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Answers by Mischief Maker 02/21/2018, 4:50pm PST
Fullofkittens wrote:

Is there any reason to kill or not kill the people on the ships? I've just been killing everyone unless "kidnap someone but bring them in alive" was an acceptance criterion.


As you liberate stations you'll start to unlock advanced mission types that pay more money but have restrictions like "kill nobody." Unless you're on one of those missions, kill away. If you kill somebody by mistake you can still finish the mission, but with a reduced reward.

Fullofkittens wrote:

I can commandeer the ships after killing everyone...is there any reason to do that? You can take control, and it says "Press F to set course for a friendly station" but then it just drove straight? "Friendly" to whom? To me? To the ship?


After you take out the entire crew of a ship you can hijack it, and some missions require that. It takes you to the closest liberated base (though sometimes the activation is a little fiddly.) The main reason to do it in non-hijack missions is if you don't want to have to deal with the Newtonian physics of piloting your assault pod home.

Fullofkittens wrote:

Is there any way to see the status of your cooldown timer when you're paused? If I wrench a bro with a wrench, and then pause, I want to pick my next target, but instead it's like some slowmo state where I can't tell what I'm allowed to do. I think that's because the wrench is cooling down(?) but it makes it hard to do the cool violence.


There's a red bar over an item cooling down in the upper left corner of the screen that drains when it's ready to use again. Short blades recharge super fast so you can carry a longblade for the dash attack then finish off surrounding guards with the shortblade. Or you can carry two wrenches and switch between them. This all becomes moot once you get your hands on a concussion hammer.

Also the slipstream device speeds up cooldowns dramatically.

Just played for 30 minutes so far but it does feel just like Door Kickers in Space with a funnier tone, positive so far. It seems to have a whole lot more depth than Door Kickers, I have to figure out how to do the cool violence better.


A couple tips:

Keep an eye out for orange crates on ships, they carry free items, occasionally the invaluable self-charging items.

Pressing "e" near an enemy with a keycard or an item can pickpocket them.

Armored or shielded capture targets can be blown into space through a smashed window and captured by your assault pod if you're fast enough.

If there's a bank base in range, keep one spare liberation available until you retire and start a new character so they get the $100 bonus and can give themselves an equipment head start.

Even if the pilot of a ship is shielded or armored, bonking them with the wrench or concussion hammer will push them off the pilot's seat and cancel any alerts.
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