 1752.21 (as we saw).
Gold - Gross: 1321.98 Net: 876.11
Silver - Gross: 983.92 Net: 438.05
And I assume...
Bronze - Gross: 664.90 Net: 219.03
And if you fail entirely (at end of time I suspect), you lose 445.87 (or 445.88 depending if the penny rounding cheats you again)
Which tracks, each tier is roughly double the NET payout of the one before it
So how to read this Variables in braces...
Title:
Duration: (, , )
Payout: (, , )
Cost:
Why they mix and match GROSS and NET payouts? I don't know.
But they sure as heck did. That's the only way those numbers make sense.
And on the left in the summary and after you accept, they do keep it consistent...
Cost:
Payout: -
(the range is for gross payouts, which makes sense to me)
Very long story short; they cheated you out of a penny. Go demand it back.😁
as soon as this popped up on my feed I jumped in here. I'm very very interested in seeing you do a lets play
I really enjoyed that, and would certainly watch more!
Thoughts on the video itself: Really well done for your first "Let's Play" video. I think you did just fine. For the longer time periods where there's nothing really to commentate on, for you I'd suggest either commenting on why you picked the things you did (I grabbed A, B, and C, but I'm going to install B into the ship, since I'm planning to sell A and C, I'm repairing those) or thoughts on your plans coming up (I'm planning to install B, my thought is that since it's a turbo pump, I'm going to put it over here so I can start saving money by not having to buy oxygen at the station as much, my design plans for this area are x, y, and z, etc.). I wouldn't skip over bits, as for this game, a lot of the running around doing stuff is the game, so if you start skipping bits, you're going to miss what makes the game enjoyable.
As to the Let's Play: Off to a nice start - I hadn't considered starting with less than $5k, but was happy to see that it's fairly easy to earn that much early on. Agreed on the Dream being a good ship to start with. I hadn't realized how much smaller some of them are than that ship when I did my first playthrough :)
Keep it up please!
Not enough people covering this game, this is a pretty good lets play to watch.
You're off to a good start chief, I've been directing people to your beginner's guide. I have two recommendations; timelapse through the awkward busywork, and consider doing an "intermediate" guide for those who aren't necesarilly beginners anymore, more of the deep or obscure game mechanics.
Thank you! I'll think on the intermediate guide. I've thought of doing some tips, etc., which may lend itself to more advanced (or, intermediate, at least) topics.
If you turn on the auto-pause it might let you focus more on narration and worry less about losing time and such.
This will be a great series and the narration was pretty good
"Take the stick" gives you EVA suit proficiency
The way I understand the gig payout is the first number is the base payout, and the amounts in the parentheses that correspond to the times above are the *bonus* you get on top of the base payout, if you get it done in that shorter timespan.
Well done looking forward to the next one
Would really like to see more letsplay.
I forgot to say in the "rare salvage" adventure smashing it and feeling alive gives you the Strong trait straight away, which is insanely good
You only get strong if you already got rid of feeble. If not then you get rid of feeble instead which is also good. And there's a high chance of getting cruel, pessimist or selfish or something like that which isn't such a big deal.
To get Strong, one has to remove Feeble first, either with training for 2 years, or inciting a riot.
I made it to a station with no fuel for sale or on my ship! Anyway out of this conundrum?
Aw man this is going to be good!
Suit Maintenance! Not being able to use the heavy eva suit, without massive loose of skills is borderline game breaking. I actually had to hire a worker that was skilled in suits to progress the game and I'm fairly sure most people would give up as you get silly things like 0.2 power in some skills..
Skilled in zero-g ops is not really a thing as we don't have true zero-g gameplay.
Just shy of 1k hours in this game and i think it's just getting better and better!! (if a bit janky and buggy lol).
The most important thing about character creation i found is spending the first 2 years getting rid of micro-G hypovolemic and fragile!
Fragile will make you gain many more negative traits when doing adventures i.e. injuries, scars and such and pass out much faster.
Micro-G hypovolemic is basically all the bad physical traits in ONE making all bad traits a double whammy so get rid of it!!
After that i basically don't go back into the trait section exept if i gain something i absolutely don't want.
If I'm being honest, I wanted a re-roll. I'd have liked an adventure or two in a slightly different order. Not sure why I was thinking zero-g was same as EVA suit. Nonetheless, I've got what I've got.
I didn't know the hypovolemic was that bad. I'd have knocked that out, too.
feeble and unfit can be taken care of by in-game ship equipment. I'd recommend getting rid of unfit first with the treadmill, as it'll let you exercise more efficiently once you tackle feeble. Though it does seem like it may take in-game months, or somewhere close to or over 100 hours of running on the bloody thing. If it even works.
@@gerritvalkering1068 Actually, I believe it's 1000 hours.
@@mochad Your adventure order was best possible, at least when it comes to first 4, you just took wrong options (you can check my comment here for full writeup). If you feel like rerolling, just do it offscreen, or just show highlights, ppl will understand even if you end up in different ship. Honestly, you got the basics ok, other than having Hypovolemic and not being Strong.
Then just start episode 2 when you're ready for first derelict - although I'd strongly advise to browse derelicts for sale first - it's RNG, but it might list some choice hulls, and what range they are at. Not for buying, ofc, for shipbreaking.
@@varthaner4617 I wouldn't be surprised
IMHO, for the long pauses... you could just do a cut, it's fine. Something like " so were gonna fix the ship for the next 30 min and I'll bring you guys back once that's done" and then just cut out the useless part of the video.
Oh.. and DO NOT use fast time if you want to good bonus on gigs!! Use pause liberally instead to not waste time!!
It did occur to me that if I'm FF at 4x, my half-second reaction time is costing me 2 seconds. So, very valid point! Thanks!
Nice!
❤
Smuggle to black market is a horrible choice - all it gives you is bypassing a short convo to make fence an aquitance, which is easy when you know the system. What should be picked is Smash and feel alive, because it's equivalent of spending 2 years to remove feeble. Why is that important? Because removing Feeble (and further, gaining Strong) allows you to withstand more g-forces without blacking out, a single most important trait relating to Torch Drive travel. You also get sleepy slower, do more damage in melee, and can work out for longer.
Same for getting them drunk, you just spent a year to get $ equivalent of half of courier gig, starting riot progresses your char further to stronger, if not for those 2 mistakes off the bat, you'd be strong instead of just normal in 0 years instead of 2, and it would open a choice for trying to get Laser Tool in 3rd choice (it's a prison risk, but it has good odds). And you'd get hacking in 4th choice, instead of forgery and acting. All you gained instead is a pittance of $.
You already realized your mistake in EVA suits, 0 G skill is something all chars have by default. You basically lost 3 years to install conduits and batteries faster👎.
Another thing is, everyone should spend 1 year to remove 0 G hypervolemic (sp?). It's a really horrible trait.
For fighting, it's better to use angle grinder than knife, it's better at getting through EVA suits that pirates and policemen use. Knife might be better for pressure suits (maybe?). BTW Laser or Jelly Rounds Gun do nothing to EVA Suits.
Investigate Death gigs are important clues. You should remember target ship names and range, because it's almost certain there are pirates there. Same goes for ship broker - you can take a look at silhouettes of ships you have not visited, and try to guess which is which using range (which might be a hair different in AyoCom compared to Port).
You actually COULD do sensitive delivery for whooping 98K$. Just take it in commercial, put the box in your drag slot, immediately use your PDA to take PASS to ATC1 for like 2,5k$ (if I recall correctly). While there, one can even remotely download files off it's 6 navstation, for a good chance of getting something a fence will pay couple grands for. If you're brazen enough, you could even steal entire nav, if you can hack the door without anyone witnessing it, just note down the PIN and lock it so no one enters while you're stealing. After you're done, call a PASS back to OKLG, for another 2,5k$, it will arrive after 2 hours and 15 mins.
Last thing, before you set out, you could buy better tools, and maybe super small battery. One can use it to power up doors and lights in derelicts.
Here's an errata: above I said you can get Laser Tool from Strong requiring Risk in 3rd choice, but that's not true. The game is currently bugged, it will say you got it, but actually not give you any. To unlock possibility of getting the tool it's neccessary to do .json file edit (notepad is enough). Just Google: Ostranauts "No laser torch received from the Labour Barge Locker event during character gen"
Grats on attempting a Let's Play. I promise to not mock you for the first thirty minutes of horrendous failure! 😁
Seriously, I am interesting in seeing your attempts, like trying "gigs" for that 5 K instead! 16:25 Often the streamer cuts this part out until it's done.
*get
so two events that I might choose differently
With the rich sods at the bar, seduce will immediately give you an ex-lover. As you know, on long jobs your contact, family and intimacy will drop disastrously (within a day. I mean, really?). You can write home or remember family or browse socials for two of them, having an ex lover lets you keep intimacy up too.
malfunctioning engine: Hacking the engine doesn't just give you hacking, it also gives you genius if I recall correctly.
If you got something to talk about, you're fine just letting the game run. If it's just an hour of repairing and restoring all the stuff you took of a derelict, and there's nothing much to say about it, put in a cut. Totally ok, we don't have to be there for every little thing.
Oh right
Micro-meteors will mes up your ship. A hull breach and the resulting loss of atmosphere are no joke. A double-thick wall will prevent any and all such incidents. Don't need to do so around where your airlock is. A bit more roleplaying-ish is a walkway in-between the walls where you can reclaim the atmosphere if you can access it with doors, or just leave it as only accessible by exiting the airlock. Power pumps and canisters are for reclaiming atmosphere.
You're correct on Genius, though I can't recall what its effect is in the game.
@@mochad Currently it likely only grants some extra lines in convos. If it was me, I'd have it affect time for interacting with ship components, but that would make it too much a must have.