Fractal Softworks Forum

Starsector => Announcements => Topic started by: Alex on December 03, 2016, 10:36:56 AM

Title: Starsector 0.8a (Released) Patch Notes
Post by: Alex on December 03, 2016, 10:36:56 AM
Blog post/download links here (http://fractalsoftworks.com/2017/04/20/starsector-0-8a-release/).

Hotfix (RC19), April 21, 2017

Campaign

Miscellaneous:

Bugfixing


Hotfix (RC18), April 21, 2017

Bugfixing



Changes as of April 20, 2017

Campaign

Skills

Ships

Miscellaneous

Bugfixing


Changes as of April 13, 2017

Campaign

Ships

Miscellaneous

Modding

Bugfixing:



Changes as of March 23, 2017

Campaign


Ship recovery

Ship autofit
Will spend points on vents, capacitors, and some general-purpose hullmods

Refit screen



Miscellaneous

Officers:

Skill overhaul

New/adjusted hullmods:

Ships

Weapons

Combat

Modding

Bugfixing



Changes as of December 03, 2016

Campaign


Combat

Miscellaneous



Modding

Bugfixing

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 03, 2016, 10:39:52 AM
A few notes:

1) This doesn't mean the release is imminent, though naturally it's getting fairly close. There are a few things to work through before then - one or two I'd probably call big features, a lot of content creation, and a good amount of playtesting. And a few modability improvements.

2) These notes are not as thorough as usual, especially in the "Modding" section. The other sections, basically just assume they're missing a lot of minor stuff.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Grievous69 on December 03, 2016, 10:45:54 AM
I'm so moist right now :D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Harmful Mechanic on December 03, 2016, 10:55:29 AM
*Finishes reading post*

*rolls over, lights a cigarette*
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Tartiflette on December 03, 2016, 11:12:47 AM
1) This doesn't mean the release is imminent, though naturally it's getting fairly close. There are a few things to work through before then - one or two I'd probably call big features, a lot of content creation, and a good amount of playtesting. And a few modability improvements.
Given the changes to Hullmods, I would bet one of those "big features" is the still unconfirmed Skill revamp...

Edit: Speaking of readability and overlap, could we have the info card of weapons in markets and inventory appear next to the weapon rather than on top of it?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on December 03, 2016, 11:13:10 AM
yes thank you god for this gift of patch notes
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Morgan Rue on December 03, 2016, 11:21:40 AM
No changes to flak?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Morgan Rue on December 03, 2016, 11:25:30 AM
  • Fixed infinite loop related to system-activated engines being disabled on a ship with no normal engines
You caught this one when moving stations around with systems?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 03, 2016, 11:27:20 AM
Given the changes to Hullmods, I would bet one of those "big features" is the still unconfirmed Skill revamp...

:-X


No changes to flak?

Nope. "Not much if anything gets through" is flak working as intended. The window of opportunity for using missiles etc is overloads, being distracted by something else (another ship, decoy flares), etc. Plus it now gets a newly important threat to counter in fighters.


No changes to Proximity Charge Launcher?

No. It's always been a bit of an oddball; probably needs another look but I wouldn't want to make it too good.


You caught this one when moving stations around with systems?

Caught it when someone reported it a while back :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Bastion.Systems on December 03, 2016, 11:32:12 AM
Ohshit its of happening
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Auraknight on December 03, 2016, 11:42:11 AM
Update hype! Looking forward to messing with all these new mechanics!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on December 03, 2016, 11:43:57 AM
Huzzah!  It's happening!

Time to read this.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Az the Squishy on December 03, 2016, 11:51:39 AM
AUUUUUGH~!!!! GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY~!!! AAAUHAHHAHAHAHAHAHAAA-UUAAGH!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 03, 2016, 12:01:14 PM
Wowza, some pretty big bombshells in here—big nerfs to combat speed boosting hullmods and the killing of "vent spamming" jump out in particular!

What exactly does the tier increase for HM and HVD mean? Does that relate to when you can unlock them via commission? Also, wow, a lot of new ballistic weapons—is the Devastator that flak looking weapon you teased months ago?

Was hoping you'd reveal a brief bit about the new hulls other than the Mora, but, there is always next iteration of them notes.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Lakis on December 03, 2016, 12:03:19 PM
AUUUUUGH~!!!! GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY,GOODY~!!! AAAUHAHHAHAHAHAHAHAAA-UUAAGH!

If I weren't in a building with 15 other men who were all sleeping, I'd be laughing like this maniac... He'll do it for me though..
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Chronosfear on December 03, 2016, 12:06:24 PM
its happening  ...
maybe a Christmas present  ;D ;D
But honestly, I don´t think so :)

cant wait to try out those changes to fighters
and fly the aurora and tempest.
Hammerhead will be even more cool now i think :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 03, 2016, 12:20:46 PM
What exactly does the tier increase for HM and HVD mean? Does that relate to when you can unlock them via commission? Also, wow, a lot of new ballistic weapons—is the Devastator that flak looking weapon you teased months ago?

Yes and yes :)

Was hoping you'd reveal a brief bit about the new hulls other than the Mora, but, there is always next iteration of them notes.

Ahh, sorry - most of those are REDACTED.


Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: torbes on December 03, 2016, 12:22:36 PM
(https://i.imgflip.com/1fai8j.jpg) (https://imgflip.com/i/1fai8j)
via Imgflip Meme Generator (https://imgflip.com/memegenerator)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Techhead on December 03, 2016, 12:44:01 PM
Quote
Base CR for ships is 70%
Should we expect Combat Aptitude to add 3% per level then? Or are other skill changes incoming?

Quote
Increases post-battle salvage by up to 10% based on the portion of the battle the Salvage Rig spent deployed
My gut reaction is this seems small, seeing as you're burning supplies dragging it out there, and additional supplies to deploy it, and you're likely needing escorts to keep it safe.

Quote
Weapons will not reload for the first two seconds of venting or being overloaded
I like the change, but my gut says 2 secs is slightly on the high side.

Quote
Unstable Injector
Removed acceleration bonus and engine damage penalty
Now reduces weapon range by 25%
Reduced OP cost

Augmented Engines
Removed in-combat speed bonus
Reduced cost
Renamed to "Augmented Drive Field"
It seems they no longer give overlapping bonuses. Will we now be able to get both on one ship?

Quote
Integrated Targeting Unit:
Reduced cost to match DTC
Slightly increased range bonus for cruisers (+5%) and capital ships (+10%)
I thought that Integrated Targeting Unit was strong before, but it feels like even more of a must-have for capitals now.

Everything else, I feel like I'm gonna have to play to see! I'm looking forward to it! ;D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 03, 2016, 12:48:26 PM
Should we expect Combat Aptitude to add 3% per level then? Or are other skill changes incoming?

More on that... later :)

My gut reaction is this seems small, seeing as you're burning supplies dragging it out there, and additional supplies to deploy it, and you're likely needing escorts to keep it safe.

Yeah, I'm not sure this will stay in actually. It has some other problems - it's either always worth it to deploy the rig, or always not, depending on the battle size.


I like the change, but my gut says 2 secs is slightly on the high side.

We'll see, I guess. Open to tweaking it as needed, but want to make sure it's not inconsequential in the first iteration.


It seems they no longer give overlapping bonuses. Will we now be able to get both on one ship?

Yes!

I thought that Integrated Targeting Unit was strong before, but it feels like even more of a must-have for capitals now.

It basically is, yes, and combat is designed/balanced around that. However, there's still an option for a specialized build without it.

Everything else, I feel like I'm gonna have to play to see! I'm looking forward to it! ;D

:D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on December 03, 2016, 01:22:52 PM
Of course the patch notes drop when I'm sleeping... >.< *starts spamming F5*
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 03, 2016, 01:35:59 PM
I can see the benefits of converting some (many?) hullmods to rewards for scavenging and exploring. It'd prevent cases of someone leveling up a skill they don't care for just to get that one really good hullmod. It'd also serve to make scavenging/exploration more compelling and rewarding. Hmm.

Anything more you can share about this or still a big fat :-X for now?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on December 03, 2016, 01:42:08 PM
I noticed that the Apogee didn't get nerfed while the Aurora kinda did and I'm worried that the AI is just going to waste the Jets at best and get it self killed at worst...
Also, WTB, DISCOVER_FOR_CODEX hint
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 03, 2016, 01:56:21 PM
Yeah, c'mon. Nothing to bring the Apogee more in line?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 03, 2016, 01:58:07 PM
Cool!

Quote
Hullmods can now be acquired from a "Modspec" item
Dropped by enemies
Found as salvage
Bought on markets

That's awesome, something I wanted for a long time. Wonder what it means for the skill system. If unlockable hullmods are even still part of it, this would make them far less important in choosing a skill branch. I like everything that makes ship building more opportunistic!

Im curious, what's the etymology of "modspec"? Does it come from to spec something with a mod? Seems a bit abstract, I can't picture how it would work from the word.



the Aurora kinda did [get  nerfed ]

I believe with the new system it's supposedly an overall buff.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Blips on December 03, 2016, 01:59:31 PM
Ooooohhhh boy!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 03, 2016, 02:03:42 PM
I can see the benefits of converting some (many?) hullmods to rewards for scavenging and exploring. It'd prevent cases of someone leveling up a skill they don't care for just to get that one really good hullmod. It'd also serve to make scavenging/exploration more compelling and rewarding. Hmm.

Yep, both big reasons for the change.

Anything more you can share about this or still a big fat :-X for now?

'fraid so.


I noticed that the Apogee didn't get nerfed while the Aurora kinda did and I'm worried that the AI is just going to waste the Jets at best and get it self killed at worst...

I've still got a TODO item to look at the Apogee and a couple of other balance things.


Im curious, what's the etymology of "modspec"? Does it come from to spec something with a mod? Seems a bit abstract, I can't picture how it would work from the word.

"Hull modification specification".

(Sorry if this comes off a bit rushed, heading out in a few.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on December 03, 2016, 02:03:47 PM
the Aurora kinda did [get nerfed ]
I believe with the new system it's supposedly an overall buff.
True it is supposed to be buffed but the loss of the flux cap plus the way the AI uses M Jets and the lack of decent ENERGY weapons (while ballistics gets two more... *grumbles*) tells me that it is gonna get killed even more in the hands of the AI
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 03, 2016, 03:49:17 PM
With the Unstable Injector changes, it seems only worth using on ships with either long-range ballistics and beams (e.g., Eagle with Mauler+HVD+Tac Lasers) and can afford the range cut or any high-tech that just should use Safety Override because 600 range energy weapons become 450 with Unstable Injector (same as Safety Override).  Energy weapons (aside from beams that are hard countered by shields) have terrible shot range, and aside from the ultra-rare super frigates, low tech equals or beats high-tech.  Seems like a win for low-tech and ballistic focused midline.  High-tech will probably get shafted (be slow or use knives instead of guns), except Hyperion and maybe Scarab (and maybe Paragon if it has that builtin mini-station targeting hullmod).

It is nice Hammerhead will get a little more OP, plus ammo feeder not so suicidal.  Since ships that have ammo feeder have poor flux stats, 30% was not enough, if the weapons were not flux efficient LMGs or Mortars.

Also nice that battlecruisers will become battlecruisers, not just simply remain as inferior battleships.

I like that hullmods may be accessible aside from skills.  Never liked Applied Physics, but I sometimes took it at endgame just to get Advanced Optics and make Phase Lance viable.  It is useless with 600 range since Pulse Laser and Heavy Blaster can hit for hard flux but Phase Lance cannot, and Phase Lance needs the extra range to have a point.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 03, 2016, 03:55:47 PM
Quote
Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact
This looks like it can harm Annihilators.  They flame out early then drift a long time.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 03, 2016, 04:25:09 PM
Oh, that is spot on about the Annhilators, Megas. This could drastically reduce their effectiveness (they're my go-to missile weapon :-[)!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on December 03, 2016, 06:17:18 PM
Minor nit pick: Why is the patch notes release date listed with the day first and the month second while the blog post is the other way around?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cyan Leader on December 03, 2016, 06:18:48 PM
I'm not sure if I understand correctly, are new/acquirable hullmods finite? As in you can only enable it depending on how many of the item you have or are you able to install them on any ships as long as you have the item in your inventory?

Are there any hullmods from salvaging that you haven't revealed? I understand I'm asking for REDACTED stuff but one of the reasons why I see all these movement nerfs to current hullmods is to allow new ones that need to be salvaged to fulfill that role.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 03, 2016, 06:25:40 PM
Maybe Alex does have some plans for special, high-end hullmods but I think that Alex has been meaning to tone down combat speed for quite some time. So, it is possible that, no, there will be no superior +combat speed hullmod.

But who knows what with all the [REDACTED] and [EXPUNGED] and  :-X :-X :-X going on here! lol

Sheesh, sometimes I feel like I'm reading the SCP Foundation logs! http://www.scp-wiki.net/top-rated-pages. (awesome stuff, read'em!)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: theSONY on December 03, 2016, 06:27:54 PM
(http://vignette2.wikia.nocookie.net/le-miiverse-resource/images/2/2e/Didn-t-read-lol-o.gif/revision/latest?cb=20160207034756)
                                                                                                                      ::)
but excited as hell  ;D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on December 03, 2016, 06:30:07 PM
combat speed has been a problem for a long time. the rather absurd percentile scaling that skills + several dedicated speedmods added was pretty ridiculous.

it's been my concern for a while that larger ships are altogether too adroit; used to be you could flank an onslaught with an eagle. now due to it's insane range + cruiser-scale turning ability you'll die long before you get anywhere near it.

hope maneuverability gets nerfed too. it's too "cheap" to have a maneuverable battleship.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 03, 2016, 06:42:54 PM
The main thing Augmented Engines had over Unstable Injector was +1 burn speed, although +5 top speed over Unstable Injector was nice too.  It seems Unstable Injector takes care of the combat speed, and Augmented Drive Field takes care of burn speed.

The one downgrade I may be concerned about is the shot range downgrade for Unstable Injector.  I am anticipating focusing on sniper configurations (use long range weapons only to compensate for lost range) and/or installing a flight deck (since fighters are now big missiles that shoot baby missiles or bullets) to maintain kiting and enough speed to avoid damage.

For some ships that do not have that option, like Wolf (or even Aurora), I may not bother using.  Either it is too slow with 600 range laser/blaster, or it has decent speed with 450 range, which means Wolf is dead against a Lasher with machine guns which also has 450 (or a little less) range and can use engine mods without (much) penalty.  If energy weapons will continue to keep such short range or even lose what little range they had, in addition to possible removal of vent-spam, they need more DPS to compete with kinetics.  Ballistics already have the advantage of shot range, DPS, and overall efficiency over energy weapons.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Histidine on December 03, 2016, 07:12:56 PM
Alex, on the Discord channel you said:

Quote
regarding the DTC/ITU, the idea is that it's a default choice in most cases, but you can still go for a specialized build that doesn't use it. Baking it into the hull would remove that option. But, yeah, 90% of the time you're going to want to install it.
So most default variants will have it?
Does the skill revamp include ITU being available at start? If it remains a straight upgrade from DTC, I'm guessing no. Will it still be readily available via the new modspecs?

(The part that bothers me about the cost change is: if 90% of builds are going to have it, it should just be baked into the hull and instead there's a hullmod that gives more OP or other benefits in exchange for removing the range bonus. This reduces the clutter of DTC/ITU appearing all the time, and avoids noob traps where new players don't install it because they don't know they're supposed to.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 03, 2016, 07:20:57 PM
DTC/ITU is one of the two hullmods I throw on nearly everything (the other being current Augmented Engines).  There are few ships that do not need it, namely Hyperion, pure missile boats, and civilians (or blockade runners) not expected to fight.

I agree with Histidine, ITU should be baked into hulls, unless it might interfere with built-in range mods some hulls (Paragon or stations) may get.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on December 03, 2016, 07:21:42 PM
Alex, on the Discord channel you said:

SHOOT I need to download that onto my new phone, I always miss good stuff
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on December 03, 2016, 07:26:45 PM
Very cool! Can't wait to play with the new fighters.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on December 03, 2016, 07:34:56 PM
Alex, on the Discord channel you said:

SHOOT I need to download that onto my new phone, I always miss good stuff
If you have a computer you can use the web version. And granted he wasn't on for very long
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 03, 2016, 07:42:46 PM
That is a neat idea, Histidine.

Just bake the range into all ships, say, frigates/fighters have base weapon range with each bigger size noted as having the corresponding %boost to range. Then, add a new hullmod that says it transfers resources/CPU/AI power from targeting systems to instead increase ship OP!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Morgan Rue on December 03, 2016, 10:15:18 PM
For the range vs speed thing:
Fast ships don't need range as long as they can close the distance without dying and then outperform their longer ranged enemies in close range combat. Also, speed can double as defense by allowing to dodge projectiles at longer ranges.
Long ranged ships don't need to be fast as long as they can blow everything up before they can get close.
Fast ships that also have long range should not be able to overwhelm an equal opponents shields ever. If they can, then they are almost certainly overpowered. This is why beams build soft flux instead of hard flux.

Currently, the default seems to be long ranged ships. I would like fast ships to be more competitive with long ranged ships. Also, most fast ships are high tech, so I would also like high tech ships to be more competitive with low tech ships. Hopefully this happens in the upcoming update.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 03, 2016, 10:21:31 PM
True it is supposed to be buffed but the loss of the flux cap plus the way the AI uses M Jets and the lack of decent ENERGY weapons (while ballistics gets two more... *grumbles*) tells me that it is gonna get killed even more in the hands of the AI

I think I've said it before, but from my experience, it's definitely more survivable than before. The ability to dart out is great.


With the Unstable Injector changes, it seems only worth using on ships with either long-range ballistics and beams (e.g., Eagle with Mauler+HVD+Tac Lasers) and can afford the range cut or any high-tech that just should use Safety Override because 600 range energy weapons become 450 with Unstable Injector (same as Safety Override).

That's assuming a lack of range-boosting hullmods and skills, both of which would not help with SO. Also, kind of glossing over the other downsides of SO :)


Quote
Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact
This looks like it can harm Annihilators.  They flame out early then drift a long time.

Yeah. They also don't drift that long anymore; their range was a bit extreme and the AI didn't use that well to boot.


Minor nit pick: Why is the patch notes release date listed with the day first and the month second while the blog post is the other way around?

Ahh, thank you, fixed. Every now and then my brain reverts to the non-US way of writing that.


I'm not sure if I understand correctly, are new/acquirable hullmods finite? As in you can only enable it depending on how many of the item you have or are you able to install them on any ships as long as you have the item in your inventory?

The way it works is you get the modspec, right-click on it, it disappears and you permanently gain access to the mod.

Are there any hullmods from salvaging that you haven't revealed? I understand I'm asking for REDACTED stuff but one of the reasons why I see all these movement nerfs to current hullmods is to allow new ones that need to be salvaged to fulfill that role.

Not at the moment, but if there were, it would indeed be 100% REDACTED.


Maybe Alex does have some plans for special, high-end hullmods but I think that Alex has been meaning to tone down combat speed for quite some time. So, it is possible that, no, there will be no superior +combat speed hullmod.

Yes, exactly.


hope maneuverability gets nerfed too. it's too "cheap" to have a maneuverable battleship.

Yep.


Alex, on the Discord channel you said:

Quote
regarding the DTC/ITU, the idea is that it's a default choice in most cases, but you can still go for a specialized build that doesn't use it. Baking it into the hull would remove that option. But, yeah, 90% of the time you're going to want to install it.
So most default variants will have it?
Does the skill revamp include ITU being available at start? If it remains a straight upgrade from DTC, I'm guessing no. Will it still be readily available via the new modspecs?

(The part that bothers me about the cost change is: if 90% of builds are going to have it, it should just be baked into the hull and instead there's a hullmod that gives more OP or other benefits in exchange for removing the range bonus. This reduces the clutter of DTC/ITU appearing all the time, and avoids noob traps where new players don't install it because they don't know they're supposed to.)

I hear what you're saying. But: one, "hullmods giving more OP" isn't a thing. Two, it it was baked in via a built-in hullmod, that wouldn't actually reduce clutter - and if it was just baked in, that'd be a hidden stat, also not newbie-friendly. My feeling is neither solution is ideal, and this one has the virtue of being simpler.

Yeah, the ITU will be available via modspecs, like everything else. Shouldn't be too hard to get provided (to your other point) that a lot of variants use it. I haven't updated all of them (though I've improved quite a few so far), but generally speaking, whenever I do update a variant, it gets the ITU/DTC for obvious reasons.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Nanao-kun on December 03, 2016, 11:25:13 PM
Nice. A lot of interesting stuff in the current changelog. Is it possible to create custom scavenged hullmods that can only be installed per ship, requiring a person to collect more of them if they want their entire fleet to have it?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 04, 2016, 05:43:41 AM
Quote from: Alex
That's assuming a lack of range-boosting hullmods and skills, both of which would not help with SO. Also, kind of glossing over the other downsides of SO
It does, especially with the severe peak performance cut, but if the ship works best with Safety Override due to min-max reasons, like current Lasher, then that is what will get used, despite the drawbacks.

Quote from: Morgan Rue
Fast ships don't need range as long as they can close the distance without dying and then outperform their longer ranged enemies in close range combat.
That may be a bit of a problem high-tech ships have when fighting low-tech or other ships with ballistics.  High-tech ships get close, then overload because an exchange between flux-hungry energy weapons and efficient longer-ranged kinetics (or very efficient, high DPS, and short-range machineguns) means ballistics win.  Low-tech ships probably will not have a problem - just use the long-ranged stuff.  High-tech ships will have even less range if they use Unstable Injector to keep up with other ships that use Unstable Injector.

If non-beam energy weapons will keep short range, they need more damage and/or much better flux efficiency to match ballistics.  Having stats comparable to HE weapons except with damage type and shorter range is not cutting it.  (Of course, that may make Hyperion and Paragon - if it gets the special range mod - even better.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Spoorthuzad on December 04, 2016, 05:46:15 AM
Oh, YES!
This looks amazing Alex. :o
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Vind on December 04, 2016, 06:52:06 AM
Nice changes but "Removed crew experience levels" means ships without officers will be unable to improve accuracy and CR. I will miss my elite crew.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: HELMUT on December 04, 2016, 07:18:43 AM
I like those changes, the obnoxious ships (Heron, every Damper Field-ers) got a slight nerf to what makes them annoying to fight.

The Omen got further buffed with the much stronger EMP emitter, that thing is going to be a fighter's boogeyman. By the way, does the "Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact" affect EMP'd missiles, or just the ones out of fuel?

A question about the Tempest, does the drone reload its blaster when recalled? Hopefully not, the Tempest is already at the top of the foodchain, it doesn't needs a near instant reloading, flux-free AM blaster on top of that.

Also glad to see an armor buff for the Astral, maybe this will even allow some brawler builds. Gotta find a reason to use that new torpedo launcher.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 04, 2016, 07:44:26 AM
It occurred to me that if hullmods will be potential loot, and the only way to get a particular one is killing friendlies (for example, if Paragon is the only ship with Hardened Shields, and you are commissioned with Tri-Tachyon), then player can travel with transponder off and kill friendly ships, then laugh evilly after scooping up desired loot, and maybe board a rare ship that shops could but refuse to sell.

I have ran with transponder off to do some relatively violent shenanigans occasionally to game the system.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Bastion.Systems on December 04, 2016, 08:20:37 AM
It occurred to me that if hullmods will be potential loot, and the only way to get a particular one is killing friendlies
I don't think the modspecs are ship specific (might be wrong tho).
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Vulpes on December 04, 2016, 08:24:26 AM
Nice to see you're still improving the AI.  I'm hoping one of the "big content additions" will be the long anticipated addition of industry!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 04, 2016, 08:32:37 AM
Maybe ships are drop modspecs they use, just like weapons.  For example, if you want Maulers and HVDs, you fight Enforcers, not Auroras.  Some may be common, but others are not.  In case of Hardened Shields, Paragon uses it, but I do not know if other ships do.  If Paragon is the only ship that uses that hullmod, they the only way to get it by looting is to fight one.  If other ships use Hardened Shields, then they would drop it too, assuming modspec loot varies by what ships use.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: nomadic_leader on December 04, 2016, 09:22:29 AM
Needless to say there's a lot of cool stuff in this patch which represents a bit step forward in the game development, like the exploration which I've been anticipating a while. Good work.

However:

-Loss of crew experience levels
This is sad, because leveling up the crew felt extremely rewarding, and losing your elites (ie when you put them in a fighter wing) added jeopardy and a more human touch to combat. The losses meant something, when they were crew you'd trained up from greens. I hope that more gameplay with officers, including the ability for them to actually die, will supplant the elimination of crew experience levels (which I nonetheless urge you to reconsider carefully).

More mechanics and rules solely for the sake of balance, with little/no intuitive in-world logic Starsector has been developing itself into this corner for a long time and probably the die is cast in this regard, but every once and a while like to point out the limitations of this approach.

For example:
-Hyperspace slows small fleets more than big fleets.
-Random effects of hullmods e.g. Unstable injector reducing weapons range
and old favorites:
-CR/PPT, of course
-Ship has campaign burn speed, and separate combat speed which is different. (so you have ridiculous situations where one ship can have a faster burn speed and keep catching another ship, but the other ship has a faster combat speed and can keep getting away, necessitating a bunch more pre/post combat dialogue box CR rules)

There are two kinds of games (for the purposes of this discussion anyway):
-Simulation games (flight sims, space world sims, mario sims, etc)
-Abstracted games (board games, chess, go-fish, etc)

In abstracted games, you memorize a bunch of arbitrary rules designed to be conducive to smooth gameplay. Bishops move diagonally, rooks move horizontally. Spades are trump cards, whatever.

In a simulation, you memorize the in-world characteristics of different items and entities, like how fast your character can jump. The game sets a few premises (you can run, you can jump, you can shoot a small gun, you can shoot a bigger gun, you get tired) and everything should follow more or less logically from those, if you just are willing to remember the distinction between different entities in the game.

I know I'm simplifying things a bit but there is at least a kernal of truth to the distinction.

Starsector is obviously trying to be a simulation since it has you memorize a bunch of weapon and ship stats, keep track of planets, and so on, but then it is also acting like an abstracted board game- with the mechanics mentioned above that really don't follow logically from the world premises. ("After combat you take a x% CR penalty if you do something or other. Because balance. Bishops move diagonally") They are arbitrary purely for the sake of balance. For an abstracted game this is ok, but for a simulation style game it's sub-optimal, since then players are forced to memorize both abstracted rules and in-world characteristics. It's a big mnemonic burden in addition to breaking the logic and believably of the simulated world. The two approaches aren't very compatible.

The "sustained drive" mechanics would actually not be an example of what I'm talking about, if the fx are done right. When you engage the drive their would be some 'hyperspace drive charging up' sounds for a few moments and the ships engines would start glowing intensely until finally jumping, and this would make immediately clear the in world logic behind the balance dictated rule of having fleets stop for a few moments before the drive starts.

Long story short please try to find balance motivated mechanics that have an in-game logic instead of being arbitrary and non intuitive.  Though this would require overhauling the CR system and the combat vs campaign speed disparity issues however.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on December 04, 2016, 09:58:50 AM
More mechanics and rules solely for the sake of balance, with little/no intuitive in-world logic Starsector has been developing itself into this corner for a long time and probably the die is cast in this regard, but every once and a while like to point out the limitations of this approach.

For example:
-Hyperspace slows small fleets more than big fleets.
-Random effects of hullmods e.g. Unstable injector reducing weapons range
and old favorites:
-CR/PPT, of course
-Ship has campaign burn speed, and separate combat speed which is different. (so you have ridiculous situations where one ship can have a faster burn speed and keep catching another ship, but the other ship has a faster combat speed and can keep getting away, necessitating a bunch more pre/post combat dialogue box CR rules)
IIRC in-lore explanations(or at least attempts at handwaving) were done for all of the things you mentioned, and most of them are in-game.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Bastion.Systems on December 04, 2016, 10:09:14 AM
Starsector is a space opera, it should be able to technobabble justifications for anything if the game balance benefits from it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: nomadic_leader on December 04, 2016, 10:18:22 AM
i think i failed to articulate sufficiently. yes of course there are in game hand waves. what i want are actually intuitive mechanics that don't require these incredibly strained explanations which nobody buys anyway; you may as well just type 'BALANCE' in the in game description.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on December 04, 2016, 10:28:18 AM
i never minded CR, but perhaps at least we can get a burn-derived in-combat speed, so that the infinite chase thing doesn't happen anymore(?)

not sure it can be done though, with how coarse burn is in general. but it would benefit the game.

also i'm a simulation kind of guy so i agree with what you are saying in principle, but CR doesn't offend me that much.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 04, 2016, 10:34:58 AM
For crew levels, I say good riddance.  70% baseline will certainly make things easier for early-game (unless malfunction level was shifted upward too).  50-60% CR for your very first combat meant your ships may start breaking after one fight!  I would miss elite crew only because 80% became the baseline by endgame, and 70% is less than 80%.  Well, there was also the option for training greens to elite for selling, if character built for it.  (I never did it, but I could if money was more valuable than stronger combat skills.)  Now, Combat Aptitude will be more important for chain-battling or endurance fighting, if it gives +3% instead of +2% per level.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 04, 2016, 10:39:43 AM
Quote
(so you have ridiculous situations where one ship can have a faster burn speed and keep catching another ship, but the other ship has a faster combat speed and can keep getting away, necessitating a bunch more pre/post combat dialogue box CR rules)
Case in point?  Condor vs. Gemini.  Condor has faster burn speed, but Gemini has faster combat speed.  It makes no sense.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: nomadic_leader on December 04, 2016, 10:51:14 AM
Quote
(so you have ridiculous situations where one ship can have a faster burn speed and keep catching another ship, but the other ship has a faster combat speed and can keep getting away, necessitating a bunch more pre/post combat dialogue box CR rules)
Case in point?  Condor vs. Gemini.  Condor has faster burn speed, but Gemini has faster combat speed.  It makes no sense.


The kite and the cerberus also had this thing going on for a while, don't know if the current version still does...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on December 04, 2016, 12:17:43 PM
Quote
(so you have ridiculous situations where one ship can have a faster burn speed and keep catching another ship, but the other ship has a faster combat speed and can keep getting away, necessitating a bunch more pre/post combat dialogue box CR rules)
Case in point?  Condor vs. Gemini.  Condor has faster burn speed, but Gemini has faster combat speed.  It makes no sense.


IIRC the burn drives that ships use for interstellar travel are essentially a different form of locomotion from the engines they use in combat.  There's no inherent correlation between their capabilities in either mode.

This fact of the game world is only further emphasized by engine modifications working entirely on one and not the other.


Also, y'know, holy *** this is gonna be a good Easter.


EDIT:  also really excited to see options to compel aggression out of your officers.  For christ's sake guys, it's okay if the PD dings your armor a little bit, just run down the blasted Tarsus.  Making them become reckless at the player's discretion is also a great workaround for all the issues that normally surround it.  You might lose a ship unnecessarily because you told them to go all-in, but it will feel like the consequence of a decision you made rather than just being punished by AI mistakes you have no real control over.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 04, 2016, 01:12:04 PM
I like those changes, the obnoxious ships (Heron, every Damper Field-ers) got a slight nerf to what makes them annoying to fight.

Just wanted to mention that the damper field changes specifically were motivated by your feedback post; "no fun was allowed that day" :) Thank you!


The Omen got further buffed with the much stronger EMP emitter, that thing is going to be a fighter's boogeyman. By the way, does the "Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact" affect EMP'd missiles, or just the ones out of fuel?

EMP'ed missiles actually instantly become 100% disarmed. There's a method in MissileAPI that can be used to set a missile resistance to EMP, i.e. the number of times it can be hit with the EMP emitter before it disarms.

A question about the Tempest, does the drone reload its blaster when recalled? Hopefully not, the Tempest is already at the top of the foodchain, it doesn't needs a near instant reloading, flux-free AM blaster on top of that.

It's not a drone anymore, so recalling it simply makes it hover behind the Tempest.

Also glad to see an armor buff for the Astral, maybe this will even allow some brawler builds. Gotta find a reason to use that new torpedo launcher.

Hmm, maybe. So far the large missile slots have been great to use with the Squall - good support for fighter waves.



It occurred to me that if hullmods will be potential loot, and the only way to get a particular one is killing friendlies (for example, if Paragon is the only ship with Hardened Shields, and you are commissioned with Tri-Tachyon), then player can travel with transponder off and kill friendly ships, then laugh evilly after scooping up desired loot, and maybe board a rare ship that shops could but refuse to sell.

You can buy hullmods at markets; generally speaking the ones that are available for sale are the ones that that faction tends to use.

Maybe ships are drop modspecs they use, just like weapons.

They do, yes, though the baseline chance is pretty small.


Nice changes but "Removed crew experience levels" means ships without officers will be unable to improve accuracy and CR. I will miss my elite crew.

Yeah, but man does it make so many things on the backend *so* much easier and less bug-prone. Even if this was a subtraction in terms of gameplay (which I don't think it is - it feels cleaner now), it would still be 100% worth it just for how much it makes any related code easier, and for how many more crew-related mechanics are in the game as a result.


Nice to see you're still improving the AI.  I'm hoping one of the "big content additions" will be the long anticipated addition of industry!

Not outposts, but there's something in the pipeline as far as the industry aptitude - hopefully it'll pan out, can't wait to talk about it if it does :)



Needless to say there's a lot of cool stuff in this patch which represents a bit step forward in the game development, like the exploration which I've been anticipating a while. Good work.

Thank you!

There are two kinds of games (for the purposes of this discussion anyway):
-Simulation games (flight sims, space world sims, mario sims, etc)
-Abstracted games (board games, chess, go-fish, etc)

I don't think it makes sense to categorize games into these buckets, or even consider "simulation" and "abstracted" to be the opposite ends of a spectrum - rather, they're both independent axes.

Consider a detailed historical board game - those clearly tend to care very much about being a simulation, but are at a high level of abstraction. Conversely, FPS games like Call of Duty or Counter-Strike are generally at a low level of abstraction, but don't care much about being a simulation.

Most games are a simulation to some degree, though: e.g. Chess - both heavily abstracted and not-very-simulation-y - is still a simulation of war.


-Random effects of hullmods e.g. Unstable injector reducing weapons range

For example, something like this - there's a clean in-fiction justification for it, "increased engine emissions interfere with targeting sensors". It's consistent with other gameplay mechanics here - the idea of engines and sensors interacting in this way comes through in multiple places. It's hardly random, in fact I think one could make a good argument that both this and PPT and other similar mechanics increase the "simulationiness" of the game. At the same time, the game is clearly highly abstracted - combat takes place on a 2D plane, bullets fade out, relative ship sizes aren't right for what they'd be in-universe, etc.

Anyway, my point here is that singling out Unstable Injector doesn't seem reasonable. It's about on par with other hullmods. Sure, you might say that those are also too abstract - which may be a fair point, but then we're talking about such a large part of the game that I'd turn it around and suggest that maybe they're too abstract for what you think the game ought to be than for what it actually is :)


Long story short please try to find balance motivated mechanics that have an in-game logic instead of being arbitrary and non intuitive.  Though this would require overhauling the CR system and the combat vs campaign speed disparity issues however.

That's exactly what I'm doing, yeah. I just don't see the examples you're bringing up as not fitting those criteria. The one case where I'd agree is some of the rules around when PPT ticks down (not PPT in general; I'm happy with *that*). On the bright side, the "when does PPT tick down" rules only really come into play when the player is trying hard to exploit them, at which point it's not that big a deal.

So: I get what you're saying, and generally agree with it on a more abstract level. But details, man.



Also, y'know, holy *** this is gonna be a good Easter.

Oh, you.


EDIT:  also really excited to see options to compel aggression out of your officers.  For christ's sake guys, it's okay if the PD dings your armor a little bit, just run down the blasted Tarsus.  Making them become reckless at the player's discretion is also a great workaround for all the issues that normally surround it.  You might lose a ship unnecessarily because you told them to go all-in, but it will feel like the consequence of a decision you made rather than just being punished by AI mistakes you have no real control over.

Hopefully!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 04, 2016, 01:13:45 PM
There are two kinds of games

In abstracted games, you memorize a bunch of arbitrary rules

In a simulation, you memorize the in-world characteristics of different items and entities

I don't think that is a correct or helpful differentiation. I mean, isn't it the same thing? A bunch of rules make up the characteristics of entities and items. Entities and items are made by the rules that define them.

I think your main point is that Starsector is often not great at communicating its mechanics, and I would agree with that. This attempt at a theoretical underpinning seems  misguided to me, though.

Imagine that instead of having just a reduced CR% value, the graphic were made in a way that you could see the combat stresses occurring during battle, and the subsequent failure of on-board equipment and crew. Or that the different drive types (combat/burn) were clearly visible and distinct from each other. Then the mechanics would suddenly become intuitive, despite being exactly the same. Intuitiveness has nothing to do with "simulation vs abstraction", but with managing prior player experience and expectation, and providing hooks to which these can connect.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 04, 2016, 01:22:22 PM
Imagine that instead of having just a reduced CR% value, the graphic were made in a way that you could see the combat stresses occurring during battle, and the subsequent failure of on-board equipment and crew. Or that the different drive types (combat/burn) were clearly visible and distinct from each other. Then the mechanics would suddenly become intuitive, despite being exactly the same. Intuitiveness has nothing to do with "simulation vs abstraction", but with managing prior player experience and expectation, and providing hooks to which these can connect.

Yeah, this is a very good point. It'd be nice if it was practical to have distinct visuals for all the various hullmods, too.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 04, 2016, 01:42:38 PM
While that's impractical, I think it would be helpful if in-game texts would mention these things more to, if you will, "paint the picture" in the head of the players.
I don't mean tutorial texts, but conversations, fluff texts, mission descriptions and so on. There are already some short stories which helped me visualize mechanics better, but not much in the game. Of course that only really makes sense once the mechanics are finalized.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on December 04, 2016, 02:21:26 PM
...

Not outposts, but there's something in the pipeline as far as the industry aptitude - hopefully it'll pan out, can't wait to talk about it if it does :)

...


* TV intro music plays * Iiiiits Rampant Speculation Time! This weeeeeek: Skills!

New industry skill: Dockyard Graft.
Each rank increases the available black market ships and weapons. Rank 5 unlocks a contact at each station who, when talked to, can offer a high quality hull in addition to what is available in the market.


I am hoping for a skills rework, but it seems that outposts would have to come first/concurrently.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on December 04, 2016, 02:30:35 PM
IMO Combat Readiness i.e. CR is, by its name, self-explanatory enough to make basic assumptions on its behaviour. Peak Performance Time is less intuitive, yes, but related to CR in a way that if you know what CR is, you'll be able to imagine what it's for.

In-combat thruster and In-system Burn being different types of propulsion - aren't any sci-fi "FTL Drive" essentially this?

While that's impractical, I think it would be helpful if in-game texts would mention these things more to, if you will, "paint the picture" in the head of the players.
I don't mean tutorial texts, but conversations, fluff texts, mission descriptions and so on. There are already some short stories which helped me visualize mechanics better, but not much in the game. Of course that only really makes sense once the mechanics are finalized.
Not everyone cares about lore enough to search every flavor text and lore pieces, so I think it is a good approach to do it.
We already have texts appearing around fleets including our own - something like "Burn drive engaged/disengaged" etc. will help I guess.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on December 04, 2016, 02:45:13 PM
Hey Alex, I've been meaning to ask: How much of a boost is there in combat and what did you do to help speed it up? I know that the UI when displayed has a noticeable effect on low end systems like mine
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: OmegaTech on December 04, 2016, 02:48:12 PM
First time poster, long time lurker...

Just wanted to say that this is amazing work! Great job!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 04, 2016, 02:53:32 PM
While that's impractical, I think it would be helpful if in-game texts would mention these things more to, if you will, "paint the picture" in the head of the players.
I don't mean tutorial texts, but conversations, fluff texts, mission descriptions and so on. There are already some short stories which helped me visualize mechanics better, but not much in the game. Of course that only really makes sense once the mechanics are finalized.

Hmm, maybe. That kind of content is really hard, because nothing is ever really "finalized", you know? Even a hypothetical post-1.0 patch could change a hullmod, and having to edit fluff to account for that is problematic.


Hey Alex, I've been meaning to ask: How much of a boost is there in combat and what did you do to help speed it up? I know that the UI when displayed has a noticeable effect on low end systems like mine

It's hard to say exactly - maybe somewhere in the area of 25% faster? Mostly the changes are in-engine, optimizing some common utility methods, some rendering optimizations, some AI optimization, that sort of thing. Nothing UI-specific, but hopefully it'll help by taking some of the load off the rest of it.

Of course, when there's a screenful of fighters, it's probably more accurate to think of these optimizations as "helping keep the old performance" rather than "getting faster".


First time poster, long time lurker...

Just wanted to say that this is amazing work! Great job!

Hi - thank you! Appreciate you de-lurking just to say something nice :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 04, 2016, 03:37:24 PM
Hmm, maybe. That kind of content is really hard, because nothing is ever really "finalized", you know? Even a hypothetical post-1.0 patch could change a hullmod, and having to edit fluff to account for that is problematic.

I was thinking more of the big mechanics that we only get to see at a high abstraction level - CR, Faction Standing, Burndrive, Salvage(?), Sensor profile, Com Relays, Fighter Replacement etc. It would be great if we could have a peek at those things through they eyes of people who interact with them daily on a personal level, instead of only seeing them from far above. I could add plausibility, immersion and make interactions with these systems more intuitive.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Uomoz on December 04, 2016, 04:10:47 PM
SS 2.0! Thanks Alex :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Techhead on December 04, 2016, 05:27:38 PM
I was thinking more of the big mechanics that we only get to see at a high abstraction level - CR, Faction Standing, Burndrive, Salvage(?), Sensor profile, Com Relays, Fighter Replacement etc. It would be great if we could have a peek at those things through they eyes of people who interact with them daily on a personal level, instead of only seeing them from far above. I could add plausibility, immersion and make interactions with these systems more intuitive.
I think the weirdest abstraction so far is the way crew losses interacts with fighters, and the non-linear "the more fighters you lose, the less crew you lose per fighter".

You might be able to reverse the wording and present it as "the more fighters you lose, the more fighter escape pods the carrier is able to recover", but that gets weird with the total number of fighters launched (and pods recovered) possibly being larger than crew available. Then again, that case is weird in most presentations.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 04, 2016, 05:33:18 PM
I think the weirdest abstraction so far is the way crew losses interacts with fighters, and the non-linear "the more fighters you lose, the less crew you lose per fighter".

The only way you're going to know about that one is from the blog post/comments. In the game, you'll just lose an appropriate-looking amount of crew - more with more fighters lost, but not over the crew on the carrier.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on December 04, 2016, 05:55:33 PM

EDIT:  also really excited to see options to compel aggression out of your officers.  For christ's sake guys, it's okay if the PD dings your armor a little bit, just run down the blasted Tarsus.  Making them become reckless at the player's discretion is also a great workaround for all the issues that normally surround it.  You might lose a ship unnecessarily because you told them to go all-in, but it will feel like the consequence of a decision you made rather than just being punished by AI mistakes you have no real control over.

Hopefully!


The quality of work you put out leaves me with faith that the Aggressive AI will be able to differentiate between "It's okay to take some LMG fire to the armor to press the pursuit" and "I'm compelled to keep pushing at 90% flux and get goomba'ed by a single rack of Harpoons".
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 04, 2016, 06:04:53 PM
And, as you say, if it's not able to, it'll be your own damn fault. But, yes, appreciate the vote of confidence - thank you!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on December 04, 2016, 06:12:40 PM
And, as you say, if it's not able to, it'll be your own damn fault. But, yes, appreciate the vote of confidence - thank you!

I mean, if I'm trying to tell them it's okay to get the paint scratched and they're hearing "Death before dishonor!" then it's pobably going to be a liability more than a feature and result in a lot of angry new faces in General Discussion, but I think you've earned the benefit of the doubt on AI coding at this point.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 04, 2016, 06:26:23 PM
From testing so far, it seems most beneficial to use when your forces are stronger than the enemy, though it's not exactly suicidal in an even fight, either. I seem to remember doing some testing with it in an I think 7v7 or 8v8 fight, and the "full assault" side would lose it more often than not, but not by an overwhelming margin. This was a while back, though, so hopefully I'm not misremembering.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on December 04, 2016, 06:37:07 PM
EDIT:  also really excited to see options to compel aggression out of your officers.  For christ's sake guys, it's okay if the PD dings your armor a little bit, just run down the blasted Tarsus.  Making them become reckless at the player's discretion is also a great workaround for all the issues that normally surround it.  You might lose a ship unnecessarily because you told them to go all-in, but it will feel like the consequence of a decision you made rather than just being punished by AI mistakes you have no real control over.

Hopefully!


Thought: You mentioned adding in a new officer type that will act reckless no matter what. Are you gonna be changing any of the old officer types to not go reckless when a full assault order is given, unless they're specifically told to? I'd like to have soooome sliver of control over how all-out fleet goes
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on December 04, 2016, 06:42:09 PM
That seams reasonable.  Aggression is risky, and I can tell you that even as a player I still end up reloading saves due to aggressive bravado.  I was mostly just concerned that my frigates would interpret that as orders to play catch with strike weapons or press suicidal engagements, but those seem like the kind of obvious problems you would think of immediately which is why I didn't even mention them in my first post.

I guess I'm just triggered tonight because PGI announced a new game and they're like the Vietnam War of intractable bad ideas.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 04, 2016, 06:59:52 PM
Thought: You mentioned adding in a new officer type that will act reckless no matter what. Are you gonna be changing any of the old officer types to not go reckless when a full assault order is given, unless they're specifically told to? I'd like to have soooome sliver of control over how all-out fleet goes

Timid officers won't. Plus you can engage this piecemeal using the "eliminate" assignment.

That seams reasonable.  Aggression is risky, and I can tell you that even as a player I still end up reloading saves due to aggressive bravado.  I was mostly just concerned that my frigates would interpret that as orders to play catch with strike weapons or press suicidal engagements, but those seem like the kind of obvious problems you would think of immediately which is why I didn't even mention them in my first post.

Well, they're not going to die *on purpose* but they're certainly going to press past the point where it might be wise. The point is to not engage this behavior in situations where it'll end badly; the main use case for it is pursuit, though there are other tactical uses too. But if one were to just use that as the default, one should expect losses.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: torbes on December 04, 2016, 07:09:49 PM
Well, they're not going to die *on purpose* but they're certainly going to press past the point where it might be wise. The point is to not engage this behavior in situations where it'll end badly; the main use case for it is pursuit, though there are other tactical uses too. But if one were to just use that as the default, one should expect losses.

Now I desperately want a mod the plays the old "Leroy Jenkins" yell when an officer decides on reckless behavior.  ;D

Come on Combat Chatter !
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: nomadic_leader on December 05, 2016, 01:12:57 PM
So: I get what you're saying, and generally agree with it on a more abstract level. But details, man.

Ok I'll take that. I haven't been able to play for a couple months so I'm not up to date on details. My discussion point about different types of games is a simplification, but it serves as a thought framework for analyzing certain features. Please note, just because starsector has 2d graphics and non-newtonian mechanics doesn't mean it isn't a simulation-- it's a simulation with 2d non-newtonian motion as starting premises from which everything else should follow.

For example all the pre/post combat dialogue box options and what their effects are on CR etc aren't so intuitive, or at least I can never keep them straight. Maybe I'm just a dilettante player and I shouldn't use myself as a metric for what is intuitive, but at that point it feels like I'm playing one of those complicated euro style boardgames where you have to keep a rules card by your side at all times to avoid paralysis.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on December 05, 2016, 01:16:55 PM
Thought: You mentioned adding in a new officer type that will act reckless no matter what. Are you gonna be changing any of the old officer types to not go reckless when a full assault order is given, unless they're specifically told to? I'd like to have soooome sliver of control over how all-out fleet goes

Timid officers won't. Plus you can engage this piecemeal using the "eliminate" assignment.

No chance of having cautious officers maybe only go up to stable or aggressive and not full reckless? I hate the thought of my light support frigates throwing themselves into the fire just because I want my battleships to go in for the steamroll
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 05, 2016, 01:34:28 PM
SS 2.0! Thanks Alex :)

(Oh, hey, look who's around! :))


Please note, just because starsector has 2d graphics and non-newtonian mechanics doesn't mean it isn't a simulation

Yeah, totally agree. My point is that in part because of these, it's more abstracted. Most games are a simulation, right? Set up the rules, and then watch it go.

(In retrospect, the distinction you're making seems possibly more about real-time vs turn-based rather than simulation vs not.)


For example all the pre/post combat dialogue box options and what their effects are on CR etc aren't so intuitive, or at least I can never keep them straight.

Yeah, that's fair - although iirc as of the last release, those options have been drastically simplified.


No chance of having cautious officers maybe only go up to stable or aggressive and not full reckless? I hate the thought of my light support frigates throwing themselves into the fire just because I want my battleships to go in for the steamroll

In that situation, you'd probably want to order them to retreat first. Or put reckless officers on the battleships. Neither option offers fine-grained control, but then again that's not exactly the goal here.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on December 05, 2016, 01:55:52 PM
Does full assault lock you in like full retreat does? If not then couldn't you just cancel the order
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 05, 2016, 01:57:48 PM
It does not. Cancelling it costs/requires a command point, though turning it on does not.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Morgan Rue on December 05, 2016, 02:07:09 PM
Can we get a command to kill a target as fast as possible without caring about efficiency? Will "Eliminate" serve this purpose? I've had some situations where a larger ships will refuse to kill a smaller ship inefficiently by using missiles, even if it is one of the only/few threats remaining. Perhaps this is only an issue with Sabots.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on December 05, 2016, 10:13:55 PM
could we get a fleet skill that unlocks the ability to toggle full retreat off? For no particular reason, I just like the thought of implementing a huge change in military strategy into the skill tree of a space game.
Also, will the AI implement the Assault Charge?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 05, 2016, 10:21:48 PM
Can we get a command to kill a target as fast as possible without caring about efficiency? Will "Eliminate" serve this purpose? I've had some situations where a larger ships will refuse to kill a smaller ship inefficiently by using missiles, even if it is one of the only/few threats remaining. Perhaps this is only an issue with Sabots.

That's largely the point of Eliminate, but it's not going to affect missile use directly. That, I think, is a degree of direct control I don't want to expose.


Also, will the AI implement the Assault Charge?

Yeah, very much so. Should make a good deal of difference in terms of how easy it is to solo multiple opponents, especially in the moments between when it gives the order and when you realize that it's done that.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on December 06, 2016, 12:55:30 AM
Can we get a command to kill a target as fast as possible without caring about efficiency? Will "Eliminate" serve this purpose? I've had some situations where a larger ships will refuse to kill a smaller ship inefficiently by using missiles, even if it is one of the only/few threats remaining. Perhaps this is only an issue with Sabots.

That's largely the point of Eliminate, but it's not going to affect missile use directly. That, I think, is a degree of direct control I don't want to expose.


Also, will the AI implement the Assault Charge?

Yeah, very much so. Should make a good deal of difference in terms of how easy it is to solo multiple opponents, especially in the moments between when it gives the order and when you realize that it's done that.

Will the AI be aware of the limitations of the personalities of the officers in its fleet and if its remaining fleet has too many cautious officers to effectively take down, say, a solo ship player, would they be more likely to trigger full assault mode than if they were to be fielding a fleet of ships that necessarily wouldn't need it? I guess my question is, at the first pass how dynamic are we expecting AI use of FA to be?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Questionable on December 06, 2016, 02:38:58 AM
Campaign
  • Deep hyperspace now functions similarly to nebula (slows down smaller fleets, fleets inside are less visible)
    • The slow-down effect is up to 30% (vs 50% for nebula)
When I first tried out the game I actually though that is how deep hyperspace worked because it literally looks like a nebula. I was pleasantly surprised later when I found out that deep hyperspace doesn't slow you down, only the storms do, so if you were an experienced player you should weave through deep hyperspace while avoiding the storms by seeing the storms build up. I though it was kinda cool that based on "skill" players could take shortcuts and have a faster time moving though.
With this change though I imagine the navigator perk becomes more useful. But yeah mixed feelings on this.

  • Added new ability: "Sustained Burn"
    • Increases maximum burn by 10
    • Reduces acceleration and sensor range, increases range at which fleet is detected
    • Activation results in fleet slowing down and stopping before sustained drive mode is engaged
    • Intended for long-range travel while creating a vulnerability if hostile fleets are around
This is something I am rather excited for since I always loved the feeling of "warp drive" powering up before moving through space at massive speed. Will it be something similar to this? https://youtu.be/2sCvIkNRV1o?t=7
By that I mean that I just hope you give it some visual and possibly audio difference between normal traveling and normal burn drive, so it both looks, sounds and feels different "less burn and more warp" so to speak, which I imagine would both help with "why do the ships need to stop before using this system" question as the ships are using a different system to travel.

  • Odyssey, Conquest: increased burn level by 1
Neat, with all of the speed nerfs, will conquest get some additional love in the speed department, or is it just me that wants a very fast but frail capital ship compared to the others.

Combat
  • Thumper: now fires 1-second burst of 20 shots (100 frag damage each), 3 second delay between bursts
I have never found a use for the thumper,what exactly is it supposed to be good for? Rare cases where you have a ship with exposed hull and no shields? But that assumes a crushing winning position anyway, aren't win more weapons kinda useless? (or is it against fighters? But PD and flak are more versatile in that regard)

Lastly is there any estimates you can give on when this version will be released? I don't expect a concrete date but I imagine you know if it will take 6 months or 3 months, or 2 or 1...I am not asking for a promise, just an estimate.[/list][/list][/list][/list]
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Tartiflette on December 06, 2016, 03:10:00 AM
Almost all of these questions have been already answered.  ???


>Rig
Quote
Yeah, I'm not sure this will stay in actually. It has some other problems - it's either always worth it to deploy the rig, or always not, depending on the battle size.

>Speed
There's Safeties Override and some hints about rare drop high tier hullmods to find.

>Break
Quote
When a ship is disabled, there's a chance this will happen. The chance and min/max number of pieces are set per-ship in ship_data.csv. On average, the chance is around 50%.
Ships that break up won't be available for boarding. For salvage, "destroyed" ships will contribute more than they do now, probably about the same as "disabled".

>Crew
Quote
Yeah, but man does it make so many things on the backend *so* much easier and less bug-prone. Even if this was a subtraction in terms of gameplay (which I don't think it is - it feels cleaner now), it would still be 100% worth it just for how much it makes any related code easier, and for how many more crew-related mechanics are in the game as a result.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Questionable on December 06, 2016, 03:20:15 AM
My bad, cleaned it up a bit.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 06, 2016, 05:53:20 AM
Quote
I have never found a use for the thumper,what exactly is it supposed to be good for? Rare cases where you have a ship with exposed hull and no shields? But that assumes a crushing winning position anyway, aren't win more weapons kinda useless? (or is it against fighters? But PD and flak are more versatile in that regard)
Thumper's problems are numerous.  It has slow windup like Storm Needler and it has relatively short shot range for a ballistic.  If you did not mind fragmentation damage type, Vulcan or Dual Flak were still better.  Vulcan costs less OP for roughly the same DPS, only downside was shorter range (but Vulcan is easier to use than Thumper).  Dual Flak has comparable DPS with area-of-effect to hit more than one target, and is the best PD in the game.  I even prefer single Flak to Thumper, despite less DPS.  Thumper is so bad that it is useless for the player.  If it was designed to be a useless (D) weapon for NPC pirate (D) ships to use, it does that job well.  However, even similarly cheap stuff like Arbalest and Hellbore are effective.  (Too effective for its cost in case of Hellbore.)  Thumper is not.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on December 06, 2016, 06:14:43 AM
The new Thumper looks interesting on paper - 2000 damage in a quick burst is pretty nasty and I can imagine sneaking it into a venting or flanked enemy for a surprise kill. Then again, each burst is only 100 frag, or 25 vs armor, and with the new minimum of 5% armor, that means the Thumper's damage output is always going to be significantly less than 2000 per burst.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 06, 2016, 10:52:21 AM
Will the AI be aware of the limitations of the personalities of the officers in its fleet and if its remaining fleet has too many cautious officers to effectively take down, say, a solo ship player, would they be more likely to trigger full assault mode than if they were to be fielding a fleet of ships that necessarily wouldn't need it? I guess my question is, at the first pass how dynamic are we expecting AI use of FA to be?

I don't honestly remember all the details right now. It's probably not going to be super nuanced about it, though - it's the sort of thing where the nuance seems like it'd be impossible to appreciate or even notice.


When I first tried out the game I actually though that is how deep hyperspace worked because it literally looks like a nebula. I was pleasantly surprised later when I found out that deep hyperspace doesn't slow you down, only the storms do, so if you were an experienced player you should weave through deep hyperspace while avoiding the storms by seeing the storms build up. I though it was kinda cool that based on "skill" players could take shortcuts and have a faster time moving though.
With this change though I imagine the navigator perk becomes more useful. But yeah mixed feelings on this.

Yeah, this pretty much covers it. Made the change because of how confusing it is because it looks like a nebula, but, yes, gameplay-wise it's potentially more desireable to have it function as it does in the current version. However, with the movement penalty in it capping out at 30% (vs 50% for nebula), it's still workable, and it gives a different reason to move through clear areas, so I'm hopeful it'll work out.


I have never found a use for the thumper,what exactly is it supposed to be good for? Rare cases where you have a ship with exposed hull and no shields? But that assumes a crushing winning position anyway, aren't win more weapons kinda useless? (or is it against fighters? But PD and flak are more versatile in that regard)

It's not supposed to be good, more of a weapon you use when you don't have anything better, and it's also cheap.

I do think it gets too much of a bad reputation, though - it's surprisingly flux-efficient in chewing through shields, and can do a good job with just a bit of HE mixed in to do the initial armor-breaking. It can work well on an Enforcer with SO, for example, or some such. Again, not saying it's *good*.

The new version is meant to generally remain bad while having situational usefulness and also creating a more interesting threat when you're the one facing it. Stop paying attention, and a well-aimed Thumper burst can end your day if you're flying a frigate.


Lastly is there any estimates you can give on when this version will be released? I don't expect a concrete date but I imagine you know if it will take 6 months or 3 months, or 2 or 1...I am not asking for a promise, just an estimate.[/list][/list][/list][/list]

:-X
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Morrokain on December 06, 2016, 11:33:50 AM
Yes!! Some notes!! "And it was my best...day...EVER!" (R.I.P Nappa)

I'm glad to see hullmods are now properly like ship upgrades that can be bought and looted! Could really give exploration a shot in the arm alongside the expanded map and salvage mechanics with some special rare hullmods in the future!

The A.I changes sound great! I hope the "Eliminate" command works well when the attacking ships are under fighter and drone pressure. It will be needed with the fighter changes. Ideally, since in the blog post on fighters you had commented that fighters inherently need to be weak to avoid balance issues with carriers, ships targeting a carrier with the "Eliminate" command should ignore its fighter attacks completely with the intent on closing the distance as quickly as possible since fighters are unlimited in the long run. Otherwise, I am worried game play will bog down again because ships spend too much time trying to thin the fighter herd to lower the fighter replacement bar than actually kill the source of the threat itself. For some carriers that could be effective, sure, but for others that can replace fighters more quickly for a longer period of time not so much.

Also loving the codex hint  8)
+1 to the Discover hint!

I am also pleased by the flux vent spam nerf. It was too abusable. Is the A.I aware of this penalty too? Not as much of an issue usually, but it would occasionally come up where I see the A.I vent spam.

With the world so big now, have you done anything to address fuel and supply prices accordingly? I actually kind of felt that they were a tad high before. With things so much bigger I feel I will go bankrupt trying to travel :D

Great work on this update, I see a lot of things really coming together nicely! I think I say this almost every time but this is my most anticipated release ever!

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: facc00 on December 07, 2016, 07:43:49 AM
Thanks for the continued work!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 07, 2016, 10:20:24 AM
Alex, could you please share Heavy Mortar stats with us? Damage/flux per shot and OP cost?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 07, 2016, 10:43:38 AM
The A.I changes sound great! I hope the "Eliminate" command works well when the attacking ships are under fighter and drone pressure. It will be needed with the fighter changes. Ideally, since in the blog post on fighters you had commented that fighters inherently need to be weak to avoid balance issues with carriers, ships targeting a carrier with the "Eliminate" command should ignore its fighter attacks completely with the intent on closing the distance as quickly as possible since fighters are unlimited in the long run. Otherwise, I am worried game play will bog down again because ships spend too much time trying to thin the fighter herd to lower the fighter replacement bar than actually kill the source of the threat itself. For some carriers that could be effective, sure, but for others that can replace fighters more quickly for a longer period of time not so much.

Yeah, actually. One of the properties of "reckless" behavior is ignoring whether you're being flanked or not, which will make ships stop maneuvering to avoid the fighters and they'll just plow through. They'll still try to avoid bombs/torpedoes launched by said fighters, though.


I am also pleased by the flux vent spam nerf. It was too abusable. Is the A.I aware of this penalty too? Not as much of an issue usually, but it would occasionally come up where I see the A.I vent spam.

The AI iirc isn't aware of it but then it basically doesn't vent-spam to that degree anyway, so I don't think it'll affect it much except for, say, the Mudskipper Mk.II armed with a Gauss Cannon. And I'm ok with that being sub-optimal :)

With the world so big now, have you done anything to address fuel and supply prices accordingly? I actually kind of felt that they were a tad high before. With things so much bigger I feel I will go bankrupt trying to travel :D

I haven't actually done a whole lot of testing here, so: not at this point. I actually like the idea of travel costs being high so that just going somewhere is a risk or at least an investement, but of course the rewards have to be balanced accordingly as well.


Great work on this update, I see a lot of things really coming together nicely! I think I say this almost every time but this is my most anticipated release ever!

Thank you!


Thanks for the continued work!

Thanks for the continued support :)


Alex, could you please share Heavy Mortar stats with us? Damage/flux per shot and OP cost?

700 range, 110 damage for 90 flux, 2 shots per second average (in 2-shot bursts), 7 OP, and the same anemic shot speed as the light mortar (500).
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Linnis on December 07, 2016, 11:18:24 AM
Well the problem is not so much it is a * bad*  weapon. Thumper that is. It's more a budget weapon.

But there are two problems.
1. There are small mount weapons that perform way better for cheaper.
2. There are no expendible ships that can use medium mount other than the hound and Cerberus. But these ships because of shield problem are best fitted with flux intensive weapons.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on December 07, 2016, 11:33:33 AM
it's bad insofar as

1. it takes a weapon slot you can use for something else
2. other weapons are readily available

if there was a subclass of weapons that were deliberately bad (well, past like the 2 others that are) it would be fine, but as it is it's kind of just garbage no one uses because better things are always available.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mysterhay on December 07, 2016, 12:05:07 PM
Hey Alex,

What about adding an option to observe ongoing fights without necessarily joining in? Could help the galaxy feel more alive and I don't imagine it would need *too* much adjustment behind the scenes.

Would also be a nice way to see the ships in action from time to time without worrying about your own losses.

Just a random thought! Really looking forward to 0.8 :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 07, 2016, 12:29:04 PM
I actually like the idea of travel costs being high so that just going somewhere is a risk or at least an investement, but of course the rewards have to be balanced accordingly as well.

I was thinking, maybe it would be nice to have a good chunk of missions/bounties which take place locally, as opposed to sector-wide ones. Then you'd have the chance to accumulate wealth and ressources in preparation for far jouneys, which could be really expensive and relatively rare and special events.

"Locally" could mean the current system, or the current constellations, depending on what that means. What defines a constellation?


What about adding an option to observe ongoing fights without necessarily joining in? Could help the galaxy feel more alive and I don't imagine it would need *too* much adjustment behind the scenes.

Would also be a nice way to see the ships in action from time to time without worrying about your own losses.

I guess you could just deploy a shuttle or something and park it in a corner to observe a fight AI vs AI.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 07, 2016, 12:42:37 PM
There are sub-optimal, then there are stuff so bad that you do not want to use it unless you literally have no other option.  Arbalest is cheap and sub-optimal, but not useless.  My ships sometimes use Arbalest as a railgun substitute when OP is scarce.  Thumper is the only weapon that is so bad that it is useless for the player (but it is great for lowering difficulty of enemy ships that use it instead of better weapons).  Mining Laser and Mortar are so underpowered as to be almost useless, but at least they are extremely cheap, and you get what you pay for.  Thumper, I get better results installing Vulcan in a medium ballistic mount, due to ease-of-use and saving OP for more stuff.  If OP is not a problem, then dual flak is a much better combo PD/finisher fragmentation weapon.  The only other weapons close to uselessness is LR PD laser (higher OP cost than PD laser; higher flux cost than Tac Laser, when some ships already have trouble dealing with Tac Laser costs) and Proximity Charge Launcher (too hard to use, costs more OP than other medium missiles, but not as effective).  Even those two have some use.

Re: Heavy Mortar.
Quote from: Alex
700 range, 110 damage for 90 flux, 2 shots per second average (in 2-shot bursts), 7 OP, and the same anemic shot speed as the light mortar (500).
Seems like the only reason to take this over LAG is shot range, which is a big deal admittedly.  Matching range with Arbalest (and Railgun) means they probably compliment each other, good for Enforcer and Hammerhead.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 07, 2016, 01:06:48 PM
What about adding an option to observe ongoing fights without necessarily joining in? Could help the galaxy feel more alive and I don't imagine it would need *too* much adjustment behind the scenes.

Would also be a nice way to see the ships in action from time to time without worrying about your own losses.

Just a random thought! Really looking forward to 0.8 :)

That's pretty neat! A bit too gratuitous, probably, but still neat.

Plus combat really works a lot better when one of the ships and sides is player-controlled; it's really built with that in mind. You'd likely see some odd behavior from the AI etc if this isn't the case.


I was thinking, maybe it would be nice to have a good chunk of missions/bounties which take place locally, as opposed to sector-wide ones. Then you'd have the chance to accumulate wealth and ressources in preparation for far jouneys, which could be really expensive and relatively rare and special events.

"Locally" could mean the current system, or the current constellations, depending on what that means. What defines a constellation?

I guess it depends on what you mean by "locally" - the core worlds are in the middle of the Sector, so a lot of stuff will naturally be local to that relatively small area. I'd like expeditions outside that to really have more of an expedition feel, but I guess we'll have to see how it pans out. It's hard to talk about it without enough playtesting, of which there hasn't been much here. Need to get more exploration content in, some more REDACTED stuff, and then really take if for a spin, see how everything feels, and adjust accordingly.


Seems like the only reason to take this over LAG is shot range, which is a big deal admittedly.  Matching range with Arbalest (and Railgun) means they probably compliment each other, good for Enforcer and Hammerhead.

it's got 220 dps (vs 160) and almost triple the per-shot damage, as well as considerably better flux efficiency, so it seems a pretty clear winner unless you want to shoot down fighters (in which case flak) or OPs are very tight. And then there's the range, as you say.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: HELMUT on December 07, 2016, 01:11:16 PM
Quote from: Alex
700 range, 110 damage for 90 flux, 2 shots per second average (in 2-shot bursts), 7 OP, and the same anemic shot speed as the light mortar (500).
Seems like the only reason to take this over LAG is shot range, which is a big deal admittedly.  Matching range with Arbalest (and Railgun) means they probably compliment each other, good for Enforcer and Hammerhead.

Much higher damage per shot as well (110 vs 40), which is pretty big deal for HE weapons. But yeah, this is going to be an Arbalest bis. On the bright side it won't have to compete with a HE-Railgun like its kinetic sibling to find its niche.

Edit : Goddangit you ninja!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 07, 2016, 01:12:18 PM
110 damage per shot, not DPS?  I thought you meant 110 DPS, but if it is 200+ DPS, well then, yes, Heavy Mortar is better.  At least there is a halfway option between LAG and Heavy Mauler.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SeinTa on December 07, 2016, 03:14:54 PM
Maybe I missed it and just can't find it, but how will Sector Age affect the game?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on December 07, 2016, 03:20:02 PM
Maybe I missed it and just can't find it, but how will Sector Age affect the game?
It controls the colors of the stars and the types of planets and terrain IIRC
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on December 07, 2016, 09:57:21 PM
All hail the arrival of the long-awaited Generic HE Medium Ballistic!

Because they can't all be Heavy Maulers.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cycerin on December 08, 2016, 04:32:31 AM
Yeah I'm really glad to see the arrival of the Heavy Mortar. And the new Thumper is more interesting.

I also think it's good that range and speed has turned into more of a dichotomy - coupled with the ability to make your fleet zero in on targets reliably, perhaps this will finally open up for fleets of close-range striky killers not being flat out worse than a fleet of bricks with range.

It would actually be fun to have a worse, but cheaper ITU available for cap ship purposes, as a modspec drop. "Mark I Targeting Module" or whatever. I think the modspec system is a good opportunity to open up for niche, fine-grained ship customization options. Hell, you could even go full Diablo and procedurally generate hullmods that drop from mysterious REDACTED targets or whatever.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 08, 2016, 05:06:51 AM
It would actually be fun to have a worse, but cheaper ITU available for cap ship purposes, as a modspec drop. "Mark I Targeting Module" or whatever. I think the modspec system is a good opportunity to open up for niche, fine-grained ship customization options. Hell, you could even go full Diablo and procedurally generate hullmods that drop from mysterious REDACTED targets or whatever.
Hopefully, not one that yields one or two god-tier options that everyone would cheat and dupe for if Starsector was online multiplayer and the rest crap.  Diablo-style item generation is great if you want players to be hooked and focus mostly on items and min-maxing.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cycerin on December 08, 2016, 05:35:47 AM
Yeah, which is why the idea is niche sidegrade options for more customization.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cyan Leader on December 08, 2016, 07:33:00 AM
If the venting nerf was added because players were abusing it wouldn't it be better to nerf the spam rather than to nerf venting itself?

Something simple like if you vent once it's business as usual, but if you vent within a certain period of the last vent (10/15 seconds?) you'll get the penalty. You can even stack that up if you want to really punish players for being reckless with it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cycerin on December 08, 2016, 01:04:20 PM
I wonder if the range penalty for unstable injector maybe should scale a bit with size class? When I think about it, it seems like it will be a nerf to frigates that want to use energy weapons and still go fast. It shouldn't be a no-brainer but flat 25% seems more punishing for frigates than it needs to be.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 08, 2016, 01:29:47 PM
If the venting nerf was added because players were abusing it wouldn't it be better to nerf the spam rather than to nerf venting itself?

Something simple like if you vent once it's business as usual, but if you vent within a certain period of the last vent (10/15 seconds?) you'll get the penalty. You can even stack that up if you want to really punish players for being reckless with it.

It's not much of a nerf to venting unless one is venting at very low flux, but then that's the point. I get what you're saying, and did think about other ways to do this, but this way seems simplest. The nice thing is no extra UI required - you just see the reload bars stop moving for a few seconds, and it makes sense. Something like "X seconds since last vent" would require more UI, and adding extra UI elements for this definitely seems like too much.


I wonder if the range penalty for unstable injector maybe should scale a bit with size class? When I think about it, it seems like it will be a nerf to frigates that want to use energy weapons and still go fast. It shouldn't be a no-brainer but flat 25% seems more punishing for frigates than it needs to be.

Hmm - going to playtest that some and see. It needs to be enough that it's not an obvious choice for a kiting setup, which 25% feels pretty good for - doable with beams, unlikely with anything else. But, again, definitely need to playtest and see what low-range stuff feels like when it's down by 25%.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Linnis on December 08, 2016, 03:02:46 PM
Then why not just add an line or extra transparent layer to the flux bar or something similar that says "ready to vent" and vent is on something like 3 second cool down.

Otherwise maybe just have the whole ui flicker off and then off then on when venting, to visualize flux systems turning off and on.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 08, 2016, 04:02:26 PM
Is the Devastator Cannon indeed a fragmentation damage type weapon? Do you have any special intents for fragmentation damage going forward or just thought that a large mount frag damage weapon was a niche that needed filling?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 08, 2016, 06:48:20 PM
I wonder if the range penalty for unstable injector maybe should scale a bit with size class? When I think about it, it seems like it will be a nerf to frigates that want to use energy weapons and still go fast. It shouldn't be a no-brainer but flat 25% seems more punishing for frigates than it needs to be.
I am concerned about this for the Wolf.  Wolf without engine upgrade is too slow against its competitors, but if its range with pulse laser/heavy blaster gets gutted to 450-ish with an engine upgrade (that I should use Safety Override to try to compete with Lasher), then there may be no point to use it.  Its attack range will be so short that I might as well use Lasher instead.  (If I use all-beams instead, then Wolf gets hard-countered by anything with shields, which is nearly everything past early-game pirates).  Lasher can outshoot small stuff in close range and win the flux war.  The Wolf cannot with flux-hungry laser/blaster or beams only.

Other high-tech ships may be fine without Unstable Injector.  Tempest is probably fast enough, and the likes of Hyperion and Scarab have powerful systems.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TaLaR on December 08, 2016, 08:14:18 PM
+1 to Megas here. Frigates, especially ones with low base speed, benefited the most from accessible speed hullmods (since they scale with reverse size).

This seriously limits usability of slower frigates (around 100 speed), unless pigeonholing them into Safety Override builds is intended.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on December 08, 2016, 09:57:54 PM
Frigates won't be able to kite as much, but imo thats not a bad thing. Its kind of silly that the player frigates are automatically 40+ speed faster than the AI (because its a mandatory hullmod the AI doesn't use very much). I do agree that the Wolf is undergunned when it comes to cracking shields, but its mobility system is rather powerful on defense.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 09, 2016, 06:29:12 AM
The thing about Wolf:  It is not much faster than Lasher.  It is slower than Lasher, and possibly other frigates, that are equipped with an engine hullmod if Wolf is not similarly equipped.  Because it relies solely on Pulse Laser or a blaster to crack shields, and those weapons are flux hungry and do less damage to shields than kinetics, it will lose the flux war unless it can kite.  As for small mounts, it needs at least two, preferably all three, for PD.

Its phase skimmer is its only consolation ever since it lost its Omni shield.  The change to front shield has hurt its defenses.  Skimmer will not help much if it is forced to fight within range of enemy ballistics, because ballistics (if favoring kinetics) almost always wins.

Wolf is fairly expensive to deploy, and they do not clean up pursuit as efficiently as a Lasher or superior high-tech frigates.

The easiest solution, without changing weapon balance or ship systems, is to change Wolf's missile hardpoints to composites.  That way, it can fight kinetics with kinetics, much like Medusa can, so that it is not dead meat as soon as a ballistic bruiser comes in range.  EDIT:  Or change shield efficiency from 0.8 to 0.6, so its shield can take a beating from machine gun or autocannon fire?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Chronosfear on December 09, 2016, 09:43:45 AM
The thing about Wolf:  It is not much faster than Lasher.  It is slower than Lasher, and possibly other frigates, that are equipped with an engine hullmod if Wolf is not similarly equipped.  Because it relies solely on Pulse Laser or a blaster to crack shields, and those weapons are flux hungry and do less damage to shields than kinetics, it will lose the flux war unless it can kite.  As for small mounts, it needs at least two, preferably all three, for PD.

Its phase skimmer is its only consolation ever since it lost its Omni shield.  The change to front shield has hurt its defenses.  Skimmer will not help much if it is forced to fight within range of enemy ballistics, because ballistics (if favoring kinetics) almost always wins.

Wolf is fairly expensive to deploy, and they do not clean up pursuit as efficiently as a Lasher or superior high-tech frigates.

The easiest solution, without changing weapon balance or ship systems, is to change Wolf's missile hardpoints to composites.  That way, it can fight kinetics with kinetics, much like Medusa can, so that it is not dead meat as soon as a ballistic bruiser comes in range.  EDIT:  Or change shield efficiency from 0.8 to 0.6, so its shield can take a beating from machine gun or autocannon fire?

I like the idea of changing the missile hardpoint to composite .. use ballistic early in game and later on, when you want to use the wolf as a more defensive support ship with its missiles back in place.
or the 2 small energy ( left & right , not center ) could be changed to ?hybrid? [Ballistic/Energy]

And btw : t I think we are getting of topic  :-X
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 09, 2016, 10:07:44 AM
It would not be a good idea to change Wolf's small energy to hybrid.  At that point, Vulcan becomes a no-brainer to install for PD.  Same OP cost as PD laser, but much more effective for anti-missile.  That or install some Light Needlers to kite with.  I probably would use Advanced Optics boosted Phase Lance, Light Needler, and two Vulcans.

Most energy weapons that do not have special properties like EMP are simply inferior to ballistics.  With vent delay killing vent spam, blasters may not be so good anymore, because they are usually at their best when they can be vent spammed.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 09, 2016, 10:40:05 AM
Then why not just add an line or extra transparent layer to the flux bar or something similar that says "ready to vent" and vent is on something like 3 second cool down.

Otherwise maybe just have the whole ui flicker off and then off then on when venting, to visualize flux systems turning off and on.

Again, more UI elements and more complicated. Not saying you couldn't make that work (aside from the whole UI flickering, that seems like a lot of overkill), but the "pause weapon reload for 2 seconds" also works and is nice and simple.

Taking a step back: what's the goal of making the change you're suggesting vs the one I made? That's probably good to establish.


Is the Devastator Cannon indeed a fragmentation damage type weapon? Do you have any special intents for fragmentation damage going forward or just thought that a large mount frag damage weapon was a niche that needed filling?

It's HE.


Regarding the Wolf:
What exactly should we expect out of it? It's still more than capable of beating an AI-controlled Lasher in the player's hands, without skills involved on either side, even when the Lasher is armed with kinetics. For me, that's a much easier and faster fight than the reverse; even with UI the Lasher is only 10 units faster than the Wolf, which isn't enough to make up for the phase skimmer. It's also a decent support ship when equipped with beams and missiles.

If anything, this seems like it might be back to working more-as-intended. The Wolf can dictate the engagement vs a Lasher, but requires more finessing - whether in managing flux or in attacking at the right time, when more than two ships are involved - to actually come out on top. The UI change should help high-tech ships by making their speed advantage mean more.

(Side note: Swarmers seem great on an early-game Wolf. Flux-free damage, accurate vs frigates, keep the pressure on while out of range, good enough ammo to handle several enemy frigates.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on December 09, 2016, 11:35:01 AM
wolf is fine, it just has the problem that every other frigate also does wherein flanking with it is marginally impossible because of the turn speed of heavier ships.

frigates can't realistically position themselves to the rear of the enemy, due to inability to deal with the firepower on the way, and they can't realistically punch through the front of something due to range/longevity problems.

i don't know if that's really a bad thing though, and that of course excludes phase/teleport frigates which are still pretty absurd
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 09, 2016, 03:25:45 PM
Regarding the Wolf:
What exactly should we expect out of it?
Blue death!  Maybe Tempest-lite.  More seriously, something that can compete with Lasher much like Medusa competes with Enforcer, and Paragon with Onslaught.  (For cruisers, current Aurora is a joke ship while Dominator is top-tier.)  Since it costs as much CR to deploy as Tempest, I expect Wolf to outperform Lasher a bit, but it only shines when a group of them can surround a target and tear it apart.  Mass Wolf pack used to be feasible for the player during 0.65, but the 25 ship limit and possibly addition of officers (for the enemy) made that sub-optimal for the player.  AI can still bring huge numbers to bear against the player, but player cannot do that to the extent possible in 0.65.

When I first played Wolf in 0.53, before CR and peak performance, I would use the starter (graviton and tac laser) beam Wolf, and kite until beams slowly overload then kill ships.  That is not very effective in today's world of timers.  More recent versions, like during 0.65, my Wolf would use pulse laser or heavy blaster, slowly chip shields with hard flux until ship is forced to lower shield.  If I stray too close to the enemy ship, and it has LMGs or autocannons, it would shoot and hit my shield for hard flux faster than I can do to the enemy.  If the enemy has assault guns or chaingun, it is not so bad.

For missiles, I use the starter Harpoons until I get Salamanders (from loot or pirates' black market).

At endgame, I use frigates (aside from Hyperion) as cheap pursuit/clean-up option.  Lasher has the best blend of low cost and high firepower.  Tempest, Scarab, and phase ships are more useful if the enemy is too fast or too numerous.  (If enemy is still capable of significant resistance, better to auto-resolve for the no-risk option.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ChaseBears on December 09, 2016, 04:01:51 PM
love the patch notes!   :)

a little concerned at the removal of carrier rally though. i know about the fighter changes and all...  i just like how carrier rally points create organic objectives in combat, as opposed to the artificial objectives of the beacons.

I am curious @Alex if any inspiration has been taken from other recent work in the genre, like SPAZ 2 or Wayward Terran Frontier.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 09, 2016, 04:14:25 PM
Devastator Cannon is HE, huh? Well geez, we've got 3 large mount ballistics all sporting HE damage now—Hellbore, Hephaestus Assault and now this! Wasn't the consensus saying the Hephaestus was kinda underpowered and could use some help?

Do the shots fired by the Devastator have an AoE effect, is it still a burst fire weapon?

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 09, 2016, 05:16:14 PM
HAG is just a bit overpriced compared to Hellbore.  Cheaper OP cost is usually the reason why (I) to choose Hellbore over HAG.  Hellbore is burst damage, and happens to be vent spam friendly, the latter of which may be abolished.  The main thing going for HAG is rapid-fire if your other weapons are slow-firing, like HVD.

If anything, I think Hellbore may be undervalued (although I sure enjoy how cheap it is - lets me equip more stuff).  Probably should cost at least as much as Mark IX.

Heavy ballistics have three kinetics too, but then again, it does not matter - Mjolnir is the one all-powerful heavy ballistic to rule them all.

EDIT:  If Hellbore is meant to be the super-heavy version of Light and (new) Heavy Mortar, maybe its range could be downgraded to 800, since the other mortars have less range than more expensive assault weapons?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on December 09, 2016, 05:31:33 PM
seconding what megas said about the wolf, I think

when you see a medusa, you don't think of it on equal terms as say an enforcer or a hammerhead; when you see a paragon, you DEFINITELY don't think of it on equal terms as say an onslaught or a conquest. Now, the Aurora is in a bit of a tough spot, but even now I think it's more challenging than an eagle or a dominator.

The wolf, however, for me is almost equivalent to a lasher in combat considerations...

Now, of course, that could be working as intended, but it is a bit of a jarring departure
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ChaseBears on December 09, 2016, 05:34:26 PM
I never really thought of the wolf as being medusa or paragon level technology. There's at least 3 higher tech frigates after all.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 09, 2016, 05:44:54 PM
wolf is fine, it just has the problem that every other frigate also does wherein flanking with it is marginally impossible because of the turn speed of heavier ships.

Yeah, that's going to get dialed back.


Blue death!  Maybe Tempest-lite.  More seriously, something that can compete with Lasher much like Medusa competes with Enforcer, and Paragon with Onslaught.  (For cruisers, current Aurora is a joke ship while Dominator is top-tier.)  Since it costs as much CR to deploy as Tempest, I expect Wolf to outperform Lasher a bit, but it only shines when a group of them can surround a target and tear it apart.

It'll be interesting to see how it plays out. It's a good support ship, the question is whether multiple-ship-deployments will be efficient enough to make it shine. I think they will be, for REDACTED reasons.

At endgame, I use frigates (aside from Hyperion) as cheap pursuit/clean-up option.  Lasher has the best blend of low cost and high firepower.  Tempest, Scarab, and phase ships are more useful if the enemy is too fast or too numerous.  (If enemy is still capable of significant resistance, better to auto-resolve for the no-risk option.)

I think a UI Wolf would make a decent pursuit ship, certainly a lot faster than a UI Lasher for only 1 extra supply. Firepower's not the same, though.


a little concerned at the removal of carrier rally though. i know about the fighter changes and all...  i just like how carrier rally points create organic objectives in combat, as opposed to the artificial objectives of the beacons.

Yeah, but it just doesn't make sense anymore. You don't want to just park your carriers somewhere out of the way anymore.

I am curious @Alex if any inspiration has been taken from other recent work in the genre, like SPAZ 2 or Wayward Terran Frontier.

Well, I haven't played either one of those... :)


Devastator Cannon is HE, huh? Well geez, we've got 3 large mount ballistics all sporting HE damage now—Hellbore, Hephaestus Assault and now this! Wasn't the consensus saying the Hephaestus was kinda underpowered and could use some help?

I might look at it at some point, yeah. No comment until that point.


EDIT:  If Hellbore is meant to be the super-heavy version of Light and (new) Heavy Mortar, maybe its range could be downgraded to 800, since the other mortars have less range than more expensive assault weapons?

Hmm. Maybe, yeah. I've got a TODO item to look at it; iirc what I was considering is decreasing the rate of fire, so that it's still the king of 1-shot damage, but not so hot as far as the overall dps.


Do the shots fired by the Devastator have an AoE effect, is it still a burst fire weapon?

Yeah, they do. It's a large, rapid-fire burst of shells that both have a proximity fuse and a variable range, so firing it will cover a large swath in explosions. Mostly anti-frigate, fighter, and missile; can get around shields sometimes by flying by and exploding out of arc. Cheap in terms of flux for the dps that it does (and also lower flux per second than most alternatives), but it's virtually impossible to land all the damage on any one target.


The wolf, however, for me is almost equivalent to a lasher in combat considerations...

Well, it only costs 1 more unit of supplies to deploy, so it's definitely not Medusa-level. It's much more "workhorse" than "outlier", which, granted, the high-tech ships tend to be but they by no means have to be that.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 09, 2016, 06:02:38 PM
@ gunnyfreak: Actually, I think Medusa and Enforcer, and Paragon and Onslaught, are roughly equal, just different.  Hammerhead is just an inferior Enforcer knock-off which, hopefully, the next release will fix (+5 OP and no additional flux cost for ammo feeder).  As for Wolf vs. Lasher, Wolf is a bit easier to use (as long as speed hullmods do not mess with shot range), but may not perform as efficiently as Lasher despite being more expensive.  Wolf used to have Omni shields and cost a bit less CR to deploy than Tempest.  Now, Wolf is a bit expensive to use.  Overall, I think Wolf is a bit inferior to Lasher overall, and is completely outclassed by Tempest except for cargo capacity.  I simply fear that if Wolf is forced to use new Unstable Injector to keep up with other frigates that use Unstable Injector (I will probably still use Unstable Injector for Lasher and other ballistic reliant frigates), then Wolf will have no better range than Safety Override builds, and (I guess) no frigate can beat a Lasher with an active ammo feeder.

Quote from: Alex
I think a UI Wolf would make a decent pursuit ship, certainly a lot faster than a UI Lasher for only 1 extra supply. Firepower's not the same, though.
It's the firepower and flux usage.  Lasher can use ammo feeder and flux efficient LMGs (and more) to make shields disappear fast.  Annihilators and LAG break armor, then Vulcans and more LMGs tear through hull faster.  Lasher is a monster for its size at clean-up.  When I try Wolf, I vent-spam a heavy blaster for the most power, and the rest of the weapons have far less DPS than Vulcans.  It takes a while to chew through shields and the rest with just one heavy blaster, especially if I miss, with beams doing insignificant damage.  My Wolf needs to vent (no Safety Override) often due to flux-hungry weapons.  In short, Lasher has much more firepower than Wolf.  This is also why I use Lasher instead of a Hound or Kite, which are cheaper and have more top speed.

P.S.  With Lasher, Safety Override (plus engine hullmod) is great!  More speed, and among LMGs, LAG, Vulcans, and missiles, only LAG is affected, and the LAG is used as a backup when Annihilators are not enough.  For Wolf with Heavy Blaster, it needs to vent spam constantly, and Safety Override prevents venting!  SO also cuts Heavy Blaster range.  Wolf that relies on a medium energy weapon for most of its damage should not use Safety Override, especially if it can dissipate flux faster by venting than with Safety Override.  Lasher with Safety Override may have more top speed than Wolf without SO.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Questionable on December 10, 2016, 07:27:22 AM
  • Added new ability: "Sustained Burn"
    • Increases maximum burn by 10
    • Reduces acceleration and sensor range, increases range at which fleet is detected
    • Activation results in fleet slowing down and stopping before sustained drive mode is engaged
    • Intended for long-range travel while creating a vulnerability if hostile fleets are around
This is something I am rather excited for since I always loved the feeling of "warp drive" powering up before moving through space at massive speed. Will it be something similar to this? https://youtu.be/2sCvIkNRV1o?t=7
By that I mean that I just hope you give it some visual and possibly audio difference between normal traveling and normal burn drive, so it both looks, sounds and feels different "less burn and more warp" so to speak, which I imagine would both help with "why do the ships need to stop before using this system" question as the ships are using a different system to travel.
Any comments on this Alex?
From what I gather from the notes right now is that when engaging the "Sustained burn" that the fleet will slow down to a stop and then at a slower acceleration than normal will pick up speed up towards it's maximum plus 10. I also imagine this approach doesn't require a lot of additional work in terms visual differences and sound.

My humble suggestion based purely on my tastes is that:

Additionally:


Lastly: Have you though about ship mods that specifically increase "sustained burn" but don't effect in-combat or normal burn speed? So you could have a hullmod that only adds +2 or 3 to sustained burn but nothing else for instance?
Or as suggested before making "sustained burn" into "warp" and thus being two different travel systems, thus letting ships have different burn and warp speeds. Some ships geared towards exploring having a better warp speed but poor burn/in-combat speed for instance.

To me this seems like a cool thing to have, but I understand it's a luxury, not a priority. Still I would like to hear what people think about this, if this is a good thing to have at some point or if it's just me who thinks this way.
[/list]
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 10, 2016, 09:20:45 AM
Question:  What is the order of operations when ship combines Safety Override and Unstable Injector?  Does Safety Override limit of 450 come before or after Unstable Injector's range cut?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 10, 2016, 10:15:41 AM
From what I gather from the notes right now is that when engaging the "Sustained burn" that the fleet will slow down to a stop and then at a slower acceleration than normal will pick up speed up towards it's maximum plus 10. I also imagine this approach doesn't require a lot of additional work in terms visual differences and sound.

My humble suggestion based purely on my tastes is that:
  • You make a fleet slow down and come to a full stop and then "charge up" the warp drive, after which the ships attain their maximum speed plus 10 additional burn speed.(Time spend charging up would be some what relative to the time spend accelerating)
    • Reason for this suggestion is that it feels both more punchy to go from fullstop to maximum speed so it might feel nicer.
    • Second reason is that players could experience "tight" moments where they are sitting at a fullstop looking at the charge up counting down as a fleet is engaging on them, only to blast away in the last second and nearly escape it. With the gradual slow acceleration you can also achieve a similar feeling but they have a different flavor to them.)

It would probably actually feel more unnatural to go from zero to full quickly. The kind of warp drive effect you're thinking about (going to assume Star Trek) takes a lot of smoke and mirrors to make feel "right". Plus it'd likely be more boring sitting there waiting for a timer than if you're slowly accelerating, even if the end result is the same. Finally, "low acceleration" is an important feature of making sustained burn work balance-wise.

I mean, I get what you're saying, but it sounds like what you're suggesting is an entirely different mechanic that bears only surface similarities to this one.


Lastly: Have you though about ship mods that specifically increase "sustained burn" but don't effect in-combat or normal burn speed? So you could have a hullmod that only adds +2 or 3 to sustained burn but nothing else for instance?

Sustained burn applies fleet-wide, though. So it would be something like, "+2 to the burn level of *this ship* while sustained burn is active", which could be useful on slower ships, yeah. But with stuff like this, you always have to ask, "why?".

Sure, it could be done, and it'd probably work. But there are literally millions of things like that. "Augmented Engines" already broadly covers "so, you want a hullmod that increases burn level" (and I'm not entirely sure it's a great idea to have in the first place, could go either way on that). Why add more customization detail specifically here, especially if it's something that can work to erase differences between ships? And is it important enough to clutter up the game with? Every piece of content you add has a price beyond the effort it takes to implement it.


Question:  What is the order of operations when ship combines Safety Override and Unstable Injector?  Does Safety Override limit of 450 come before or after Unstable Injector's range cut?

SO applies after. To be more precise, SO doesn't hard-limit the range to 450. It just reduces any range past that by 75%.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 10, 2016, 10:22:34 AM
I would see Augmented Drive Field must-have for the slowest ship in the fleet, but aside from Atlas, who is/are the slowest varies by fleet.  Atlas the slowest thing in my fleet?  My battleships do not need it.  I have no atlas, but I have battleships?  Battleships get ADF.  My biggest ships in the fleet are cruisers?  They get the hullmod.  I have a frigate-only fleet with burn 10+ that has Hyperion?  I will probably squeeze ADF on Hyperion somehow to keep burn speed up and prevent Hyperion from dragging everyone else down (assuming the rest of my frigates have it too).

P.S.  Augmented Engines giving both combat and burn speed is too much.  I literally slapped that hullmod on everything except Hyperion in fleet with slower ships.  (Hyperion got Augmented Engines too if the rest of the fleet has burn 11).  Current Augmented Engines is a god-tier hullmod, and a no-brainer to install.  If the only benefit Augmented Drive Field will give is burn speed, then not every ship will need it unless every ship has the same burn speed.  (Then either everyone or no one would get it).
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 10, 2016, 11:23:00 AM
Just thought of something:  If the engine hullmods cost less OP, then ships that could not afford 8 OP for Augmented Engines might be able to afford Augmented Drive Field.  Ox has 5 OP, maybe 6 OP with max OP.  If Augmented Drive Field cost is cheap enough, then tugs can equip that to get burn 10, and such tugs may be used by any ship with burn 9 to get burn 10.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Questionable on December 10, 2016, 11:29:02 AM

It would probably actually feel more unnatural to go from zero to full quickly.
First thank you for taking time to respond.
I don't fully agree that it would feel unnatural, here are some examples of it and from my point of view it doesn't seem bad.
http://cdn.akamai.steamstatic.com/steam/apps/256666563/movie_max.webm?t=1467765984 Time at 4.27
https://youtu.be/CbWmFv0yZ2E?t=7 Here is another example of more or less how it would feel if the charge up time was around 5-6 seconds

The kind of warp drive effect you're thinking about (going to assume Star Trek) takes a lot of smoke and mirrors to make feel "right".
I understand, as mentioned before it probably takes more tinkering, but I believe that simple effects such as distortion can be used to great effect here. All you would really need to do is 1. Give ships a slightly different engine burn that they leave behind. 2. Add a "start up" effect as the ships charge up(which could be something like the space in front of the ships being distorted and pulling the front of the ships into the "vortex" so to speak. Here is something similar https://youtu.be/LSRTn-BoFYE?t=315 Notice how the nose of the ship gets distorted during the charge up.

Plus it'd likely be more boring sitting there waiting for a timer than if you're slowly accelerating, even if the end result is the same. Finally, "low acceleration" is an important feature of making sustained burn work balance-wise.
It really depends on just how long the charge up phase is I imagine somewhere between 4-10seconds  to be my first bet.

I mean, I get what you're saying, but it sounds like what you're suggesting is an entirely different mechanic that bears only surface similarities to this one.
Oh I am just throwing ideas out there and trying to get a better feel for your mindset and the reason for your choices. I would certainly enjoy if there is some effect to simulate the warp feeling, but that is a luxury.
I would certainly enjoy charge up from fullstop to full speed more than gradual (as long as the charge up isn't very long) but that's just my taste.
Customization with added mods that effect only sustained burn, would be nice for me personally, but I don't know how it would effect the game balance over all since I haven't put a lot of time into considering that.


Sustained burn applies fleet-wide, though. So it would be something like, "+2 to the burn level of *this ship* while sustained burn is active", which could be useful on slower ships, yeah. But with stuff like this, you always have to ask, "why?".

Sure, it could be done, and it'd probably work. But there are literally millions of things like that. "Augmented Engines" already broadly covers "so, you want a hullmod that increases burn level" (and I'm not entirely sure it's a great idea to have in the first place, could go either way on that). Why add more customization detail specifically here, especially if it's something that can work to erase differences between ships?
Why add more customization detail specifically here? Customization in general is more pleasant for the player since it gives them more options but it makes it harder for the dev to balance everything out neatly.
With customization to burn level for instance, some players might want to explore and travel quickly between systems, traders for example, or explorers. Having an extra variable between ships can add more depth and with mods in this specific field can either make already fast ships at sustained burn excel even better at it or perhaps a fleet has a ship that is relatively slow burn wise to everything else but can be brought up to speed with others just so your feelts minimum is bigger during sustained burn. Some players might not mind that and focus on other mods, it's about giving players choice in the end.

Also you can notice the post above me already mention some other examples of why it might be nice to have.

And is it important enough to clutter up the game with? Every piece of content you add has a price beyond the effort it takes to implement it.
Again just throwing out ideas and wishes. I trust the game dev to know at the end of the day what is worth the time and effort to implement and what isn't.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ReverendSin on December 10, 2016, 11:54:08 AM
Super happy to hear some decent progress, i've had this since i think 2011 and i was beginning to wonder.....but these notes look like the meat is starting to be added to the bones
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: xenoargh on December 11, 2016, 10:21:25 AM
Looks really solid.  Can't wait to play SS again :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 11, 2016, 10:36:50 AM
I don't fully agree that it would feel unnatural, here are some examples of it and from my point of view it doesn't seem bad.
http://cdn.akamai.steamstatic.com/steam/apps/256666563/movie_max.webm?t=1467765984 Time at 4.27
https://youtu.be/CbWmFv0yZ2E?t=7 Here is another example of more or less how it would feel if the charge up time was around 5-6 seconds

Hmm - there are a lot of visual effects going on to sell the transition, and it would require a lot more to sell it from the point of view of the moving ship. But, really, coming back to my prior point, "warp" and "sustained burn" are just fundamentally different, not one being a slight tweak of the other. It's totally fair if you prefer "warp", but it's just not on the table :)

Customization in general is more pleasant for the player since it gives them more options but it makes it harder for the dev to balance everything out neatly.

Just wanted to make a quick note here, because it's a pet peeve of mine :)

Let's assume it was all perfectly balanced - which, as you note, is unlikely to be the case if there's a lot of it. Then an extra bit of customization is either an important decision or it's not. If it's not an important decision (and, ok, this is not a well-defined concept, but let's roll with it) then it's just adding noise, making it harder for the player to see what's actually important. This may be ok to some degree if it's also adding flavor or something else valuable.

If it *is* an important decision, well, how many of those do you want the player to make before they get to stop customizing and play the rest of the game?

Point is, even well-balanced customization options have downsides if there are too many of them. Basically, imagine if Starsector had ten times the number of hullmods, without UI improvements to help manage this information/decision overload.


Again just throwing out ideas and wishes.

Much appreciated, I certainly don't mind :)


Super happy to hear some decent progress, i've had this since i think 2011 and i was beginning to wonder.....but these notes look like the meat is starting to be added to the bones

You know, that's how I feel about it too - "finally, getting to all the good stuff".


Looks really solid.  Can't wait to play SS again :)

Thank you!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ChaseBears on December 11, 2016, 10:42:17 AM
Would just like to address the concept of linking combat speed and burn speed, or rather the principles of why these things are not linked.

For long distance travel, you want a reliable engine that can operate at high power with minimal fuel consumption for an arbitrarily long period of time.  But for combat, you want the maximum performance that can be achieved - it doesn't matter how fuel efficient you are if you are not fast enough to dodge, or if the enemy can dictate engagements to you.  These two considerations are directly in conflict with one another.  In Starsector lore, there is another consideration - power consumption.  A military vessel needs to reserve as much power as possible for shields and firing weapons.  Competitive military starships resolve these contradictions through hardware that can perform at a very high level for a short period of time - while commercial starships keep costs down by not installing secondary high performance thrusters or dual-mode engines.   Thus, there is a difference between a ship's combat speed and burn speed.

Another way of thinking about is is the marathon runner versus the sprinter.  All ships in Starsector need to be capable of running marathons, but only military ships were designed for sprints - a commercial vessel may even be a better marathon runner than a given military vessel, but will never match a military vessel in a sprint. 

There's a pen and paper 4x game called Starfire - iirc David Weber got his start in writing by essentially novelizing Starfire campaigns.  The game draws a distinction between 'commercial' and 'military' drives- military drives have a much higher performance in combat, and technically have a higher speed when traveling between systems as well - but they tend to break down when used at maximum power for any extended length of time. Over enough of a distance, the commercial drives are actually faster, since they can always be run at full power without issue.

EDIT - Regarding customization.

There's a lot of games out there that have had a lot of options but when you got down to it there wasn't a lot of *choice*.  Total Annihilation is my favorite example in this respect.  Incredible game for a lot of reasons, and it had a LOT of units.  But while many units had situational utility, it turned out that some units were just always the best choice in the 'what should I build?' decision loop.   The number of available choices doesn't actually depend on the number of available options, but rather on the number of distinct gameplay uses and situations that the player expects to encounter.  The player will always choose the best available option for a given gameplay niche, and so extra options are largely redundant, even if they are reasonably well balanced.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 11, 2016, 11:52:06 AM
The number of available choices doesn't actually depend on the number of available options, but rather on the number of distinct gameplay uses and situations that the player expects to encounter.  The player will always choose the best available option for a given gameplay niche, and so extra options are largely redundant, even if they are reasonably well balanced.
The only tier that matters is top-tier, and maybe lesser-tier anomalies that happen to be optimal counter-picks to otherwise god-tier options but get trashed by even mid-tier options.  The more viable options competing for the best there are, the better.  EDIT:  By this, I mean if you have several options, but one is much better than the rest that using it is a no-brainer, then you effectively only have one choice.  It would be nice to have at least a few options competing for the best.  If you could somehow add arbitrary large number (say a hundred) of options that are equally good, it could very well be too much for the player who does not have encyclopedic knowledge of the whole game, and possibly even for the player who knows what he wants if option bloat causes the UI to breakdown and be a pain to use.

That said, if a game tries to be a sim, it may need suboptimal and redundant options to add immersion to the game, because every self-reliant faction wants their homemade toys, even if the result is all of the competitors' toys are mostly the same.  Starsector handwaves this by saying such minor variations of a given weapon is still this weapon, as seen in machinegun descriptions; such that this point is moot and unnecessary.

Also, inferior hardware for NPC wimps like Thumper for pirates is a good way to make wimpy opponents, although frustrating to loot unless vendors pay much for such junk.

Then there is progression and rarity that can skew things.  In Starsector, sometimes, I want a railgun, but they are rare enough that I sometimes settle for (the very common) Arbalest for ships that can use them, and save railguns for ships that cannot use Arbalest.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 11, 2016, 11:59:33 AM
Just don't go aRPG with the loot/mods/weapons—the moment I see a Thunderous Arbalest of the Techno-Gods, I'm out!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 11, 2016, 12:06:30 PM
Just don't go aRPG with the loot/mods/weapons—the moment I see a Thunderous Arbalest of the Techno-Gods, I'm out!
Like in the Diablo series?  If so, I do not blame you.  That way leads to a few top-tier items while the rest are junk, and the game is multiplayer, the best gets duped.  It is not a pleasant experience, except possibly for the lucky elite that gets the perfect item and use it for max damage PvE.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Questionable on December 11, 2016, 12:15:19 PM
and it would require a lot more to sell it from the point of view of the moving ship.
The same distortion effect that is used during explosions in the graphics lib mod, could be used for the distortion effect, the only problem is that it's not a simple distortion from the center point, similarly the warp travel trail could also be a small distortion trail, much like hot air distorting the background. Only real concern is how much of a performance drain the fancy distortion effect would be compared to simple particle trails.

But, really, coming back to my prior point, "warp" and "sustained burn" are just fundamentally different, not one being a slight tweak of the other.
They can be as different as you make them to be. Really my original idea was that balance wise and gameplay wise they would be pretty much the same, with the only real difference being "the feeling" of using it would give.
Here is a picture of why I think they are relatively the same from a balance standpoint. https://s28.postimg.org/os6bhvqx9/exxample.jpg

Maybe I should just try to make a mod for this later on and not pester the dev.

Let's assume it was all perfectly balanced - which, as you note, is unlikely to be the case if there's a lot of it. Then an extra bit of customization is either an important decision or it's not. If it's not an important decision (and, ok, this is not a well-defined concept, but let's roll with it) then it's just adding noise, making it harder for the player to see what's actually important. This may be ok to some degree if it's also adding flavor or something else valuable.

If it *is* an important decision, well, how many of those do you want the player to make before they get to stop customizing and play the rest of the game?
Both of these issues are addressed by limiting the players exposure to the said choices. What I mean by this is that the same way you don't start the game with every single shipmod, weapon, ship available to you, the same way this customization would be only available or relevant later on.


Side note: It would be really nice for new players if the game let people see what a hull mod does, when either looking at character perks, or when looking at other ships in the store for example. For new players it would be handy if they didn't need to buy a ship before they can find out what a hull mod does, or if they need to level a character to find out what certain hullmods do.


Point is, even well-balanced customization options have downsides if there are too many of them. Basically, imagine if Starsector had ten times the number of hullmods, without UI improvements to help manage this information/decision overload.
As mentioned above, even 10 times the ship mods would be okay, as long as players aren't exposed to all of them at the same time at the start, but rather gradually introduced to them. For more advanced players, I imagine extra choices are very pleasant because they have assimilated all the available choices and extra choices are just that, more freedom, rather than overload of decisions.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 11, 2016, 12:48:17 PM
Both of these issues are addressed by limiting the players exposure to the said choices. What I mean by this is that the same way you don't start the game with every single shipmod, weapon, ship available to you, the same way this customization would be only available or relevant later on.
...
As mentioned above, even 10 times the ship mods would be okay, as long as players aren't exposed to all of them at the same time at the start, but rather gradually introduced to them.

While something being initially overwhelming is something to consider and deal with, tweaking the progression to an end state is not going to help a whole lot if that end state is bad to begin with. I mean, at some point too much stuff is just too much stuff, no matter how you get there.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 11, 2016, 02:44:55 PM
I'm looking forward to getting that feeling of going on a long, lonely journey in search of new worlds and treasures. With no markets out in distant systems, you'll finally need to bring actual fuel tankers to make it there and back again safely—anything that gives a more meaningful purpose to currently poorly utilized parts of the game (like tankers) is a big win to me!

But damn, Alex, there better be some good stuff to find out there! Getting to those distant systems is looking like it could cost thousands of fuel/supplies!

You ever think of giving the cap sized tanker (Prometheus) the ability to convert various raw resources into fuel? Something like onboard micro-refineries that take volatiles/organics/rare metals and turn'em into fuel? Wouldn't be efficient but certainly nice to have in tight situations considering raw resources will probably be common loot when exploring systems. Could be a hotbar ability that only shows when you have a ship with said refineries in your fleet!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Carabus on December 11, 2016, 03:19:55 PM
While we are at the topic of too many hullmods, I think even with current amount of hullmods, user experience would benefit from putting them into categories. They can be pretty easily segregated into categories like for example these:
- Weapon mods
- Armor/Hull mods
- Shield mods
- Power/Flux mods
- Engine mods
- Sensors mods
- Logistics mods
- Other
StarSector used to try that with prefixes like [A] and [E], but imho it needs proper UI support.
Hullmod selection window could have expandable lists for each category.
On top of that, each hullmod could have small icons representing categories it belongs to.
I say categories, because it it not hard to imagine one hullmod with belong to more than one category. In such case it would have several category-icons, and would show when at least one of expandable lists it belongs to is expanded.
There could even be "positive" and "negative" icons for each category, so for example the new Unstable Injector could have green engine icon and red weapons icon. There could be yellow icons too if the change is somehow neutral.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on December 11, 2016, 03:58:54 PM
OH SHOOT are we gonna get the ability to filter weapons in the drop down by damage type or size?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Imperium on December 11, 2016, 06:10:43 PM
OH SHOOT are we gonna get the ability to filter weapons in the drop down by damage type or size?
Please oh please be so
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: gozer on December 11, 2016, 11:05:13 PM
awesome ... I'll have to check the forums more often

just a quick question ... will/can something be done about maneuverability of fleets? (both in the star system and in hyperspace) ... in battle it takes quite a bit of time to do 360 turn in Onslaught, but on the main map fleet full of Onslaughts changes course just as fast as frigate-only wolfpack fleet. Sure, the max speed/burn is different, but quite often the AI fleets are able to do really uncanny dodge maneuvers, especially when coupled with the maximum burn ability (and their total disregard for supplies/fuel needs)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: RandomnessInc on December 12, 2016, 12:48:25 AM
With the new hull mod acquiring system, would you be able to find hullmods like the special fourteenth battle group one, possible under a different name but withthe exact same affects?


On a side note, any special hullmod for the tri-tachs?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Barracuda on December 12, 2016, 05:11:54 AM
Just wondering, when is the "Coalition" going to join the sector? Its just a minor question referencing one of your old blog posts on the fraction icons.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on December 12, 2016, 07:47:20 AM
I remember seeing something about them becoming the Persian league which is coming next patch
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: David on December 12, 2016, 08:57:02 AM
I remember seeing something about them becoming the Persian league which is coming next patch
The Persean League, yes. (If it helps, I pronounce it "Per-see-an", as in a word derived from the name Perseus.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on December 12, 2016, 09:53:03 AM
Aha, and here I was wondering what the Persian nation from old Earth is doing in our fine sector... Thanks for the clarification
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 12, 2016, 10:11:32 AM
You ever think of giving the cap sized tanker (Prometheus) the ability to convert various raw resources into fuel? Something like onboard micro-refineries that take volatiles/organics/rare metals and turn'em into fuel? Wouldn't be efficient but certainly nice to have in tight situations considering raw resources will probably be common loot when exploring systems. Could be a hotbar ability that only shows when you have a ship with said refineries in your fleet!

Not specifically; it's a potential solution for a potential problem :)


While we are at the topic of too many hullmods, I think even with current amount of hullmods, user experience would benefit from putting them into categories. ...

Yeah, been thinking along very similar lines. Actually, right now, hullmods even have "tags" under the hood, which are precisely what you're talking about with categories.

This kind of thing would definitely be nice to add. Just a question of finding time for it at some point, since it's not a high priority item.


OH SHOOT are we gonna get the ability to filter weapons in the drop down by damage type or size?
Please oh please be so

Again, a "finding time" issue. I've got a TODO item for this, but we'll see if I actually manage to get to it. A lot of "let's improve the UI" type things tend to only get done while reworking some mechanics in a related area, since then the mental cost of diving into that area is already paid, if that makes sense.


With the new hull mod acquiring system, would you be able to find hullmods like the special fourteenth battle group one, possible under a different name but withthe exact same affects?

Probably not that one; wouldn't make a lot of sense given its description.

On a side note, any special hullmod for the tri-tachs?

Not (yet?).
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ChaseBears on December 12, 2016, 10:45:37 AM
Tri-Tachyon Hull Mods

Luxurious Appointments
Real-Time Stock Market Link
'Peeping Tom' Surveillance AI
Executive's Yacht
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 12, 2016, 11:32:16 AM
just a quick question ... will/can something be done about maneuverability of fleets? (both in the star system and in hyperspace) ... in battle it takes quite a bit of time to do 360 turn in Onslaught, but on the main map fleet full of Onslaughts changes course just as fast as frigate-only wolfpack fleet. Sure, the max speed/burn is different, but quite often the AI fleets are able to do really uncanny dodge maneuvers, especially when coupled with the maximum burn ability (and their total disregard for supplies/fuel needs)

Forgot to reply here: probably not, no. That's all pretty much working like it's supposed to, and emergency burn in particular gives a boost to acceleration, as it's meant to be used for these kinds of maneuvers.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Linnis on December 12, 2016, 04:19:06 PM
high tech trading! I like that!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 12, 2016, 04:21:07 PM
The Persean League, yes. (If it helps, I pronounce it "Per-see-an", as in a word derived from the name Perseus.)

Oh, interesting. That implies some things about the extent of the Domain, and maybe even about the location of the Sector. The Perseus arm is the closest spiral arm to the Orion arm (which is home to Sol). It's about 5000 light years from us, in the direction from the galactic center away. If there's a faction in the Sector named after it, then the Sector is either in it, or the faction is powerful enough to have spread across the Domain. Something to look out for in the lore :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on December 12, 2016, 11:55:05 PM
I don't know, that's one of the major arms of Milky Way Galaxy and quite huuuuuge...

Warning: below contains some random slightly-out-of-context calculations done by me.
Spoiler
The Domain is said to be "Spanning hundreds of thousands of worlds in the Milky Way" according to the State of Affair, now sort-of-obsolote piece of lore but I will risk a guess that this part remained the same.

Assuming by "hundreds of thousands" it meant literally, Domain had n * 10^7 planets under control. Milky Way Galaxy is estimated to have few hundreds of billions(n * 10^11) of planets.

Maintaining above assumption, we can see Domain had n * 1/10^4 = 0.0n% of our Galaxy as its territory. Which is pretty impressive number - something more than a small dot in a picture of entire Milky Way Galaxy.

For easy calculation, assume all stars in our Galaxy are in a single plane(it is not) and distributed evenly(again, certainly not). Our galaxy has diameter of 100~180kly. Taking the median 140kly, dividing it by 2 to get radius(70kly). To have a circle 0.01% of the area of a circle 70kly radius, its radius has to be 700ly.
The numbers would be several parsecs off but we got some sense of scale :/

Part of the Perseus Arm closest to the Sol is 6400ly antiradial away, 10 times further from what I have assumed, but might be plausible.
[close]
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on December 13, 2016, 01:14:12 AM
nothing really says that the domain of the domain (heh) has to be contiguous. whatever very-long-distance-FTL is or was in service may enable travel of arbitrary distances, which is why there's nothing of interest past the core of the sector; domain finds interesting worlds using very-long-range-FTL sensor, domain hops in, settles it and then links it through whatever means.

the persean league could very well be from the perseus arm without necessarily having control of everything between here and there.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 13, 2016, 03:31:30 AM
Quote from: Alex
Battles leave behind short-duration debris fields that can be scavenged

Do AI fleets scavenge, or are the maybe even specialized scavenger fleets? Sound like fighting/racing other weak fleets for access to debris fields could be a fun early game activity.


nothing really says that the domain of the domain (heh) has to be contiguous. whatever very-long-distance-FTL is or was in service may enable travel of arbitrary distances, which is why there's nothing of interest past the core of the sector; domain finds interesting worlds using very-long-range-FTL sensor, domain hops in, settles it and then links it through whatever means.

the persean league could very well be from the perseus arm without necessarily having control of everything between here and there.

I'm pretty sure that's how it is. I imagine the Domain send a gate-ship in a promising cluster very far away (years of travel), connect it to the gate network, and then expand outwards from the new gate. If the theory is correct, that's the reason why we have a Sector (probably many Sectors) in the first place, instead of continuous settled territory. And why our Sector is cut off from the rest of the Domain upon gate failure.

That they probably settled in the Perseus arm just tells us something about the reach of the Domain, not about the total settled volume of space or number of stars.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on December 13, 2016, 04:13:47 AM
if that is so they've come a long way.

looking for something, perhaps?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ChaseBears on December 13, 2016, 04:57:46 AM
There's also the Perseus constellation and the various Perseid stars :^)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on December 13, 2016, 06:01:45 AM
...right. I wasn't thinking about the gates.

How wide was our Sector(more specifically, our Core World area)?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 13, 2016, 09:08:43 AM
...right. I wasn't thinking about the gates.

How wide was our Sector(more specifically, our Core World area)?


According to the cartography blogpost (things might change), the Sector core seems to be about 18x10 light years  across. The entire Sector encompasses about 72x48 ly.

For reference, here's a picture of a 25ly(diameter) volume around the sun (what might have been the Domain's core worlds).

Spoiler
(https://upload.wikimedia.org/wikipedia/commons/d/d3/12lightyears.gif)
[close]


There's also the Perseus constellation and the various Perseid stars :^)

Right, but constellations are perspectivic and only make sense from the viewpoint of one system (i.e. Sol). Case in point, the Perseus constellation contains stars that are as close as 30, and as far as 2000ly from Sol. I'd assume that they'd lose their relevance for an interstellar civilization. I mean, it's of course possible that the Persian league is just from Alpha Persei or some such, but the spiral arm seems more likely to me as the source of the name.


if that is so they've come a long way.

looking for something, perhaps?

Maybe... Although for a civilization with slow hyperspace travel and instant hypergate travel spreading your gates as far as possible is simply the most efficient way for expansion, I believe. It means that all your territories can expand evenly in all directions, instead of bordering on each other and thus mutually restraining their growth.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 13, 2016, 09:39:26 AM
Quote from: Alex
Battles leave behind short-duration debris fields that can be scavenged

Do AI fleets scavenge, or are the maybe even specialized scavenger fleets? Sound like fighting/racing other weak fleets for access to debris fields could be a fun early game activity.

Thinking along similar lines, yeah. Not in the game right now, but definitely considering if/how to add those kinds of things in.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: nomadic_leader on December 13, 2016, 02:11:07 PM
SALVAGE RIG! YAY!

My gut reaction is this seems small, seeing as you're burning supplies dragging it out there, and additional supplies to deploy it, and you're likely needing escorts to keep it safe.
Yeah, I'm not sure this will stay in actually. It has some other problems - it's either always worth it to deploy the rig, or always not, depending on the battle size.

I love the idea of this mechanic! I hope it will stay in, pending whatever adjustments to the numbers are needed to make it worthwhile for people willing to lug around a rig in their fleet. It's really cool because it adds a meta-objective to combat for the player: deploy/defend your salvage rig. (and for the AI, to destroy it.) Just for veracity pirate fleets should also sometimes deploy a rig in combat.

Combat needs more stuff like this that the player and AI can both deploy for advantage. It gives both teams something to hunt and something to defend, which overall adds much more options to the way combat can play out.

Here are some more things like that:
-Sensor ship that provide sensor radius increase to all friendlies on the map while deployed.
-Scout ships that improve speed/maneuverability and nebular navigation to all friendlies on combat map (and buffs in campaign map)
-Telemetry spotter ships that provide buffs to missile accuracy and gunfire accuracy/damage to all friendly ships within a certain distance of telemetry ship. (so you'd assign these ships to escort heavy hitters a lot)
-Troop ship that increase chance of successful boarding if deployed to battle. (you didn't deploy the troop ship? Then you can't use it in the post battle boarding dialogue. Don't remember current status of boarding dialogue)
-Medical ships that reduce crew fatalities in/after combat while deployed (if crew even still exist in the game)
-Command and Control ships that increase command points and speed at which friendly ships respond to new orders and do something good to CR. (every capital ship would have this, think of those pits full of guys with computers in  star destroyers)

Notice a pattern? It's all replacing stuff that is currently combat map objectives, which don't make sense and aren't particularly fun, or XP skills, which are unbalanced and just reward hours played by the player character, rather than real skill building by the actual player. Basically I think skills are totally wrong for this kind of game. Growth and improved capabilities should come through learning to play the game better, coming up with better strategies, and getting/deploying new and better ships. Not "XP skills" which are points for grinding that magically let you "upgrade your X by Y%" They make sense in a table top RPG, but not in a game that uses the arrow keys.


*Note since officers aren't actual humans who can grow better at the game, there might be more potential for the XP and skills for the officer characters rather than the human player character.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Nick XR on December 13, 2016, 02:35:18 PM
SALVAGE RIG! YAY!

My gut reaction is this seems small, seeing as you're burning supplies dragging it out there, and additional supplies to deploy it, and you're likely needing escorts to keep it safe.
Yeah, I'm not sure this will stay in actually. It has some other problems - it's either always worth it to deploy the rig, or always not, depending on the battle size.

I love the idea of this mechanic! I hope it will stay in, pending whatever adjustments to the numbers are needed to make it worthwhile for people willing to lug around a rig in their fleet. It's really cool because it adds a meta-objective to combat for the player: deploy/defend your salvage rig. (and for the AI, to destroy it.) Just for veracity pirate fleets should also sometimes deploy a rig in combat.

Combat needs more stuff like this that the player and AI can both deploy for advantage. It gives both teams something to hunt and something to defend, which overall adds much more options to the way combat can play out.

Here are some more things like that:
-Sensor ship that provide sensor radius increase to all friendlies on the map while deployed.
-Scout ships that improve speed/maneuverability and nebular navigation to all friendlies on combat map (and buffs in campaign map)
-Telemetry spotter ships that provide buffs to missile accuracy and gunfire accuracy/damage to all friendly ships within a certain distance of telemetry ship. (so you'd assign these ships to escort heavy hitters a lot)
-Troop ship that increase chance of successful boarding if deployed to battle. (you didn't deploy the troop ship? Then you can't use it in the post battle boarding dialogue. Don't remember current status of boarding dialogue)
-Medical ships that reduce crew fatalities in/after combat while deployed (if crew even still exist in the game)
-Command and Control ships that increase command points and speed at which friendly ships respond to new orders and do something good to CR. (every capital ship would have this, think of those pits full of guys with computers in  star destroyers)

Notice a pattern? It's all replacing stuff that is currently combat map objectives, which don't make sense and aren't particularly fun, or XP skills, which are unbalanced and just reward hours played by the player character, rather than real skill building by the actual player. Basically I think skills are totally wrong for this kind of game. Growth and improved capabilities should come through learning to play the game better, coming up with better strategies, and getting/deploying new and better ships. Not "XP skills" which are points for grinding that magically let you "upgrade your X by Y%" They make sense in a table top RPG, but not in a game that uses the arrow keys.


*Note since officers aren't actual humans who can grow better at the game, there might be more potential for the XP and skills for the officer characters rather than the human player character.

The force multiplier ships could be interesting, but having to keep them within the proper distance of other ships is a non-starter because the player doesn't have that kind of fine-grained control of ship location(this isn't StarCraft).  As far as deploying salvage ships and what not, when would you deploy those?  In a close battle with lots of salvage to be had where you will only win if you go all out, or one where the fight is a guarenteed win?  Probably only in the "win" scenario, at which point it's a non-choice masquerading as a choice and you shouldn't have to deal with it.  Maybe a general force multiplier ship could still be useful, but the bonus would have to be significant enough to outweigh any individual dead-weight that a ship not kitted for combat brings.  So in theory it looks good, but I have doubts if it actually would add anything in practice.

Perhaps salvaging a debris field after combat that takes a bit of time and would leave fleets that were attacked suffering from some sort of disadvantage if combat breaks out (like fewer deployment points, further away from map objectives).  I like all of the campaign map bonuses that ships could provide, I think that's where there's lots of low-hanging fruit to be had with adding content.  Combat is pretty great as it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 13, 2016, 02:39:01 PM
I might bring a salvage rig if it meant finding more rare weapons like Light Needlers or Atropos.  I would not bring salvage rigs just to harvest more supplies, unless I get much more, but then that has the "...always worth it to deploy..." problem.

Construction/Salvage rig is ugly.  I hope bringing a rig is not mandatory to be optimal, not unlike Diablo characters wearing ugly helms or accessories (like an ugly green skull) and look stupid because they are the best with much better stats than everything else.  Already, I always bring tugs when I have ships with burn of 8.  If tugs can use Augmented Drive Field, I will probably use more tugs because many more ships can get burn 9.

All combat objectives are to me are ways to exploit AI and/or as a CP generator later in the battle (let enemy take it, then take it back for more CP).  I prefer no objectives for a nice clean fight.  No tricks, no distractions, just raw smackdown.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: David on December 13, 2016, 03:21:36 PM
Construction/Salvage rig is ugly.

(I've redrawn it, btw.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: nomadic_leader on December 13, 2016, 04:26:07 PM
So in theory it looks good, but I have doubts if it actually would add anything in practice.

Details details. Those can be worked out or adjusted. I just thought it up in 5 mins; maybe some will be radius based, and maybe others would just effect every friendly ship in combat. (But you can still assign one ship to escort another, right? that would be enough for radius based) The main thing is that it opens the doors for different kinds of battles.

Right now it's always pitched battle between warships, or chasing fleeing freighters and mothballs. These sorts of special ships open the door for combat based on knocking out a certain ship to turn the tide or whatever ("They're heading for the medical frigate" etc)

(Of course the whole concept of "I have a fleet and I bump into an enemy fleet, but somehow I can still choose to not deploy some of my ships and magically hide them from the battle" doesn't really make sense and removes a lot of the spice and jeopardy from combat, but oh well)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on December 13, 2016, 05:07:14 PM
space is really big, if you don't want to deploy ships in combat in the initial engagement, that's perfectly allowable; all they have to do is burn retrograde (against wherever they are going) and the combat ships will arrive minutes or hours before they do.

assuming the engagement does not end in a relatively small amount of time, though, or assuming the enemy can break through, then they should be threatened. adding such a system to the game is probably inevitable, i doubt combat will stay like it is forever. it's probably the last "pillar" of the game that's remained unchanged for a very long time and could use an update relative to all of the other things that have irrevocably changed combat from what it used to be.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 13, 2016, 05:18:05 PM
It's really cool because it adds a meta-objective to combat for the player: deploy/defend your salvage rig. (and for the AI, to destroy it.)

Yeah! Which was the reason for adding that, but if it doesn't work out mechanically then it's no good, despite what the intentions might be.

Here are some more things like that:
...

Kind of wish I could talk about what I'm working on right now, but will hold off until the next blog post :) Let's just say there's some relevance, but along a slightly different direction.

Construction/Salvage rig is ugly.

(I've redrawn it, btw.)

FWIW, I really liked the old Salvage Rig. New one's cool too, though.

Details details. Those can be worked out or adjusted.

Details are literally almost the only thing that matters :) The quality of the idea is like 10% of the quality of the outcome, imo, if that. Now, a truly great idea also simplifies working out the details and the implementation thereof, so there's a bit more to it, but still.


assuming the engagement does not end in a relatively small amount of time, though, or assuming the enemy can break through, then they should be threatened. adding such a system to the game is probably inevitable, i doubt combat will stay like it is forever.

Hmm - I really wouldn't bet on that. As I think we've discussed in another thread, I think trying to bring this other stuff directly into combat would belabor things quite a bit. Still, never say never and all that.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on December 13, 2016, 06:20:27 PM
ALEX! WOULD you maybe be interested in giving a boost to salvage ratings for a salvage rig that is in the engagement and survives, over one that's not in the engagement and has to be moved up to the graveyard after the fact?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: dk1332 on December 13, 2016, 08:06:25 PM
Speaking of salvaging things. I just some clarification on something.

Can we salvage some of our destroyed fighters? If not then I wish thats also a part of it like "After the battle, your fleet was able to salvage parts from destroyed fighters, Salvaging XX chasis for X-Fighter". That should ease some burden to carriers.

Also, Junk parts should be a thing. You know, just sell them to recycling plants for a little profit.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 13, 2016, 08:35:50 PM
Did ya miss the fighter rework blog post? http://fractalsoftworks.com/2016/08/24/fighter-redesign/ Fighters no longer have limited chassis.

I wish David would give us a few BEFORE/AFTER pics of the various sprites he has tweaked.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: dk1332 on December 13, 2016, 09:05:33 PM
Pretty much a new guy here so yeah I did.

So thats why some people talking about fighters are gonna be sort of "unlimited". Guess I need to go back to the drawing board once the update comes in.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: DatonKallandor on December 14, 2016, 01:11:53 PM
Objective based battles where the objectives are your own utility ships would be much cooler and worth it if ships didn't get destroyed so easily. If most kills in a fight were just mission-kills and you'd be able to nurse them back to health after the battle - hell yeah I'd be happy to do a defensive "guard the salvage rigs" circle-the-wagons kind of battle.

But currently ships are so expensive relative to the rewards taking a fight that isn't a sure win with no or almost no casualties isn't worth it until the very endgame after you've already "won".

Also on those salvage rig extra salavage idea, I think that would work great as it's own battle type you select in the pre-fight dialogue. So your salvage rigs are pre-deployed in a specific area and you just have to defend them (maybe even only for a x time) to win and get the bonus. Which of course would also be a cool battle type to experience from the other side - when you are jumping somebody else who's salvaging.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on December 14, 2016, 01:20:47 PM
(Of course the whole concept of "I have a fleet and I bump into an enemy fleet, but somehow I can still choose to not deploy some of my ships and magically hide them from the battle" doesn't really make sense and removes a lot of the spice and jeopardy from combat, but oh well)

It makes plenty of sense.  The escort ships burn ahead of the convoy to intercept incoming attackers, and after fighting through them the fleeing cargo ships are exposed.  I feel like the current combat system already does a good job of representing this dynamic.  It's not like they get to sit out the retreat or something.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: David on December 14, 2016, 01:53:32 PM
The Persean League, yes. (If it helps, I pronounce it "Per-see-an", as in a word derived from the name Perseus.)

Oh, interesting. That implies some things about the extent of the Domain, and maybe even about the location of the Sector. The Perseus arm is the closest spiral arm to the Orion arm (which is home to Sol). It's about 5000 light years from us, in the direction from the galactic center away. If there's a faction in the Sector named after it, then the Sector is either in it, or the faction is powerful enough to have spread across the Domain. Something to look out for in the lore :)

https://youtu.be/eAvo3S0MD-o?t=1s (https://youtu.be/eAvo3S0MD-o?t=1s)  ;)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 14, 2016, 08:16:57 PM
Speaking of trailers, is there gonna be a new one for the big patch coming up? Current trailer is over a year old—seems like the time is ripe for another!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ahrenjb on December 14, 2016, 08:20:10 PM
Great stuff, Alex. Looking forward to playing this release. Seeing things like this unfold is the benefit of being an early adopter.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on December 15, 2016, 03:19:12 AM
The Persean League, yes. (If it helps, I pronounce it "Per-see-an", as in a word derived from the name Perseus.)

Oh, interesting. That implies some things about the extent of the Domain, and maybe even about the location of the Sector. The Perseus arm is the closest spiral arm to the Orion arm (which is home to Sol). It's about 5000 light years from us, in the direction from the galactic center away. If there's a faction in the Sector named after it, then the Sector is either in it, or the faction is powerful enough to have spread across the Domain. Something to look out for in the lore :)

https://youtu.be/eAvo3S0MD-o?t=1s (https://youtu.be/eAvo3S0MD-o?t=1s)  ;)

"6,000 lightyears from Old Earth"
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: gozer on December 15, 2016, 03:45:06 AM
https://youtu.be/eAvo3S0MD-o?t=1s (https://youtu.be/eAvo3S0MD-o?t=1s)  ;)


Spoiler
https://youtu.be/GvKfecT88f4 (https://youtu.be/GvKfecT88f4)  
[close]

well, I still consider this one to be the best trailer for Starsector, despite being 4+ years old ... showing mostly combat and lots of it, plenty of different ships (some are from mods though), large battles, awesome music. Compared to the fan made trailer the official trailer is kind of ... boring.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Questionable on December 15, 2016, 08:03:12 PM
https://youtu.be/eAvo3S0MD-o?t=1s (https://youtu.be/eAvo3S0MD-o?t=1s)  ;)


Spoiler
https://youtu.be/GvKfecT88f4 (https://youtu.be/GvKfecT88f4)  
[close]

well, I still consider this one to be the best trailer for Starsector, despite being 4+ years old ... showing mostly combat and lots of it, plenty of different ships (some are from mods though), large battles, awesome music. Compared to the fan made trailer the official trailer is kind of ... boring.

I am going to have to heavily disagree on that. The original trailer shows a quick glimpse of the game and what you can expect, the music is fitting and the over all video has pacing to it and while short it does get the message across in an efficient manner.
The fan made trailer has music that makes me cringe because it's as overused as linking park in naruto AMVs, and while certainly it does spend more time showing off combat, it doesn't really give that much overview of the game.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: gozer on December 16, 2016, 12:31:27 AM
I am going to have to heavily disagree on that. The original trailer shows a quick glimpse of the game and what you can expect, the music is fitting and the over all video has pacing to it and while short it does get the message across in an efficient manner.
The fan made trailer has music that makes me cringe because it's as overused as linking park in naruto AMVs, and while certainly it does spend more time showing off combat, it doesn't really give that much overview of the game.

the biggest "problem" I have with the official trailer is that it simply doesn't show gameplay (certainly not for the combat). The last 20 seconds of trailer that shows combat are way too short cuts (22 seconds of total combat coverage, split into 7 different cuts), always only showing extremely short clip of ship(s) firing one salvo and then there is cut and trailer jumps to another scene that again only shows one salvo etc. The fan trailer shows much longer combat scenes, giving much better impression of how the gameplay actually looks like ... and also shows the user interface (in my opinion a good thing, this is what player will be seeing in his game, not the "staged" cinematic shots without UI)

and the fan trailer not giving better overview of the game (map, trading, etc) is simply result of many of these things either weren't in the game 4 years ago or were a lot more simplified compared to todays version. Here the official trailer is in a bit of a though spot thanks to the fact that it tries to show a lot more things in only third of the running time (the fan trailer simply shows combat because back then the game was almost entirely about combat ... or things leading directly to combat and not much else).

Official trailer is good, but tries to show too many things in too short time. Here the fan trailer would be way more effective in convincing me to try to find more info about the game and check it out (my VERY subjective opinion, I'm sure plenty of players will disagree with that). Or maybe in (distant) future there could be 2nd trailer (combat trailer?), showing more combat with longer scenes and UI displayed ... and maybe also showing the ship customization in a little more detail.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Questionable on December 16, 2016, 05:44:17 AM
the biggest "problem" I have with the official trailer is that it simply doesn't show gameplay (certainly not for the combat). The last 20 seconds of trailer that shows combat are way too short cuts (22 seconds of total combat coverage, split into 7 different cuts), always only showing extremely short clip of ship(s) firing one salvo and then there is cut and trailer jumps to another scene that again only shows one salvo etc. The fan trailer shows much longer combat scenes, giving much better impression of how the gameplay actually looks like ... and also shows the user interface (in my opinion a good thing, this is what player will be seeing in his game, not the "staged" cinematic shots without UI)
A games trailer should not be about just one aspect of the game, neither should it cover it in-depth. It should instead give a brief overview of the entire game, set the pace and tone of the game and spark your interest. After which if people are interested they will look up another trailer, a letsplay, a combat trailer or something like this
Spoiler
https://www.youtube.com/watch?v=UTCpVY80Bpc
[close]
which is what I watched after the official trailer.

and the fan trailer not giving better overview of the game (map, trading, etc) is simply result of many of these things either weren't in the game 4 years ago or were a lot more simplified compared to todays version. Here the official trailer is in a bit of a though spot thanks to the fact that it tries to show a lot more things in only third of the running time (the fan trailer simply shows combat because back then the game was almost entirely about combat ... or things leading directly to combat and not much else).
Ah, I see, still the game has more to it than just combat these days so it counts.
I guess if your statement would be "we need a trailer that highlights the combat in addition to the primary trailer" then I would fully agree, people love having more info on stuff.

Or maybe in (distant) future there could be 2nd trailer (combat trailer?), showing more combat with longer scenes and UI displayed ... and maybe also showing the ship customization in a little more detail.
Sure, a trailer that shows off the combat more, is good, but as a secondary trailer, not as the primary.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Fandanguero on December 16, 2016, 07:17:44 AM
Yeah!
Yeah! Skipped last update, but this one should take me back once again. Waiting for 0.8a
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ChaseBears on December 16, 2016, 07:19:36 AM
IMO, I do feel the official trailer should lead off with combat, or go into it very early. It's the most polished and visually appealing aspect of the game, and the best way to hook people's interest.  Afterwards the depth of the game outside of combat can be shown.  
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: David on December 16, 2016, 08:51:07 AM
I think game trailers are an interesting creative undertaking, and one I've participated in producing quite a few times, so I'll comment on this in-depth.

First, know your goal: A game trailer isn't for players who play the game already. It's for potential players who may buy the game. And it's got to fit into about 90 to 150 seconds "because that's the way it is", short-form video is the expectation and tradition. Doing video documentation of the depth of a game mechanic is irrelevant to the requirements of a first-sight trailer compared to simply expressing how the game feels. (Diving deep into combat would, however, be appropriate for a supplementary promotional video if such a thing was desired. Some studios find video production really easy, some don't. Alex isn't a guy with native video skills and neither am I, so any video marketing is non-trivial effort/cost due to going through an outside contractor.)

Right, so you've got two minutes to show what the game is about. The most straightforward approach to doing this is to hit on the so-called "game verbs". In other words, explain what you - the player - does in the game. EXPLORE. TRADE. DESIGN. FIGHT. You know, all the good stuff. And show how it feels to do it. Note that there's a very important distinction between expressing "how it feels" and "show exactly how it works in comprehensive unedited real-time documentation". You simply can't do the latter because there's no time and it destroys pacing; the rhythm of watching a 2 minute video and playing an N hours game are completely different. Again, if you want to show the latter in comprehensive form, a valuable and worthwhile move, then that goes into a supplementary video about gameplay.

Indeed, combat is the aspect of Starsector that is the most exciting and shows itself off in video the best so it's got to be the climax of the video. Cruising around planets also looks pretty good, but it's not particularly given to exciting moments like landing a spread of Reapers home on an enemy capital ship. So by necessity the other features come first then the combat scenes build to a climactic explosion last. It's just so structurally easy and powerful to do it that way given the material at-hand.

To review, a primary promo trailer must:

Any primary promo trailer for any game (that doesn't have an enormous presence/marketing budget to do something different) will more or less follow those points. Supplementary trailers may be made that focus more on some sub-point, like a particular game verb, or character, or deep look into an aspect of gameplay. But those all come later, if at all.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 16, 2016, 12:56:52 PM
Heh, all too often trailers are very carefully tailored to create situations that would almost never occur when played normally. Just look at all of No Man's Sky trailers—they created special assets and scripted events just for their trailers!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 17, 2016, 04:39:49 AM
To review, a primary promo trailer must:

Something that I often see, that is missing from this trailer:

- Good sounding (out of context) quotes from the press
"...very compelling. I’m keen to see more." - RockPaperShotgun
"...depth and variance..." - Eurogamer
"...a ton of longevity and depth..." TotalBiscuit
(all real quotes btw)


- Name dropping disguised as listing "inspirations"
 "Inspired by Mount&Blade, Mechwarrior, MoO2 and of course No Man's Sky!"
No idea if this could run into legal trouble, though.


Or ideally a combination of both.

It might seem a bit cheap, but from what I observed it works really great for getting people interested. Especially the name dropping engages people emotionally as "game verbs" never could. Although I'm not sure if it helps to sell the game or just gets them talking about those old games :D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Questionable on December 17, 2016, 06:28:07 AM
Gothars, I am not sure if you are being sarcastic or not, since the things you are mentioned are treated with despise by many people who are not new to the gaming industry.
People hate quotes by somebody they don't give a *** about. People hate No Mans Lie and it's one of the lowest rated games on steam. I mean y...you are being sarcastic right?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dogthing on December 17, 2016, 11:05:55 AM
and of course No Man's Sky!"

I've finally decided to stop lurking this forum, but only to say this post almost had me
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 17, 2016, 11:10:16 AM
Quality work, Gothars.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Abradolf Lincler on December 18, 2016, 12:52:24 AM
How much have you changed the apogee... don't hurt my baby
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Originem on December 18, 2016, 01:22:04 AM
Well I have a QUESTION.
Will you fix the bug that beam has, like the wired charge time, wired fire at full charge?
The weapon's progress bar is always wired when is forced to stop.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Jude on December 18, 2016, 03:51:45 AM
- Good sounding (out of context) quotes from the press

I rather like what Toby did with the Undertale steam page, in that he went to 10/10 reviews and found the worst part.
Spoiler
(http://puu.sh/sTsYR/8c2d7765f6.png)
[close]
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 18, 2016, 11:04:46 AM
How much have you changed the apogee... don't hurt my baby

Haven't nerfed it yet. <pats nerf bat>


Well I have a QUESTION.
Will you fix the bug that beam has, like the wired charge time, wired fire at full charge?
The weapon's progress bar is always wired when is forced to stop.

I'm not quite sure what you mean, but I think so, yes, as I do remember fixing a beam weapon bug that sounds like it could be this. And I seem to remember you PMing me about it. So: not 100% sure, but I think so.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Abradolf Lincler on December 18, 2016, 03:24:28 PM
How much have you changed the apogee... don't hurt my baby

Haven't nerfed it yet. <pats nerf bat>


oh god...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Originem on December 18, 2016, 10:33:20 PM

Well I have a QUESTION.
Will you fix the bug that beam has, like the wired charge time, wired fire at full charge?
The weapon's progress bar is always wired when is forced to stop.

I'm not quite sure what you mean, but I think so, yes, as I do remember fixing a beam weapon bug that sounds like it could be this. And I seem to remember you PMing me about it. So: not 100% sure, but I think so.

Well, waiting for the update. ;D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Serenitis on December 19, 2016, 05:49:13 AM
Risk of accidents resulting in small losses of crew; mitigated by having heavy machinery
So, we're now carrying around a 3rd stack of resources for something that was already covered by having a stock of supplies?
Seems like increasing complexity for it's own sake tbh.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 19, 2016, 06:04:05 AM
Risk of accidents resulting in small losses of crew; mitigated by having heavy machinery
So, we're now carrying around a 3rd stack of resources for something that was already covered by having a stock of supplies?
Seems like increasing complexity for it's own sake tbh.

But it was not "already covered" with supplies, since scavenging (of a debris field) is a new mechanic. And heavy machines are also needed for surveying, where they are not consumed. I'd assume that's the same here. So it's something you'd load to specialize your fleet, not a requirement.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ChaseBears on December 19, 2016, 08:18:51 AM
I don't like it either.  Organizationally, it's a pain having something you want to sell some of but not all of...

It's not specialization - when you're scrambling for money early on most players are at least going to try their hand at scavenging - and carrying heavy machinery for it will basically be mandatory.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on December 19, 2016, 09:56:57 AM
interesting that alex would decide to make this in particular consume a different commodity while everything else are just supplies. I mean, marines don't need hand weapons and crew don't need food and recreational drugs, why the distinction?

not that I mind, it's just an interesting line to draw
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on December 19, 2016, 09:58:09 AM
Heh, since heavy machine stuff was already a common drop from fights, I always seemed to be carrying around a stack of the stuff anyways. So, this won't affect me!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Techhead on December 19, 2016, 10:27:33 AM
Heh, since heavy machine stuff was already a common drop from fights, I always seemed to be carrying around a stack of the stuff anyways. So, this won't affect me!
I'm kinda in this boat too, but I'd also like to note that Jangala is often a decent place to pick Heavy Machinery up, and look, it's right at your starting location!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: DatonKallandor on December 19, 2016, 12:01:39 PM
interesting that alex would decide to make this in particular consume a different commodity while everything else are just supplies. I mean, marines don't need hand weapons and crew don't need food and recreational drugs, why the distinction?

not that I mind, it's just an interesting line to draw


Probably so you can have a consumable that doesn't kill the player when it runs out but is still used up when doing an optional thing. The same reason you don't just have "crew" and there's a separate boarding consumable version of crew.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ChaseBears on December 19, 2016, 12:43:09 PM
Well the thing is, mechanically it's almost identical to supplies.  Unlike Marines it uses the same game mechanics (cargo space) and both supplies and heavy machinery are commonly available.  So in the end it is just a cr cost, and a storage space cost, both of which can be handled by supplies.

Another difference is that marines are entirely intentional. They're surplus to requirements and you buy them specifically for boarding.  Heavy Machinery is something you get by looting so you arn't acquiring it for any specific purpose, it's just you are tying up cargo space and capital on the change it will pay off - if you need the CR you can always sell the machinery after all.

A "Salvage Experts" or "EVA Specialists" crew that would give you bonuses to salvaging and wouldn't have a micro tax since you wouldn't need to balance offloading your loot with the need of machinery for salvage.

The killing the player is a feature not a bug, since if supplies are scarce after a battle you might have have to sacrifice long term advantage from salvaging expenditures for the short term benefit of reaching port without racking up damage. Or you could choose to take the risk. Isn't that half the point of supplies...?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 19, 2016, 04:54:53 PM
I actually like it if commodities get a tangible use, and are not just meaningless trade items. I hope to see more of that. Maybe you could use passenger ships to provide premium pleasure voyages that use up luxury items and lobsters or something :D

Organizationally, it's a pain having something you want to sell some of but not all of...


That's a good point. If you could somehow set stacks aside that would help.

It's not specialization - when you're scrambling for money early on most players are at least going to try their hand at scavenging - and carrying heavy machinery for it will basically be mandatory.

If they are a must have or not for salvaging depends on the specifics - maybe it's always profitable, and machines are just a way to improve your margin if you spend a lot of time salvaging. I.e., specialize.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Techhead on December 19, 2016, 07:12:13 PM
I actually like it if commodities get a tangible use, and are not just meaningless trade items. I hope to see more of that. Maybe you could use passenger ships to provide premium pleasure voyages that use up luxury items and lobsters or something :D

Organizationally, it's a pain having something you want to sell some of but not all of...

That's a good point. If you could somehow set stacks aside that would help.

You totally can set stacks aside. Pick up 10 stacks with shift-click, and instead of selling them, put them in another cargo slot. The only problem is that quick-buying and quick-looting (with ctrl-click or "Loot All") will merge new stuff with the first partial stack. (Pretty sure it's the first)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on December 19, 2016, 07:19:08 PM
yeah, that goes away as soon as you hit the "sort" button though
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Serenitis on December 21, 2016, 09:25:52 AM
But it was not "already covered" with supplies, since scavenging (of a debris field) is a new mechanic. And heavy machines are also needed for surveying, where they are not consumed. I'd assume that's the same here. So it's something you'd load to specialize your fleet, not a requirement.
That's my fault. The way I read it it seemed like another instance of "if you don't have machines with you at all times then bad stuff happens", which is exactly what supplies cover.

So in this case the machinery is treated pretty much as marines are now?

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on December 21, 2016, 11:48:32 AM
Either way, for scavenging it's not a big cost, either in machinery or crew. It's more to give flavor to salvaging and to let you feel like you've prepared for it. The downside to using supplies here is you will always have them on hand.

Especially for surveying, you'll need more stuff and it should encourage more specialization - freighters, ships with surveying-related hullmods, etc. But then surveying is kind of in an odd place without outposts, so I'm sure it'll feel a bit iffy no matter what.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 21, 2016, 03:24:46 PM
It is nice that some commodities have use beyond trade.  Currently, I glaze over commodities that are not supplies or fuel.  It makes no difference to me if commodities are named luxury goods, lobsters, or whatever if they have no use beyond normal trade.

What may be kind of fun is if having hand weapons in your cargo give a small bonus to marines' effectiveness if you bring enough (to arm marines) with you.  Sort of like equipping ships with rifles, grenades, or nerve gas in the game Endless Sky.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Hazard on December 21, 2016, 03:59:39 PM
What may be kind of fun is if having hand weapons in your cargo give a small bonus to marines' effectiveness if you bring enough (to arm marines) with you.  Sort of like equipping ships with rifles, grenades, or nerve gas in the game Endless Sky.
That's doesn't make sense unless you go all in and separate all the things the marines need to board a ship (armor, gear, weapons, marines themselves, etc.), and that would just be pointless extra inventory management.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 21, 2016, 05:43:57 PM
The idea is if hand weapons gave a slight boost to marine power, then the weapons would have a use beyond simple commodity that it virtual indistinguishable from the rest of the commodities that is not fuel, supplies, or (soon) heavy machinery.  The hand weapons could offer a slight upgrade (because their stock weapons are pea-shooters or they have twice the guns and play guns akimbo) to marines, nothing more.  It does not need to be complicated.  If you have the weapons in cargo, marines get a slight power boost.  Otherwise, the marines perform as normal.  Player does not need to carry very many guns unless he plans to board battleships and does not have the Special Ops perk.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Techhead on December 21, 2016, 10:14:20 PM
I feel like marines should be assumed to be properly equipped to do their one job. Instead of weapons boosting marines, I'd rather see N weapons allow N crew to act in boarding parties. (Likely at a lower effectiveness than trained marines.) Early game it gives you a discount marines option, and mid-late game it can supplement your marine complement.

I think it's more interesting than "marines + guns = slightly better marines"
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on December 21, 2016, 10:26:37 PM
This sounds a lot like complexity for its own sake.  It's a better argument against making heavy machinery a resource than it is for doing it to guns.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on December 21, 2016, 11:48:08 PM
it's not complicated at all

>choose how many crew you would like to send in (if any)
>they are marines at .5x effectiveness

i swear to god this was in the game already in an earlier version, and it worked fine.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TJJ on December 22, 2016, 03:35:03 AM
I like the idea of commodities having an in-game purpose, but not so sure that purpose need be as obvious and clinical as 'hand weapons improve boarding strength'.
The benefit to having them available in your cargo hold shouldn't make carrying them mandatory; that just creates extra busy work and power creep.
Instead, their benefit should be incidental; random events & encounters, extra dialogue options, something sufficiently unpredictable that planning for its occurrence is cost prohibitive, but if encountered becomes a happy coincidence.

It'd add a little flavour to cargo types, while also enhancing the narrative and replayability of the campaign.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on December 22, 2016, 05:47:42 AM
The minor boost I had in mind was like from +10% to 25%.  (Special Ops perk gives +100%.)  Yes, marines are already equipped (only they can board ships in the first place), but nothing says you cannot equip them with superior equipment above and beyond the baseline.  Yes, they may become "mandatory" if you board much, and if you have plenty of cargo space.  When I board ships, cargo space is at a premium, I bring three or so Atlas to take all of the loot from multiple battles in hostile systems, and I manage to fill up space after a few encounters.  If weapons boosted marine effectiveness, the trick is to give enough so that it is worth the loss of cargo space, but not too much as to make it mandatory.

Also, hand weapons have the minor problem of being illegal in some factions' space.  If you get cargo scans, you risk losing them.

That said, I do not mind weapons having an additional use aside from boosting marines or mundane trade.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on December 22, 2016, 08:40:43 AM
It would be interesting if the various goods had more of an impact on worlds; for example, smuggling hand weapons could reduce stability more than smuggling food (which might even increase stability, despite being smuggling, if there is a shortage). Explaining all this to the player in an intuitive manner might be difficult though.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on December 22, 2016, 09:04:17 AM
Maybe not all commodities need an immediate application. I hope industry will give them more of an identity by making them part of a production chain. For example, hand weapons might be a necessary ingredient to train your own marines.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Darenkel on December 22, 2016, 06:31:13 PM
Or have some craftable where "Crew + Hand Weapons = Marines"...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Beobachter on December 23, 2016, 12:48:47 AM
This discussion reminds me of how Failbetter's Sunless Sea handles commodities, casting them as both trade goods and as consumables.

Other ways resources could be used(?)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: hellman-P on December 25, 2016, 01:29:45 PM
I can't wait for this update to realese! ;D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Morrokain on January 02, 2017, 06:37:43 PM
Couple of mod-conversion related questions to this these patch notes if you have a free moment. No big deal if you are too busy to reply to this  :)

1) Can I get the .csv file IDs for the heavy mortar, hammer barrage, and devastator cannon?
 
2) Only if spoiler-free answers are possible of course: the new fighter hull IDs?

Trying to get as many files ready as possible and fit the new weapon roles into my current weapon balance ahead of time.

Makes the overall transition to .8a way easier.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ErKeL on January 05, 2017, 08:00:48 PM
Personally I think if hand weapons were to have a use and effect it would be outfitting rebel factions or supplying the legitimate government of a colony.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Toxcity on January 08, 2017, 11:21:47 AM
Is Advanced Optics going to get an OP price decrease like DTC and ITU?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Nader on January 09, 2017, 07:00:48 PM
I remember seeing something about them becoming the Persian league which is coming next patch
The Persean League, yes. (If it helps, I pronounce it "Per-see-an", as in a word derived from the name Perseus.)

How many factions are planned to be in the final game?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Toxcity on January 09, 2017, 07:39:36 PM
Based on the faction flags in the game folder, it seems like we're getting 2 more; Persean League and Ko Combine.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mini S on January 10, 2017, 10:13:34 AM
Based on the faction flags in the game folder, it seems like we're getting 2 more; Persean League and Ko Combine.

Where do you find the Ko Combine?

Besides the normal factions i only find the Persean League, the Lions Guard and the Knights of Ludd(currently in the game as Luddic Church Military market)

[attachment deleted by admin]
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Toxcity on January 10, 2017, 10:24:16 AM
They don't have a .faction file, but they do have a flag in the logo folder (iirc) in the graphics folder.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Nader on January 10, 2017, 07:58:19 PM
Is the Ko Combine a renamed Lion's Guard or vice versa? 
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Toxcity on January 10, 2017, 08:56:45 PM
To my knowledge, Ko Combine and Lion's Guard are completely different factions. Lion's Guard are already in the game as part of the Sindrian Diktat.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on January 12, 2017, 12:15:19 PM
How exactly will the armor changes work? Does that mean that a ship with 1000 armor would always have 50? What about hull mods, would they influence it? And what exactly WAS the equation for armor damage again? ^^;
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on January 12, 2017, 04:31:44 PM
The armor formula is/was:

final damage = (damage)*(damage)/(damage+armor)

(where 'damage' includes boosts/penalties from being HE or Kinetic)

The minimum damage is going to seriously reduce the damage done by low per shot weapons... like lmg's and vulcans.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on January 12, 2017, 09:11:13 PM
Right, yep. And now the armor value in that formula will be max(armor, baseArmor * 0.05) instead.

The minimum damage is going to seriously reduce the damage done by low per shot weapons... like lmg's and vulcans.

As much as that's true, I think it probably affects stuff like the needler (and indeed lmgs more than it does the vulcan. The vulcan's insane vs-hull dps becomes merely very high.


Is Advanced Optics going to get an OP price decrease like DTC and ITU?

Wasn't planning on it, no.


1) Can I get the .csv file IDs for the heavy mortar, hammer barrage, and devastator cannon?


heavymortar, hammerrack, and devastator

2) Only if spoiler-free answers are possible of course: the new fighter hull IDs?

Not possible, I'm afraid :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on January 12, 2017, 10:42:15 PM
hello alex when are you going to update the patch notes thx
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on January 12, 2017, 11:23:25 PM
hello alex when are you going to update the patch notes thx
Now that you've said that, he just most likely set it back a week!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: djcian on January 12, 2017, 11:37:25 PM
hello alex when are you going to update the patch notes thx


how about this,

Alex, are you guys still adding new content and large features to this patch, or are you guys just bug testing and polishing it?

When determining how far away the release is, would you estimate it using days, weeks, or months?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: DownTheDrain on January 13, 2017, 09:37:15 AM
When determining how far away the release is, would you estimate it using days, weeks, or months?

Millennia.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Grievous69 on January 13, 2017, 10:25:12 AM
We still have one more blog post ahead of us so it's probably months (maybe just one if we're lucky).
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on January 13, 2017, 10:28:41 AM
Supposedly there is one outstanding blog post about one more feature. After that, probably "just" getting ready for release.

But since we're at the release date guessing game again, I'll lock the thread for now.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 03:07:40 PM
Updated!

Last major set of changes before the release, but still a few things left. Mainly: a new starting star system (or at least a very close look at doing that), some modding API enhancements (for which I've got a list and will cherry-pick some things from), and of course some more playtesting and polish.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: arcibalde on March 23, 2017, 03:21:18 PM
I knew it  ;D (that something would change when i hit that refresh button :P)

edit: We can eject crew in cargo pods... Why?  :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cycerin on March 23, 2017, 03:29:01 PM
The hype hurts, Alex! This all sounds so good. Pleased to see some unexpected new ships too, how big is the low-tech carrier? :o
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: HELMUT on March 23, 2017, 03:32:37 PM
Damn it Alex, i was supposed to go to sleep early today! A bit too sleepy to read all of this in details, but from what i'm seeing, this all sounds pretty good. I'll look into it a bit thoroughly tomorrow.

By the way, does the Hellbore damage per shot was increased to compensate for the reduced ROF? Or is it a straight nerf to it (asides from the flux reduction)? I mean, it's not like it was an amazing weapon to begin with, so it leaves me a bit curious.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 23, 2017, 03:34:49 PM
Two questions on the skill revamp:
1) If there are duplicate boosts in the same skill, do they stack or merge? (IE if my mod had a +10% OP at level three computer systems and so did vanilla, would the boost be 10% or 20%?
2) Can Aptitudes still get boosts in mods? Or are they forever empty?

Quote
new starting star system
Oh boy! Is it called Tutorion by any chance? Is this the start of the tutorial rework?

Edit: Also, how are fuel prices and drops now that space is MUCH bigger?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on March 23, 2017, 03:39:59 PM
Quote
Flux Coil Adjunct, Flux Distributor:

    Cost 4/8/12/20 ordnance points
    Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
    Available from the start
So can you stick multiples of this on, or is it supposed to be a tiny bonus?

Damn it Alex, i was supposed to go to sleep early today! A bit too sleepy to read all of this in details, but from what i'm seeing, this all sounds pretty good. I'll look into it a bit thoroughly tomorrow.

By the way, does the Hellbore damage per shot was increased to compensate for the reduced ROF? Or is it a straight nerf to it (asides from the flux reduction)? I mean, it's not like it was an amazing weapon to begin with, so it leaves me a bit curious.
It says "Overall: low dps, very high per-shot damage, very low flux cost", so I assume it's a straight nerf.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 23, 2017, 03:42:43 PM
Quote
Flux Coil Adjunct, Flux Distributor:

    Cost 4/8/12/20 ordnance points
    Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
    Available from the start
So can you stick multiples of this on, or is it supposed to be a tiny bonus?

Damn it Alex, i was supposed to go to sleep early today! A bit too sleepy to read all of this in details, but from what i'm seeing, this all sounds pretty good. I'll look into it a bit thoroughly tomorrow.

By the way, does the Hellbore damage per shot was increased to compensate for the reduced ROF? Or is it a straight nerf to it (asides from the flux reduction)? I mean, it's not like it was an amazing weapon to begin with, so it leaves me a bit curious.
It says "Overall: low dps, very high per-shot damage, very low flux cost", so I assume it's a straight nerf.
Pretty sure it is supposed to be a tiny bonus
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: xenoargh on March 23, 2017, 03:49:31 PM
Quote
Apogee: replaced ship system with Active Flair Launcher
Bring it!
(http://blog.eversnapapp.com/wp-content/uploads/2014/01/aUyNeZ1390009113.jpg)

This changelog is fricking awesome, btw.  Can't wait to take it for a spin!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 03:50:49 PM
I knew it  ;D (that something would change when i hit that refresh button :P)

:D

edit: We can eject crew in cargo pods... Why?  :)

Sometimes you need to - let's say you've made some bad decisions or had a run of bad luck on a salvage expedition. You're out of fuel, and no-one's answering your distress call. You put some crew in cryosleep in cargo pods, stabilize the pods' orbit so you can find them later, and scuttle some ships. Extracting antimatter from their reactors provides some improvised fuel - enough to limp back to safety, and then eventually return for your crew.


The hype hurts, Alex! This all sounds so good. Pleased to see some unexpected new ships too, how big is the low-tech carrier? :o

Oh, right, that's not mentioned, is it? It's capital-sized, with 4 fighter bays.



By the way, does the Hellbore damage per shot was increased to compensate for the reduced ROF? Or is it a straight nerf to it (asides from the flux reduction)? I mean, it's not like it was an amazing weapon to begin with, so it leaves me a bit curious.

More or less. I think it was too good before for the OP cost; rather than raise the OP cost, decided to make it into a specialist weapon. The overall flux/second is very low - especially due to the rate of fire reduction - so I think it remains a relevant choice. (Btw: kind of enjoying the new visuals for it. Can't miss seeing it firing at you now, and makes it feel just that much more powerful.)



Two questions on the skill revamp:
1) If there are duplicate boosts in the same skill, do they stack or merge? (IE if my mod had a +10% OP at level three computer systems and so did vanilla, would the boost be 10% or 20%?

Stack, but how they do is up to the mod. Generally speaking, the idea is that increases should be additive, while reductions should be multiplicative, to avoid stats getting out of hand.

For example, +50% and +50% should give +100%, while -50% and -50% should reduce the value by 3/4ths.

2) Can Aptitudes still get boosts in mods? Or are they forever empty?

They can.

Oh boy! Is it called Tutorion by any chance? Is this the start of the tutorial rework?

:-\ (Yes, but not 100% committing to it. Which is to say I have every intention of doing it, but we'll see how time-consuming it ends up being.)

Edit: Also, how are fuel prices and drops now that space is MUCH bigger?

In playtesting so far - pretty good, I think? Will take some more tuning for sure (both between now and the release, and naturally also *after* the release based on feedback) but in general there's a *lot* of stuff to find. And, a lot of it results in you getting free stuff.


Quote
Flux Coil Adjunct, Flux Distributor:
    Cost 4/8/12/20 ordnance points
    Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
    Available from the start
So can you stick multiples of this on, or is it supposed to be a tiny bonus?

Just one, like all the other hullmods. It's 30% of what you get from maxed vents/capacitors, so I wouldn't call it tiny. It's not huge, but it's quite significant.

Quote
Apogee: replaced ship system with Active Flair Launcher
Bring it!

... crap.

This changelog is fricking awesome, btw.  Can't wait to take it for a spin!

:) !!! Can't wait to get it out there.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 23, 2017, 04:02:47 PM
Another question (sorry): Do hull mods need any changes to add into .8? If so, then what? Code? Art? I know they can be found in the wild
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 04:13:25 PM
Another question (sorry): Do hull mods need any changes to add into .8? If so, then what? Code? Art? I know they can be found in the wild

The cargo icon for hullmods is a composite of a base icon and the hullmod's icon, so no new art is required.

As far as adding them to the campaign, the .faction files have a section for hullmods the faction may sell. Modspecs will also occasionally drop from ships with those hullmods mounted.


P.S. Questions are totally welcome and in fact encouraged :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on March 23, 2017, 04:21:21 PM
P.S. Questions are totally welcome and in fact encouraged :)
What da zog is a Phase Charge Launcher? Is it a weapon that fires missiles/mines which can hit phased ships?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 04:23:02 PM
What da zog is a Phase Charge Launcher? Is it a weapon that fires missiles/mines which can hit phased ships?

Ohh, I meant the "proximity charge launcher". Used to be named "phase charge launcher" a while back.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 23, 2017, 04:23:49 PM
I guess I can't trust the wiki, currently it says the flux/s is 533 on the Mjolnir Cannon and 550 on the Hellbore... ???

Really glad to see some new ship hulls (especially a new capital ship) even though they are just carriers, maybe I will try piloting one. Any hidden or REDACTED hulls that might make it into this release? :D

The course setting feature seems like it'll be a great addition and should cut down on the amount of times one has to open the map to reorient.

About how valuable are we talking with class 5 planet data? Enough to buy a shiny new destroyer or something?

Anyways, a lot of digest here and super excited that we must really be getting close to release now! I'll surely have a few more questions later on...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 04:26:14 PM
Really glad to see some new ship hulls (especially a new capital ship) even though they are just carriers, maybe I will try piloting one. Any hidden or REDACTED hulls that might make it into this release? :D

It's not just a carrier, it's a battlecarrier.

About how valuable are we talking with class 5 planet data? Enough to buy a shiny new destroyer or something?

Currently? Enough several times over. Might tone that down a bit, though. Then again, we're talking maybe a dozen planets like that in the entire Sector.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 23, 2017, 04:29:50 PM
I guess I can't trust the wiki, currently it says the flux/s is 533 on the Mjolnir Cannon and 550 on the Hellbore... ???

Really glad to see some new ship hulls (especially a new capital ship) even though they are just carriers, maybe I will try piloting one. Any hidden or REDACTED hulls that might make it into this release? :D

The course setting feature seems like it'll be a great addition and should cut down on the amount of times one has to open the map to reorient.

About how valuable are we talking with class 5 planet data? Enough to buy a shiny new destroyer or something?

Anyways, a lot of digest here and super excited that we must really be getting close to release now! I'll surely have a few more questions later on...
I would hope that class 5 would mean like a fully fitted Paragon as I would think that is a Paradise level world

Annnnd that brings another question! Could we mod in something that allows us to exchange survey data for something other than credits?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Wyvern on March 23, 2017, 04:32:22 PM
Modding
  • Station weapons now render above all station modules
RIP Nemean Lion?

I guess I can't trust the wiki, currently it says the flux/s is 533 on the Mjolnir Cannon and 550 on the Hellbore... ???
Different measures - the wiki is giving you flux per second, while Alex' listing was flux per shot.  They're both right.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 04:34:10 PM
Annnnd that brings another question! Could we mod in something that allows us to exchange survey data for something other than credits?

Certainly. There are other REDACTED that in fact do REDACTED in a related manner.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 23, 2017, 04:34:51 PM
I guess I can't trust the wiki, currently it says the flux/s is 533 on the Mjolnir Cannon and 550 on the Hellbore... ???
Different measures - the wiki is giving you flux per second, while Alex' listing was flux per shot.  They're both right.
Wiki is outdated and not well maintained
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on March 23, 2017, 04:37:28 PM
Are there any skills which give your ships bonus OP, or effective bonus OP a la the old Ordinance Expertise?

If modspecs can be dropped from ships which have that hullmod installed, can you potentially get a Heavy Ballistics Integration hullmod from killing lots of Conquests?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 04:41:37 PM
Are there any skills which give your ships bonus OP, or effective bonus OP a la the old Ordinance Expertise?

Yeah, there's one skill in Technology that gives +10% OP alongside modest increases to max vents/capacitors.

If modspecs can be dropped from ships which have that hullmod installed, can you potentially get a Heavy Ballistics Integration hullmod from killing lots of Conquests?

Negative - built-in hullmods can't drop.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 23, 2017, 04:49:56 PM
Annnnd that brings another question! Could we mod in something that allows us to exchange survey data for something other than credits?

Certainly. There are other REDACTED that in fact do REDACTED in a related manner.
Damnit Alex, stop being such a Hypester and RELEASE THE BEAST! Leave all the play testing to us!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Tartiflette on March 23, 2017, 05:02:43 PM
Modding
  • Station weapons now render above all station modules
RIP Nemean Lion?
Not really, the current setup using twiglib already required some shenanigans to make everything render in the right order, and I actually won't have much to change to adapt it to the modules.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Wyvern on March 23, 2017, 05:06:28 PM
Modding
  • Station weapons now render above all station modules
RIP Nemean Lion?
Not really, the current setup using twiglib already required some shenanigans to make everything render in the right order, and I actually won't have much to change to adapt it to the modules.
Well that's good to hear!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 23, 2017, 05:06:40 PM
Alex, Can we adjust the cost of the D mod removal? I can't remember if you said we could or not. Also if you can: would it be per the settings file or per station? (or both?)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on March 23, 2017, 05:08:45 PM
Quote
Neutrino Detector ability (requires Sensors skill)

    Detect entities anywhere in-system
Please define entity.

Quote
Tempest: increased shield arc to 120 degrees (was 90)
I'm seeing a bunch of Tempest buffs. Did you feel it was underperforming?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Wyvern on March 23, 2017, 05:30:47 PM
Quote
Tempest: increased shield arc to 120 degrees (was 90)
I'm seeing a bunch of Tempest buffs. Did you feel it was underperforming?
I'd be willing to bet that the Tempest is one of the ships that got a smaller than 10% increase to its ordnance points, though, and the new drone is much less of a distraction / built-in wingman than the previous version.  So I guess we'll see.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 05:33:47 PM
Alex, Can we adjust the cost of the D mod removal? I can't remember if you said we could or not. Also if you can: would it be per the settings file or per station? (or both?)

Some related multipliers in settings, yeah.

Quote
Neutrino Detector ability (requires Sensors skill)

    Detect entities anywhere in-system
Please define entity.

Intentionally ambiguous! The tooltip is a bit more specific.

Basically: all sorts of stuff, from fleets to salvage stuff to planets and stations to false readings.

Quote
Tempest: increased shield arc to 120 degrees (was 90)
I'm seeing a bunch of Tempest buffs. Did you feel it was underperforming?

That was more for gameplay reasons, arc was just a bit too narrow and it kept getting hit directly by stuff it "shouldn't" be hit by, it felt like.

Balance-wise, it may warrant a cost increase, but we'll see. The new Terminator drone is not a straight buff - sure, it sounds impressive on paper, but a lot of the benefit of the previous iteration was just how badly it messed up the enemy AI. The new one doesn't do that, *plus* the AI is better at dealing with that sort of thing anyhow. And an Active Flare Launcher, while fun, isn't exactly a high value-add for the Tempest.

I'd be willing to bet that the Tempest is one of the ships that got a smaller than 10% increase to its ordnance points

It got right around 10% - 45 to 50. But, yeah, spot on re: distraction value.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on March 23, 2017, 05:46:28 PM
Somehow, through all this awesome stuff, the one that gets me the most is "Weapons with recoil now retract their barrels while ship is venting". It's the little details like that which make Starsector an incredible game.  ;D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 05:48:57 PM
Somehow, through all this awesome stuff, the one that gets me the most is "Weapons with recoil now retract their barrels while ship is venting". It's the little details like that which make Starsector an incredible game.  ;D

Cycerin's suggestion, iirc :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 23, 2017, 06:14:01 PM
I'm kinda bad at math so what happens when you've got Armored Mounts that slow turret speed by 25% and then add Advanced Gyros that speeds up by 50%? I thought it'd be a net gain of 25% faster turrets but what about the new stacking rules and such?

Does this new battlecarrier have at least 1 large ballistic turret? Or does it blow its load on large missiles, flight decks and lots of smaller mounts like the Mora?

So the big Apogee nerf was only gaining 5 more OP as compensation for the overall OP reduction? Hrrm, well I guess it loses its range booster drones too (unless they are built-in now?).

Did the Storm Needler really need the 100 range nerf? You give it somewhat usable flux stats but then you taketh away...

But hey, this means you're damn close to releasing this beast ya?! Just some final polish and playtesting, eh?!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 06:40:57 PM
I'm kinda bad at math so what happens when you've got Armored Mounts that slow turret speed by 25% and then add Advanced Gyros that speeds up by 50%? I thought it'd be a net gain of 25% faster turrets but what about the new stacking rules and such?

1 (base) * 1.5 (gyros) * 0.75 (armored mounts) = 1.125, or a 12.5% bonus.

Does this new battlecarrier have at least 1 large ballistic turret? Or does it blow its load on large missiles, flight decks and lots of smaller mounts like the Mora?

You'll have to see it to get all the details, but let's just say it's got plenty of firepower and a good balance of ballistics vs missiles.

So the big Apogee nerf was only gaining 5 more OP as compensation for the overall OP reduction? Hrrm, well I guess it loses its range booster drones too (unless they are built-in now?).

No sensor drones, right. That's a pretty big deal.

Did the Storm Needler really need the 100 range nerf? You give it somewhat usable flux stats but then you taketh away...

It really did, yeah. It's somewhat unique among longer-ranged kinetic weapons in that it deals its damage over time rather than a burst, making it very difficult to avoid taking on shields.


But hey, this means you're damn close to releasing this beast ya?! Just some final polish and playtesting, eh?!

"just"
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Wyvern on March 23, 2017, 06:46:02 PM
Did the Storm Needler really need the 100 range nerf? You give it somewhat usable flux stats but then you taketh away...

It really did, yeah. It's somewhat unique among longer-ranged kinetic weapons in that it deals its damage over time rather than a burst, making it very difficult to avoid taking on shields.
Honestly, I'd say it's still a net buff - in the current game the Storm Needler is basically unusable; the reduced flux cost should make it something that's actually sane to mount on some builds.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Seifer on March 23, 2017, 07:06:37 PM
"Significant performance improvements"
I'm excited about this xD my computer is 2013 old and suffers with several mods added, so improvements are greatly appreciated ^^ I'm really hyped for the update to come, and I would like to thank the devs and modders who make the game grow and become the Starsector it needs to be :) I always come back and have great fun starting a new campaign, playing hours like a maniac lol. Have a sweet night :D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 23, 2017, 07:11:02 PM
I'm curious if it's actually a net performance boost or if the massive expansion of the game world (and thus many more fleets and other things to sim) kinda negates it all. Not that it really matters to me as I keep my hardware up to date, though! >8D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 23, 2017, 07:14:44 PM
I'm curious if it's actually a net performance boost or if the massive expansion of the game world (and thus many more fleets and other things to sim) kinda negates it all. Not that it really matters to me as I keep my hardware up to date, though! >8D
I think Alex has said that it is about a 30%? increase?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 23, 2017, 07:19:43 PM
So Alex, how many lines of code is Starsector up to now? And how often are you able to copy/paste a decent amount of code when implementing a new feature?

Also, for David, about how long does it take you to finalize a frigate sized hull, a capital sized? About 3-5 hours of total work? I'd imagine you've gotten super proficient at busting out ships at this point!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on March 23, 2017, 07:27:06 PM
Did the Storm Needler really need the 100 range nerf? You give it somewhat usable flux stats but then you taketh away...

It really did, yeah. It's somewhat unique among longer-ranged kinetic weapons in that it deals its damage over time rather than a burst, making it very difficult to avoid taking on shields.
Honestly, I'd say it's still a net buff - in the current game the Storm Needler is basically unusable; the reduced flux cost should make it something that's actually sane to mount on some builds.

Well that and Mjolnir nerf might make it not the objectively correct choice for every large ballistic slot that wasn't OP-constrained.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 07:40:19 PM
I'm curious if it's actually a net performance boost or if the massive expansion of the game world (and thus many more fleets and other things to sim) kinda negates it all. Not that it really matters to me as I keep my hardware up to date, though! >8D
I think Alex has said that it is about a 30%? increase?

... something like that, probably. It's hard to say exactly and it's system-dependent too. I will say that the expansion of the game world didn't have as much of an impact on performance as one might guess, and many of the "extra" fleets are handled in a way where they're not simulated to nearly the same degree unless they're nearby.

It's also up to mods to use some of these new features if they want to add lots more fleets; otherwise performance might suffer.

So Alex, how many lines of code is Starsector up to now? And how often are you able to copy/paste a decent amount of code when implementing a new feature?

No idea! I've wondered about that, but not curious enough to take time to actually get a LOC count. Re: copy/pasting, that's kind of an impossible question to answer. It's just a normal part of coding, so it's not like it "saves time"; it's just how one works.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 23, 2017, 08:27:33 PM
Have ship market prices been adjusted at all? Like say the Onslaught being made more expensive?

Wasn't there gonna be a new defensive-type destroyer or does the Drover somehow fill that slot in? Simply not enough time to squeeze that into this patch?

No tweaks to the Hephaestus Assault Gun, eh? You thinking it's in a pretty okay spot with the nerfs to Hellbore and Mjolnir?

Finally, are you gonna commish a new trailer? Seems like this patch would deserve one... :o
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on March 23, 2017, 08:35:07 PM
a picket destroyer would maybe be interesting, though without it's own specialized AI profile maybe not too useful.

when are we getting anti-phase depth charges anyway
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Toxcity on March 23, 2017, 08:39:50 PM
Generally a beam based ship can be a good defense vs. phase ships.

EDIT: Are cargo pods created by just dragging the item you want in them with some supplies into the discard section? Or is there another section entirely for that?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: RickyRio on March 23, 2017, 08:59:39 PM
New/adjusted hullmods:
  • Expanded Missile Racks:
    • Now increases missile ammo by 100% (was: 75%)
    • Ordnance point cost increased substantially
    • One-shot Reaper torpedo launcher now has a 5 second cooldown

Interesting, Did you find that missiles felt a bit less powerful with the removal of +1 missile ammo? or was this just in response to +75% not being very useful on many launcher ammo counts?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on March 23, 2017, 09:07:43 PM
New/adjusted hullmods:
  • Expanded Missile Racks:
    • Now increases missile ammo by 100% (was: 75%)
    • Ordnance point cost increased substantially
    • One-shot Reaper torpedo launcher now has a 5 second cooldown

*grabs by the color, shaking and screaming* tell me you left my atropos kite viable! Tell me!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on March 23, 2017, 09:10:21 PM
Quote
Removed CR reduction for hull damage taken in combat

This makes me very happy!

Quote
Transverse Jump ability:
Jump into systems using nascent gravity wells
Jump to hyperspace from anywhere in-system without using a jump-point (costs fuel and a bit of CR)
Unlocked by level 3 Navigation skill
Neutrino Detector ability (requires Sensors skill)
Detect entities anywhere in-system

Can the AI also use this? If so, doesn't it become mandatory for the player to also have Transverse Jump, so they can chase targets that do it?  And does the AI spam the Neutrino detector? If so, does that basically kill the stealth/smuggling playstyle?

[Edit] And before I forget, tons of stuff looks amazing! I'm looking forward to having a carrier fleet of doom again!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on March 23, 2017, 09:12:24 PM
Alex, are you secretly really kinky or something because this release is such a ***-tease I'm getting blue-balled.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: JohnDoe on March 23, 2017, 09:26:16 PM
Added "enableUIStaticNoise" setting to data/config/settings.json to disable UI static noise overlay
Thank you!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 09:30:40 PM
Have ship market prices been adjusted at all? Like say the Onslaught being made more expensive?

Yes specifically re: Onslaught. Haven't messed with the prices much aside from that.

Wasn't there gonna be a new defensive-type destroyer or does the Drover somehow fill that slot in? Simply not enough time to squeeze that into this patch?

Not sure what you mean, nothing comes to mind.

No tweaks to the Hephaestus Assault Gun, eh? You thinking it's in a pretty okay spot with the nerfs to Hellbore and Mjolnir?

Nope! I think it might be in a decent place, but as always we'll see. As you point out, these changes help clarify its niche.

Finally, are you gonna commish a new trailer? Seems like this patch would deserve one... :o

No, though yeah it kinda does. Mostly just not enough time to squeeze that in as well.



EDIT: Are cargo pods created by just dragging the item you want in them with some supplies into the discard section?

Yep. It's been renamed "Eject", btw.


Interesting, Did you find that missiles felt a bit less powerful with the removal of +1 missile ammo? or was this just in response to +75% not being very useful on many launcher ammo counts?

More just experimenting with stuff - doubling the ammo for some specific missiles is neat, and hopefully with the changes to missile skills and the increase in cost for missile racks, hopefully it won't be overpowered.

*grabs by the color, shaking and screaming* tell me you left my atropos kite viable! Tell me!

Probably? It's probably better, really - more OP, sure, but also more Atropos..es? Atropi? Atropen?

Can the AI also use this? If so, doesn't it become mandatory for the player to also have Transverse Jump, so they can chase targets that do it?  And does the AI spam the Neutrino detector? If so, does that basically kill the stealth/smuggling playstyle?

Both are player-only abilities. So is Sustained Burn, actually, at least for the moment.

[Edit] And before I forget, tons of stuff looks amazing! I'm looking forward to having a carrier fleet of doom again!

Thank you!

@cjusa: 511 man, 511.


Added "enableUIStaticNoise" setting to data/config/settings.json to disable UI static noise overlay
Thank you!

:)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gourdman on March 23, 2017, 09:37:16 PM
Really excited for this release, Alex.  Gonna be able to put all the mods down and enjoy the game for a good while like you intended.  Keep it up and don't worry about that release date!
Make it good, and keep giving us tantalizing and uninformative details.  Mmm.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 09:41:44 PM
Thanks for your support! Also, welcome to the forum, at least in a non-lurking capacity :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Swizzlewizzle on March 23, 2017, 09:48:47 PM
Alex, RE: performance...

I'm assuming (and correct me if i'm wrong), that the primary bottleneck in running larger fleet battles and maintaining a decent FPS is on the CPU side, seeing as how - at least from what i've read - the engine SS is based on is single-threaded. I've noticed that, especially missile simulation and pathfinding/collision, has the potential to cause the SIM to crawl, even with just a few hundred on screen.

Is this potentially a bottleneck that will be chipped away at before release? I mean, i'm assuming that the engine *can* technically put processes on different threads (and probably does have some AI stuff on separate threads?).... just seems a shame that we have all of these high tech 12+ core CPUs but end up bottlenecked the same as a 2 core CPU in a format where we should be able to simulate hundreds of ships fighting each other.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 23, 2017, 10:04:24 PM
Unfortunately, it's really not that simple. First of all, it seems to me to be closer to 50/50 between cpu and graphics card in terms of performance bottlenecks.

Second, changing the engine code to be able to support this is extremely non-trivial. It's the sort of undertaking that could sink a project - code complexity goes through the roof, debugging becomes many times more difficult, and performance gains may not even materialize.

Some things are naturally well-suited for being multi-threaded. For example, music playback happens on another thread - it just does its thing, and the main thread doesn't need to worry about it. Other things, less so - threads have to wait for each other to get to the same place, sync up, share data, etc. So even if you have say two threads doing work instead of one, chances are you're not getting anywhere near double the performance.

Finally, it's the sort of performance optimization that's not actually very useful because it doesn't do much for the worst case, which I think is what really matters. Sure, a monster PC will (potentially, if all the other problems didn't exist) reach dizzying heights - but it was already running the game fine, while a PC that was struggling won't be helped much at all. Spending time on optimizations that primarily affect the high-end doesn't seem very worthwhile.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: David on March 23, 2017, 10:41:48 PM
Also, for David, about how long does it take you to finalize a frigate sized hull, a capital sized? About 3-5 hours of total work? I'd imagine you've gotten super proficient at busting out ships at this point!

Uhhhh, hmm. It kinda depends. Sometimes it goes faster, sometimes slower. Your estimate is not far off, though a big capital (or god help me, a station) takes rather longer, of course. Also depends a bit on how much I copypasta my own stuff from old ships. Also depends on how generally unique the ship is. And if I'm doing a set of visually related ships all in one go they'll go faster as I'm deep into the style, though this isn't usually the case.

Fighters, of course, are almost instant to draw. The real issue with them tends to be thinking up a design. And yeah, frigates are quick, but it's becoming more and more important that they become distinct from everything that's already been done, so I have to put a bit more thought into them.

(I do actually track numbers for time worked on ships vs. other stuff, but it's just a monthly total and not actually broken down per-ship, so I don't have a cool statistic for you.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on March 23, 2017, 11:35:39 PM
Both are player-only abilities. So is Sustained Burn, actually, at least for the moment.


this worries me, especially if we're gonna be flying around the sector under SB and seeing everyone else in normal burn drive
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 23, 2017, 11:43:51 PM
Both are player-only abilities. So is Sustained Burn, actually, at least for the moment.


this worries me, especially if we're gonna be flying around the sector under SB and seeing everyone else in normal burn drive
I think it is to prevent ganks from the AI like with E burn now. And also to prevent bounties from just "NOPE"ing out
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 23, 2017, 11:50:26 PM
I think it is to prevent ganks from the AI like with E burn now. And also to prevent bounties from just "NOPE"ing out
There's a time delay as well as a fleet slowdown before the +10 Burn buff takes place, so you can't just NOPE out of any situation with Sustained Burn.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Jonlissla on March 24, 2017, 12:07:06 AM
Who needs a brothel when you can visit this thread for a good time.

Changelog looks fantastic. Really, really looking forward it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Surge on March 24, 2017, 12:19:50 AM
Christ Alex, I had to stop reading halfway through before the hype killed me. I can't wait to get my hands on this patch.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Embolism on March 24, 2017, 12:21:41 AM
Am I the only person who feels carrier distribution between tech levels is backwards? Low-tech now has 3. Midline has 2. High-tech has 1. This is of course discounting not-real-carriers like Gemini and Odyssey.

On the other hand, 6 out of 14 strike craft are high-tech, and it is also the only tech level that fields shielded strike craft.

Yes, the Astral is the pinnacle of carrier design, but high-tech has nothing for fleets smaller than an armada; whereas both low-tech and midline have carriers for most fleet sizes. Unless there are smaller high-tech carriers still under wraps?

Now that fighters can only be fielded with carriers, it would be a damn shame if smaller high-tech fleets either can't field strike craft or must use lower tech carriers (granted the Heron fulfills high-tech's mobility doctrine pretty well, here's hoping the Drover does too).
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SeinTa on March 24, 2017, 12:54:58 AM
Quote
Added "Distress Call" player ability; may result in friendly fleet arriving with some fuel or supplies

I had a good chuckle, got the feeling there might be pirates answering it as well?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 24, 2017, 01:02:40 AM
Quote
Added "Distress Call" player ability; may result in friendly fleet arriving with some fuel or supplies

I had a good chuckle, got the feeling there might be pirates answering it as well?
Yeah I can see this being used by someone *coughmegascough* to draw in fleets to make a big(ger) fight
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: sycspysycspy on March 24, 2017, 01:11:32 AM
Are there any skills which give your ships bonus OP, or effective bonus OP a la the old Ordinance Expertise?

Yeah, there's one skill in Technology that gives +10% OP alongside modest increases to max vents/capacitors.

If modspecs can be dropped from ships which have that hullmod installed, can you potentially get a Heavy Ballistics Integration hullmod from killing lots of Conquests?

Negative - built-in hullmods can't drop.

So for conquest Heavy Ballistics Integration hullmod would bring 40 effecitve OP if the player choose to have 4 large ballistic weapons installed. And you reduced its OP by 30 so overall the conquest class would get 10 more OP in the event of having 4 large ballistic weaspons installed. I kinda feel bad for it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on March 24, 2017, 02:09:49 AM
Am I the only person who feels carrier distribution between tech levels is backwards? Low-tech now has 3. Midline has 2. High-tech has 1. This is of course discounting not-real-carriers like Gemini and Odyssey.

On the other hand, 6 out of 14 strike craft are high-tech, and it is also the only tech level that fields shielded strike craft.

Just curious, how are you defining "strike craft" here? I presume not just fighters, because I'm looking at Starsector's current fighters, and those numbers don't add up. Are you including things like the Hyperion and Tempest?

EDIT: On a personal note and for the sake of discussion, I treat the Dagger as a midline fighter, so I'm not convinced high-tech has a monopoly on shielded fighters.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: MesoTroniK on March 24, 2017, 02:31:02 AM
It is high tech, the hull and engine styles don't lie.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Embolism on March 24, 2017, 03:39:22 AM
Am I the only person who feels carrier distribution between tech levels is backwards? Low-tech now has 3. Midline has 2. High-tech has 1. This is of course discounting not-real-carriers like Gemini and Odyssey.

On the other hand, 6 out of 14 strike craft are high-tech, and it is also the only tech level that fields shielded strike craft.

Just curious, how are you defining "strike craft" here? I presume not just fighters, because I'm looking at Starsector's current fighters, and those numbers don't add up. Are you including things like the Hyperion and Tempest?

EDIT: On a personal note and for the sake of discussion, I treat the Dagger as a midline fighter, so I'm not convinced high-tech has a monopoly on shielded fighters.

The next patch will include two more strike craft (Claw and Khopesh, the former is high-tech and the latter is midline).

And yeah the Dagger's definitely high-tech based on aesthetics. Khopesh will be the midline bomber.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on March 24, 2017, 03:50:40 AM
Very interesting changes again, many more then I expected to see before the update.

Quote
Target fleets now hide out outside the core worlds area and tend to favor star systems that are also otherwise interesting

That's good. Recently I've been thinking that a key to good open-world game design is not to plaster the place with stuff to do and mark it all on a map, but do lay loose threads between points of interest. If you finish one thing and "naturally" stumble upon the next interesting thing, it feels much more like exploration and as if you have real agency.

Quote
Can click minimap in intel message detail to switch to map tab showing location that was on miniamp

I appreciate this kind of UI polish!


Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TJJ on March 24, 2017, 04:35:53 AM
That's good. Recently I've been thinking that a key to good open-world game design is not to plaster the place with stuff to do and mark it all on a map, but do lay loose threads between points of interest. If you finish one thing and "naturally" stumble upon the next interesting thing, it feels much more like exploration and as if you have real agency.

Yeah, the Elder Scrolls games do this excellently.
I also like the approach that Freelancer and the various Evochron games took; making exploration be about the journey as much as the destination, and have it be time consuming and dangerous.

Horizon Zero Dawn, and Mass Effect Andromeda on the other hand.... They both suffer from what i call Assassin's Creed syndrome.
The player doesn't explore the world, they just move from quest marker to quest marker like a preprogrammed robot, there's no journey, no incidental discovery, no surprise, just a load of copy/pasted content dumps.
It's especially damning for ME:A, as it was heralded as having exploration components.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Faiter119 on March 24, 2017, 04:42:29 AM
Gotten back into the game lately and I must say you have come a long way :) I've really enjoyed playing and the world feels very alive.

This patch seems dope Alex keep it up!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 24, 2017, 06:11:40 AM
(or god help me, a station)

Haha, but I thought stations would end up fairly symmetrical! You can't just do one quarter of it and then clone/reorient the rest of it into place? But even so, I guess it's possible that just a quarter of a station is rocking more pixels than anything else—can't wait to see the beasts in action!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Orikson on March 24, 2017, 07:57:25 AM
Just asking, what is difference between 'Integrated Targeting Unit' and 'Dedicated Targeting Core' hull mod (both present and future)?

I get that ITU can be installed on any ship, and DTC is exclusive to cruisers and capitals.

But the current patch has the same range buff for cruisers and capitals when using either ITU or DTC, whereby players usually take ITU since it's cheaper.

Based on the notes written, there's more range being give to cruisers and capitals from ITU coming in 0.8.

So what is the relevancy of getting DTC?

Do players have access to it from the get go? Is either ITU or DTC locked behind a skill?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 24, 2017, 08:26:06 AM
Re: Hellbore
I consider it the second-best heavy ballistic, bested only by Mjolnir.  Near top-tier performance for obscenely low OP cost.  So cheap that I will use medium kinetics instead of Mauler (though it I really want Mauler, there is no substitute for Mjolnir as a companion).  Generally better than HAG, and very cheap too.  Great for outfitting Dominator and Onslaught and still have OP to spare.  The only time HAG is useful for all-purpose configuration is if my kinetics are HVDs and I do not have enough Mjolnir to go around.  Although... Hellbore and Arbalest/HVD gives the Conquest that quaint sailing pirate ship feel.

As for the coming Hellbore changes, that sounds like something a flux-starved ship can use.  Without skills, I find heavy weapons too flux hungry and too OP costly (less OP for vents).  Often better to use Mauler and some medium kinetic so unskilled ships can fire and vent spam (although the latter should be gone soon enough).  If ships want old Hellbore-like performance, they will need to go to HAG.


Re: Tempest
I consider Extended Shields almost mandatory on Tempest because it is narrow enough that AI often gets clipped by attacks.  My Tempests last longer with a bigger shield.  Bigger default shield will be nice.


@ Midnight Kitsune:  Somehow, I doubt it will reliably call more hostile reinforcements to make enemy fleets bigger.  If it does not call an enemy defense fleet, it probably will not be useful as a call-to-arms.  Until Starsector features a kill-em-all-conquest mode like Nexerelin, I rarely have incentives to kill random friendlies.  Being locked out of markets due to bad relations kind of hurts.


P.S.
I like the ship limit raise to 30.  Combined with fighters are weapons instead of clogging ship slots, that should help at least level the playing field against endgame AI fleets and maybe enable more fleet action.

Now that fighters can only be fielded with carriers, it would be a damn shame if smaller high-tech fleets either can't field strike craft or must use lower tech carriers (granted the Heron fulfills high-tech's mobility doctrine pretty well, here's hoping the Drover does too).
Do not forget there will be a hullmod that can install a flight deck on non-frigate ships that do not have a deck into an improvised carrier.

One idea I may consider if missiles are still mostly limited, is to give the big ships with OP to burn the flight deck mod as an alternative to Pilum or Salamander missile spam.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Embolism on March 24, 2017, 08:49:46 AM
Do not forget there will be a hullmod that can install a flight deck on non-frigate ships that do not have a deck into an improvised carrier.

You're right, but I put that in the same basket as Gemini and Odyssey (i.e. even worse than not-real-carriers). If fighter composition is going to be as important as Alex says then one-deck carriers would likely be very limited offensively (especially since converted hangars has a huge penalty for bombers).
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 24, 2017, 09:13:39 AM
Do not forget there will be a hullmod that can install a flight deck on non-frigate ships that do not have a deck into an improvised carrier.

You're right, but I put that in the same basket as Gemini and Odyssey (i.e. even worse than not-real-carriers). If fighter composition is going to be as important as Alex says then one-deck carriers would likely be very limited offensively (especially since converted hangars has a huge penalty for bombers).
No argument there.  Given the changes, I have no idea if adding a deck as a workaround for infinite missiles will be effective.  If it is, you can be sure I will exploit it left-and-right.  If not, I will quickly abandon it.  I probably would not use the deck for bombers, but for interceptors or heavy fighters.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on March 24, 2017, 10:11:44 AM
No argument there.  Given the changes, I have no idea if adding a deck as a workaround for infinite missiles will be effective.  If it is, you can be sure I will exploit it left-and-right.  If not, I will quickly abandon it.  I probably would not use the deck for bombers, but for interceptors or heavy fighters.

It would be useful to carry your own escorts. Almost reminds me of the Buffalo Mk.2 fleets with a wing of Talons from the old days.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 24, 2017, 10:19:46 AM
this worries me, especially if we're gonna be flying around the sector under SB and seeing everyone else in normal burn drive
I think it is to prevent ganks from the AI like with E burn now. And also to prevent bounties from just "NOPE"ing out
[/quote]

It's more not having the time to mess with it - I think it could be quite fun if the AI did use it, but there'd need to be some counter-play abilities, and ironing all that out, along with writing the actual AI for it, doesn't quite have enough bang-for-buck ratio at the moment.


Am I the only person who feels carrier distribution between tech levels is backwards? Low-tech now has 3. Midline has 2. High-tech has 1. This is of course discounting not-real-carriers like Gemini and Odyssey.

On the other hand, 6 out of 14 strike craft are high-tech, and it is also the only tech level that fields shielded strike craft.

Yes, the Astral is the pinnacle of carrier design, but high-tech has nothing for fleets smaller than an armada; whereas both low-tech and midline have carriers for most fleet sizes. Unless there are smaller high-tech carriers still under wraps?

Now that fighters can only be fielded with carriers, it would be a damn shame if smaller high-tech fleets either can't field strike craft or must use lower tech carriers (granted the Heron fulfills high-tech's mobility doctrine pretty well, here's hoping the Drover does too).

Hmm - I feel like if one is expecting each tech level to provide complete fleets compositions and ship progressions, one is always going to be disappointed. They're meant to be complementary rather than self sufficient. To put another way, avoiding too much overlap between what niches the ships fill is a design goal, where providing comprehensive ship sets for each tech level is not.


I had a good chuckle, got the feeling there might be pirates answering it as well?

:-X


And yeah the Dagger's definitely high-tech based on aesthetics. Khopesh will be the midline bomber.

Khopesh is low-tech.



Quote
Target fleets now hide out outside the core worlds area and tend to favor star systems that are also otherwise interesting

That's good. Recently I've been thinking that a key to good open-world game design is not to plaster the place with stuff to do and mark it all on a map, but do lay loose threads between points of interest. If you finish one thing and "naturally" stumble upon the next interesting thing, it feels much more like exploration and as if you have real agency.

Yeah, 100% on the same page here. Some things you discover during your travels are all about pointing you in a particular direction, and missions do this as well. Can always do more here, but I think the current set will be enough to jump-start the exploration aspects.


I also like the approach that Freelancer and the various Evochron games took; making exploration be about the journey as much as the destination, and have it be time consuming and dangerous.

Yep, on the same page here as well. More about having interesting interactions while finding something than after finding it, since the former is going to comprise much more of the gameplay than the latter.

Just asking, what is difference between 'Integrated Targeting Unit' and 'Dedicated Targeting Core' hull mod (both present and future)?

In 0.8a:
The DTC is available at the start, while the ITU needs to be unlocked. They have the same OP costs, and the ITU is a straight upgrade in that it's both installable on frigates and destroyers, and has a slightly higher bonus for the larger ships.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Embolism on March 24, 2017, 10:40:08 AM
Am I the only person who feels carrier distribution between tech levels is backwards? Low-tech now has 3. Midline has 2. High-tech has 1. This is of course discounting not-real-carriers like Gemini and Odyssey.

On the other hand, 6 out of 14 strike craft are high-tech, and it is also the only tech level that fields shielded strike craft.

Yes, the Astral is the pinnacle of carrier design, but high-tech has nothing for fleets smaller than an armada; whereas both low-tech and midline have carriers for most fleet sizes. Unless there are smaller high-tech carriers still under wraps?

Now that fighters can only be fielded with carriers, it would be a damn shame if smaller high-tech fleets either can't field strike craft or must use lower tech carriers (granted the Heron fulfills high-tech's mobility doctrine pretty well, here's hoping the Drover does too).

Hmm - I feel like if one is expecting each tech level to provide complete fleets compositions and ship progressions, one is always going to be disappointed. They're meant to be complementary rather than self sufficient. To put another way, avoiding too much overlap between what niches the ships fill is a design goal, where providing comprehensive ship sets for each tech level is not.

I understand tech levels aren't meant to be factions, and I'm not advocating for a full set of carriers for every tech level. But based on how each time period views fighters, I would've expected high-tech to have the most diversity in carrier design and low-tech to have the least. As it is, it's the other way around.

I mean if high-tech's doctrine is supposed to be "dictate engagements" through speed and mobility, you would expect there to be small, high-tech carriers to support this. Instead it has the complete opposite, a slow, lumbering, overwhelming firepower supercarrier, and nothing else.

.....

To put it another way, I would've expected low-tech to focus on big, lumbering ships-of-the-line and high-tech to focus on speedy, fragile strikers; which includes strike craft (hence fulfilling the design goal of being complementary through different foci). Most of the current line-up fits this except for high tech's carriers (or lack thereof).

I mean all the low-tech carriers fit low-tech admirably (Condor is a slapjob, Mora is beefy, Legion sounds like Mora Plus)... but probably superfluous. I could make do without the Legion if it means a high-tech Destroyer-sized carrier to support those hit-and-run squadrons.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 24, 2017, 10:51:56 AM
I understand tech levels aren't meant to be factions, and I'm not advocating for a full set of carriers for every tech level. But based on how each time period views fighters, I would've expected high-tech to have the most diversity in carrier design and low-tech to have the least. As it is, it's the other way around.

I mean if high-tech's doctrine is supposed to be "dictate engagements" through speed and mobility, you would expect there to be small, high-tech carriers to support this. Instead it has the complete opposite, a slow, lumbering, overwhelming firepower supercarrier, and nothing else.

A couple of things going on here :)

First of all, backstory-wise, what's available in the Sector is just whatever blueprints happened to be there at the time of the gate collapse. If fewer high-tech carrier blueprints happened to be there, well, that's the breaks - but it's not necessarily indicative of the full (and hypothetical) range of high-tech ships found in the Domain at large.

Second, the high-tech "doctrine" is mostly about what makes sense for those ships. Given the nature of energy weapons, mobility and hit and run are what works. Carriers are naturally more about fighters, so I wouldn't expect them to adhere to a doctrine driven by weapons they don't primarily rely on in the first place.

Edit: finally, fighters work in complement with each other as well, and not isolated to a specific tech level, so it's probably not a good idea to think of high-tech carriers as only using high-tech fighters. With some few exceptions, that's not likely to be very effective.

Edit #2: that's not to say that there won't be some future high-tech carrier with good mobility or whatnot, if that happens to be interesting, effective, not redundant, and balanceable. It's just not going to be be because of the "high-tech doctrine", which, per my previous point, really doesn't apply to carriers or fighters.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 24, 2017, 10:56:36 AM
Speaking or energy weapons, I'm kind a shocked that a new one isn't going to be added with this patch. But oh well, I favor low-tech ships anyways to bring on the ballistic options! >8D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Embolism on March 24, 2017, 10:58:14 AM
First of all, backstory-wise, what's available in the Sector is just whatever blueprints happened to be there at the time of the gate collapse. If fewer high-tech carrier blueprints happened to be there, well, that's the breaks - but it's not necessarily indicative of the full (and hypothetical) range of high-tech ships found in the Domain at large.

Well, I'm happy with that explanation!

Second, the high-tech "doctrine" is mostly about what makes sense for those ships. Given the nature of energy weapons, mobility and hit and run are what works. Carriers are naturally more about fighters, so I wouldn't expect them to adhere to a doctrine driven by weapons they don't primarily rely on in the first place.

I would've expected ship design to follow doctrine though, as alluded to in the Mora and Heron's backstories (particularly the Heron being a result of the fighter school gaining traction over the cruiser school). A lumbering carrier like the Astral would need something more like the Dominator to hold the line, rather than an Aurora that plasma jets away and leaves the flagship wide open. The Paragon exists of course, but my impression of the Paragon is it's creation is more about Tri-Tachyon ego than an actual battlefield necessity.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 24, 2017, 11:14:08 AM
Speaking or energy weapons, I'm kind a shocked that a new one isn't going to be added with this patch. But oh well, I favor low-tech ships anyways to bring on the ballistic options! >8D
It would be nice if energy weapons in general had something over ballistics.  The only two things I can think of is chain-EMP from a few weapons and exploiting shield AI with a cheap long-range beam, and the latter might not work anymore.  As is, at least for unmodded game, hybrid mounts are basically ballistic, and universals are composite because energy weapons are usually bad, something to use if your ship cannot use ballistics.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on March 24, 2017, 11:32:32 AM
There used to be a flux overcharge for higher energy-dps at higher flux levels. Maybe bring it back as a hullmod.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on March 24, 2017, 11:38:18 AM
Yes, it's a bit strange how high-tech weapons are, in practice, mostly inferior to "crude" ballistics. Makes you wonder why did the Domain switched in the first place. But maybe we Sector savages are just missing something important about them.

Also, what's with the poor Sabot? Is it doomed to oscillate between single warhead and multiple forever?  :'(
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 24, 2017, 11:46:47 AM
I would've expected ship design to follow doctrine though, as alluded to in the Mora and Heron's backstories (particularly the Heron being a result of the fighter school gaining traction over the cruiser school). A lumbering carrier like the Astral would need something more like the Dominator to hold the line, rather than an Aurora that plasma jets away and leaves the flagship wide open. The Paragon exists of course, but my impression of the Paragon is it's creation is more about Tri-Tachyon ego than an actual battlefield necessity.

Getting deep into theorycrafting the backstory here, but it's fun :)

Looking at it from the point of view of whoever (or whatever) was designing the Astral: if it *didn't* pair well with designs already in wide use - the Onslaught, the Dominator, etc - that would be a problem for its adoption, wouldn't it?

On the flip side, I can see it pairing well with something like the Aurora, too. Instead of absorbing punishment, it could use its alpha-strike capability to make enemy ships more vulnerable to the waves of fighters, and then use the breathing room gained for it by the fighters to back off and recover.

Speaking or energy weapons, I'm kind a shocked that a new one isn't going to be added with this patch. But oh well, I favor low-tech ships anyways to bring on the ballistic options! >8D
It would be nice if energy weapons in general had something over ballistics.  The only two things I can think of is chain-EMP from a few weapons and exploiting shield AI with a cheap long-range beam, and the latter might not work anymore.  As is, at least for unmodded game, hybrid mounts are basically ballistic, and universals are composite because energy weapons are usually bad, something to use if your ship cannot use ballistics.

I may at some point rebalance things so that energy weapons have lower flux costs (more in line with ballistic) and high-tech ships have worse flux stats but better shield efficiency (leaving them basically as-is in terms of both defense and firepower). That'd help out with the hybrid/universal mount issues. Not a big priority, though, since energy weapons already offer some utility in those slots, and I don't want to make them on-par with ballistics in overall quality regardless. The advantage of energy weapons lies in the hulls that mount them, so to speak.


Yes, it's a bit strange how high-tech weapons are mostly inferior to "crude" ballistics. Makes you wonder why did the Domain switched in the first place. But maybe we Sector savages are just missing something important about them.

I think it's clear gameplay-wise, and it's more a backstory question, right?

If so: the high-tech hull designs focus on mobility and shields/flux stats. Let's say there's something intrinsic about that design that doesn't work well with ballistics. Maybe there just isn't room for magazines and ammo conduits. Maybe the design can't handle the amount of recoil. Maybe there isn't room for enough crew to service the more maintenance-intensive low-tech gear. Maybe a bunch of other things.

Thus you end up with weapons that are more or less designed to be used on these hulls - worse in theory, but allowing the use of better hulls.

(Energy weapons also tend to have better alpha-strike capability - and their downsides are offset by the improved stats of the hull - so despite being "worse" on paper, they can work quite well anyway. Plus, there are a number of good utility options there, too - beams, EMP weapons, the AM blaster, etc - that can be situationally good on any ship.)

Also, what's with the poor Sabot? Is it doomed to oscillate between single warhead and multiple forever?  :'(

Let's hope not! It seems pretty nice right now - not a free kill, but definitely useful in opening up a window of opportunity.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Toxcity on March 24, 2017, 11:58:46 AM
Any changes planned to the Vigilance? With the Buffalo Mk.II change the Vigilance is no longer the cheapest way to get a medium mount. Sure the Vigilance has a shield and Fast Missile Racks, but it doesn't have that much more survivability when confronted by a combat ship. Missile racks is only useful in marginal situations, and there are other ways to get large amounts of burst damage if needed.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cyan Leader on March 24, 2017, 12:11:44 PM
Bounty changes are interesting.

Are their fleet compositions any different than what they are now? To be honest it gets tiring when the vast majority is just pirates with low tech ships.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 24, 2017, 12:13:55 PM
What I'm hearing is it's not the cheapest, followed by a list of minor ways in which its better than the cheapest, but only by a bit :)

Also, let's not forget its lower crew requirement, higher burn level, and substantially higher combat speed, which frankly is a big deal. Or the fact that it can mount a medium energy weapon, which has some nice support options. And the lower potential for crew losses and additional repair costs.


Are their fleet compositions any different than what they are now? To be honest it gets tiring when the vast majority is just pirates with low tech ships.

Same at the moment - really hadn't touched that. Once you do about 10, about half of them should be proper faction-fleet compositions rather than pirates, though.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mini S on March 24, 2017, 12:30:55 PM
I may be late for the ballistics vs energy party but I expect in the future the ballistics will regain the ammo limitation and(hopefully) a ship that can rearm friendly's(some ting like suply drones).
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on March 24, 2017, 12:32:48 PM
...
Speaking or energy weapons, I'm kind a shocked that a new one isn't going to be added with this patch. But oh well, I favor low-tech ships anyways to bring on the ballistic options! >8D
It would be nice if energy weapons in general had something over ballistics.  The only two things I can think of is chain-EMP from a few weapons and exploiting shield AI with a cheap long-range beam, and the latter might not work anymore.  As is, at least for unmodded game, hybrid mounts are basically ballistic, and universals are composite because energy weapons are usually bad, something to use if your ship cannot use ballistics.

I may at some point rebalance things so that energy weapons have lower flux costs (more in line with ballistic) and high-tech ships have worse flux stats but better shield efficiency (leaving them basically as-is in terms of both defense and firepower). That'd help out with the hybrid/universal mount issues. Not a big priority, though, since energy weapons already offer some utility in those slots, and I don't want to make them on-par with ballistics in overall quality regardless. The advantage of energy weapons lies in the hulls that mount them, so to speak.


Yes, it's a bit strange how high-tech weapons are mostly inferior to "crude" ballistics. Makes you wonder why did the Domain switched in the first place. But maybe we Sector savages are just missing something important about them.

I think it's clear gameplay-wise, and it's more a backstory question, right?

If so: the high-tech hull designs focus on mobility and shields/flux stats. Let's say there's something intrinsic about that design that doesn't work well with ballistics. Maybe there just isn't room for magazines and ammo conduits. Maybe the design can't handle the amount of recoil. Maybe there isn't room for enough crew to service the more maintenance-intensive low-tech gear. Maybe a bunch of other things.

Thus you end up with weapons that are more or less designed to be used on these hulls - worse in theory, but allowing the use of better hulls.

(Energy weapons also tend to have better alpha-strike capability - and their downsides are offset by the improved stats of the hull - so despite being "worse" on paper, they can work quite well anyway. Plus, there are a number of good utility options there, too - beams, EMP weapons, the AM blaster, etc - that can be situationally good on any ship.)
...

I would like such a rebalancing. Energy weapons work nicely on ships built around them (Tempest, Medusa), but are just inferior on everything else. For example on an Eagle, in terms of usefulness I would put all three of those medium energy mounts combined at about the same net benefit to the ship as 1 more medium ballistic. If the energy weapon flux was more reasonable, then they would give the ship a good close range option to repel frigates/fighters. The "special" thing about energy weapons could be that they have good damage/OP and damage/flux, at the (very high) cost of range. "Hit and Run" for mobile ships and "Get Away" for big ships against smaller enemies.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 24, 2017, 12:36:14 PM
  • Added Drover-class midline carrier, destroyer-sized with 2 fighter bays
yes! o_o

Quote
  • Added Legion-class low-tech battlecarrier
YES! O_O

It's capital-sized, with 4 fighter bays.
YES!! @_@

You'll have to see it to get all the details
NOOOOOOOooooo....... Q___Q
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 24, 2017, 12:55:32 PM
NOOOOOOOooooo....... Q___Q

Alright, let me post a screenshot of it on Twitter...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on March 24, 2017, 12:59:46 PM
NOOOOOOOooooo....... Q___Q

Alright, let me post a screenshot of it on Twitter...

https://twitter.com/amosolov/status/845363297570492425/photo/1 (https://twitter.com/amosolov/status/845363297570492425/photo/1)

I hate you
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 24, 2017, 01:04:54 PM
Oh, that's just evil Alex.  Time to break out Photoshop and weld this thing back together so I can board it!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 24, 2017, 01:10:40 PM
i'm literally™ dying right now.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 24, 2017, 01:21:42 PM
While the ships breaking apart is cool and a worthwhile addition, it does make me wonder just how many missiles (especially Pilums) will meet their futile end colliding with chunks of wreaked spaceships.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Wyvern on March 24, 2017, 01:25:23 PM
Yes, it's a bit strange how high-tech weapons are mostly inferior to "crude" ballistics. Makes you wonder why did the Domain switched in the first place. But maybe we Sector savages are just missing something important about them.
Maybe there isn't room for enough crew to service the more maintenance-intensive low-tech gear.

Honestly, this would make a ton of sense if high-tech ships tended to have lower maintenance and deployment costs than low-tech ships; I could easily see a paradigm shift where a peacetime military force was less concerned with "Does this blow holes in things?" and more concerned with "But what does this do to my budget?"
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 24, 2017, 01:28:39 PM
I hate you

Thank you :)

Maybe there isn't room for enough crew to service the more maintenance-intensive low-tech gear.

Honestly, this would make a ton of sense if high-tech ships tended to have lower maintenance and deployment costs than low-tech ships;

The way I see it myself - and iirc it's mentioned in a few of the descriptions - is the high-tech ships have a lot more automation.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on March 24, 2017, 01:36:51 PM
Aha! So in the Domain crew worked for wages, rather than being bought up front from their current owners. Inefficient.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 24, 2017, 02:06:41 PM
While the ships breaking apart is cool and a worthwhile addition, it does make me wonder just how many missiles (especially Pilums) will meet their futile end colliding with chunks of wreaked spaceships.
yeah.. i honestly think guided missiles shouldn't collide with husks, debris and asteroids (or even instead try to maneuver around them, if that's preferable). it just feels bad when a weapon you can't really aim yourself loses a potentially large part of its effectiveness more or less randomly, even without battleship-sized debris obstructing line of sight. 1 or 2 Hurricanes going into an asteroid rather than the target is a big deal.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TheEndstoneGolem on March 24, 2017, 02:15:03 PM
I may be being very silly, but Alex what ship is in your twitter profile pic? Pls help me understand - is it related to this patch  :-[

EDIT: Also Alex I love you, just a bit too much.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 24, 2017, 02:18:01 PM
The profile pic is pretty old - it's the original Conquest.

yeah.. i honestly think guided missiles shouldn't collide with husks, debris and asteroids (or even instead try to maneuver around them, if that's preferable). it just feels bad when a weapon you can't really aim yourself loses a potentially large part of its effectiveness more or less randomly, even without battleship-sized debris obstructing line of sight. 1 or 2 Hurricanes going into an asteroid rather than the target is a big deal.

Hmm - for Pilums, you're rarely relying on a specific one to hit, so it's not as big a deal. For other missiles, their trajectories are predictable to a point, and minimizing the risk of them running into asteroids or debris is part of the skill involved in using them. I think it's actually pretty important.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TheEndstoneGolem on March 24, 2017, 02:29:49 PM
The profile pic is pretty old - it's the original Conquest.


Thank you :D

EDIT: Could you explain the situation with Maxios and Killa? If we can't trade with them, then what purpose do they serve? :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 24, 2017, 02:34:09 PM
EDIT: Could you explain the situation with Maxios and Killa? If we can't trade with them, then what purpose do they serve? :)

A grim reminder.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TheEndstoneGolem on March 24, 2017, 02:44:54 PM
EDIT: Could you explain the situation with Maxios and Killa? If we can't trade with them, then what purpose do they serve? :)

A grim reminder.

You just created another question xD. Is that to remind players that this is what happens to markets when they're left untouched, or is this more of a lore-based accessory to the game ;D ???
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 24, 2017, 02:53:31 PM
The latter option.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Tartiflette on March 24, 2017, 03:13:31 PM
I remember some discussion with David (I think) mentioning that Low Tech didn't always translated by Older. All doctrines existed at the same time even if different era put the accent on different tech. A bit like how the Soyuz and the Shuttles were created roughly at the same period but clearly not with the same level of technicality (and look who's still there). Or even nowadays planes: You still have propeller planes being developed because it's cheaper and easier to build.

So the lack of high tech carriers could be explained by low/mid tech ones being developed at the same time and performing better?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 24, 2017, 04:05:17 PM
An energy weapon rebalance would be nice.  I do not care what kind of ship has the hybrid/universal mount.  A ballistic weapon will almost always be mounted in there (instead of an energy weapon) because it is (usually) such a no-brainer.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 24, 2017, 04:10:22 PM
For other missiles, their trajectories are predictable to a point, and minimizing the risk of them running into asteroids or debris is part of the skill involved in using them. I think it's actually pretty important.
not firing missiles straight into a big husk in front of me, yeah. trying to lead a target to hit it with an unguided torpedo at flamed-out max range while trying to avoid any obstacles, absolutely. but a Hurricane or a salvo of Harpoons smashing into an asteroid 2k units from where i launch them? that doesn't feel like something that happens because i made the wrong decision or wasn't quite good enough to pull it off correctly.

i imagine making missiles try to steer around obstacles in their flight trajectory would be a lot more difficult / time-consuming to get right than just removing the collision, like with friendly ships, but i think it would still serve to avoid the worst of the "goddamn rng!" feeling while still keeping approximate aiming as something that requires a degree of skill/practice.


ALSO I ALMOST FORGOT TO MENTION IT NOW, THAT CHANGELOG LOOKS AWESOME!! :D

still lots of new stuff to look forward to that we didn't know about already! there's one thing missing that i was hoping to see in there though; a suggestion (http://fractalsoftworks.com/forum/index.php?topic=10735.0) i made about a year ago. so i'd like to ask: did that just not make it into the changelog, did you try it out and decided not to implement it, or did you forget about it? ^^
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SafariJohn on March 24, 2017, 07:55:28 PM
Baiting missiles into debris is a time-honored tradition!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on March 24, 2017, 07:56:08 PM
Baiting missiles into debris is a time-honored tradition!
Good fun for the whole family!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Lakis on March 25, 2017, 01:43:50 AM
Baiting missiles into debris is a time-honored tradition!
Good fun for the whole family!

Passed down from my cowardly fathers-fathers-fathers-father, to his fathers-fathers-father, to my great great uncle, and now to m- Hey?

Where are you going!?
 
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 25, 2017, 05:43:07 AM
Oh, that's just evil Alex.  Time to break out Photoshop and weld this thing back together so I can board it!

*brings out duct tape*
Challenge accepted.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Chronosfear on March 25, 2017, 06:39:56 AM
Finally an update on the dev status. Now I´m freaking out again  ::)
Want to play a carrier fleet with these new ones so badly  ;D

NOOOOOOOooooo....... Q___Q

Alright, let me post a screenshot of it on Twitter...

https://twitter.com/amosolov/status/845363297570492425/photo/1 (https://twitter.com/amosolov/status/845363297570492425/photo/1)

I hate you

I agree. I hate you.
Still had to laugh so much. Very nice trolling Sir!

greetz
Chronosfear
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 25, 2017, 07:14:02 AM
Still had to laugh so much. Very nice trolling Sir!
indeed, i actually had to laugh out loud when i saw it. unfortunately, i have a really bad cough at the moment, so that did not go well. ._.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 25, 2017, 07:44:38 AM
Spoiler
(http://imgur.com/DhvYWng.jpg)
[close]
Guys, I, uh, could use some help...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TJJ on March 25, 2017, 08:30:11 AM
Spoiler
(http://imgur.com/DhvYWng.jpg)
[close]
Guys, I, uh, could use some help...

f when rotated CCW ~45°, perfectly connects to NE of c.
a then quite neatly attaches to the side of f & c.

I'm not convinced it's a ship; perhaps an asteroid?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on March 25, 2017, 08:44:30 AM
wtb space hulk minigame
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on March 25, 2017, 08:58:06 AM
I feel soo bad for the guy who has to weld that back together. Now imagine a Paragon
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 25, 2017, 09:13:38 AM
i think "Duct-Taped Bulkheads" should be a d-mod.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mini S on March 25, 2017, 09:38:09 AM
i think "Duct-Taped Bulkheads" should be a d-mod.

Some one has been watching too much the Guardians of the Galaxy
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 09:45:49 AM
Welding approximately 35% complete.

Spoiler
(http://i.imgur.com/KytKdgq.png)
[close]

Can't actually tell what's the edge of the ship and what isn't.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 25, 2017, 10:00:25 AM
Damage decal isn't helping either. but darn, you're way better than me...

Now it occured to me that what we got is not 100% whole parts of a ship - you can "shoot a debris to break it furter" and looks like they've been shot multiple times to prevent the exact job we're doing. Some pieces might have been evaporated, drifted off-screen, or ground to fine dusts and unable to be seen.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 25, 2017, 10:26:28 AM
Some one has been watching too much the Guardians of the Galaxy
never seen it, actually. :P

but who doesn't love duct tape?


Damage decal isn't helping either. but darn, you're way better than me...

Now it occured to me that what we got is not 100% whole parts of a ship - you can "shoot a debris to break it furter" and looks like they've been shot multiple times to prevent the exact job we're doing. Some pieces might have been evaporated, drifted off-screen, or ground to fine dusts and unable to be seen.
yeah, that's what i'm thinking too. it probably isn't even the whole ship, and the damage decal will make it impossible to see any details besides rough shape. also doesn't help that we don't know how far the zoom is in the screenshot, so we can't know how much of the ship is missing based on average capital ship size.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 10:33:01 AM
*cough*quitters*cough*

(About 80-90% of the ship is there.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 10:44:32 AM
still lots of new stuff to look forward to that we didn't know about already! there's one thing missing that i was hoping to see in there though; a suggestion (http://fractalsoftworks.com/forum/index.php?topic=10735.0) i made about a year ago. so i'd like to ask: did that just not make it into the changelog, did you try it out and decided not to implement it, or did you forget about it? ^^

Oh, hey, yeah! I'm sure I have it written down somewhere, just haven't looked there :) I'll see what I can do - part of it is it's annoyingly non-trivial to add.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 10:52:50 AM
*cough*quitters*cough*

(About 80-90% of the ship is there.)
I'm not done yet - mark my words, a mostly welded-together Legion will appear soon enough!

Although I'm sure if I were welding this thing together in space, I'd at least have a basic visual representation of what the thing looked like before the fleet disabled it, then went ahead and overkilled it. ::) But, as any good logistics officer does, I shall go on with the job.  Hopefully the bulkheads and hallways line up, otherwise the crew that's doomed to fly this thing is going to have a bit of a hard time getting around.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 25, 2017, 10:56:13 AM
Although I'm sure if I were welding this thing together in space, I'd at least have a basic visual representation of what the thing looked like
I'd be yelling at my officers about ammo conservation, excessive response and RoE and stuff.


I referred to Soldier's one, and welded additional 2 small pieces(one in c, one in l). Guess we're going somewhere...

Unfortunately, bedtime for me. If I'm up in the morning and it isn't still in complete shape, than I'm in again.
Spoiler
(http://imgur.com/Vrjpfyz.jpg)
[close]
Aron out. o7
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 25, 2017, 11:01:41 AM
Oh, hey, yeah! I'm sure I have it written down somewhere, just haven't looked there :) I'll see what I can do - part of it is it's annoyingly non-trivial to add.
okay, thanks! :]

...now i'm imagining your workplace covered entirely with post-its of different colors, with texts ranging from detailed thoughts on potential improvements of specific UI elements, to just "PROMETHEUS MK.II" without any additional context.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 25, 2017, 11:04:37 AM
PROMETHEUS MK.II

THAT'S ENOUGH OF A CONTEXT
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 25, 2017, 11:05:35 AM
THAT'S ENOUGH OF A CONTEXT
!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on March 25, 2017, 11:10:49 AM
Oh hell naw. It's the Buffalo mk. 5, also known as the Potato
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on March 25, 2017, 11:36:09 AM
Alex if ejected cargo is gonna be recoverable how does system patrol interact with it?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 11:38:41 AM
Alex if ejected cargo is gonna be recoverable how does system patrol interact with it?

It doesn't, good point.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 25, 2017, 11:53:37 AM
Alex if ejected cargo is gonna be recoverable how does system patrol interact with it?

It doesn't, good point.
So you can...just... eject your contrabands before getting inspected and they don't give a d*mn about what you just ejected out of your ship?

...right, I think I said about me going to bed... I probably should, for real this time.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 11:57:48 AM
May I ask how the break lines for pieces of ship are calculated when they're destroyed?  Tessellations?  Fractals (which would be rather fitting)?  Or even just pixel color?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 12:03:52 PM
May I ask how the break points for pieces of ship are calculated when they're destroyed?  Tessellations?  Fractals (which would be rather fitting)?

Picks a valid (i.e. not intersecting or coming too close to other edges) line that splits the current piece in two, then perturbs the line using a fractal...ish algorithm to make the line jagged.


So you can...just... eject your contrabands before getting inspected and they don't give a d*mn about what you just ejected out of your ship?

Well yeah, what I mean by "good point" is that I need to do something about that :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 12:17:04 PM
I'm also assuming lighter pieces will fly faster than larger pieces when the ship explodes?

Either the number of cutting lines was increased dramatically or you really went ham in destroying those parts, Alex - this is much more severe than the Paragon from about 6 months ago:
http://fractalsoftworks.com/forum/index.php?topic=11240.0
Makes my job a bit harder, on top of not knowing what the thing looked like in the first place, but I think I'm getting somewhere.  Appears to have the rough shape of a Falcon or Eagle, maybe with fighter bays on either side where the missile mounts are abouts.  Although how big it is in comparison to other ships or what class it is, I can't tell.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 25, 2017, 12:18:09 PM
So you can...just... eject your contrabands before getting inspected and they don't give a d*mn about what you just ejected out of your ship?
Well yeah, what I mean by "good point" is that I need to do something about that :)
Damnit!!! There goes THAT exploit! /s
Although I could see ejecting cargo like that as a bait tactic or a full blown trap. IE. Booby-trapped with a few Reapers~ A poor sod opens the container up and BOOM goes the dynamite! And right inside the juice, vulnerable hull too!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on March 25, 2017, 12:19:13 PM
Quote
Can stabilize orbit of cargo pods for several months; costs supplies based on amount of cargo

If we can park cargo containers in an orbit for extended periods of time, can we do the same with mothballed ships? Maybe make scuttling work like that, you strip a ship of everything useful and leave the hull in orbit, to potentially repair and recover later if you return with supplies quickly enough. Could have the same mechanics as post-battle recovery.

As long as scuttling means just entirely destroying a ship I'll probably never do it... I'd rather risk losing the entire fleet than intentionally delete part of it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 12:22:09 PM
As long as scuttling means just entirely destroying a ship I'll probably never do it... I'd rather risk losing the entire fleet than intentionally delete part of it.
Well, you never know, that Heavy Machinery you get from it might be worth more than the ship itself on some markets from what I've seen.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 12:35:14 PM
It's also possible that calculation will change if a lot of your ships are recovered derelicts with lots of d-mods and you can easily and cheaply replace them. Scuttling is meant to be an "I'm stranded without fuel or supplies" last resort option, anyway.

That said, I did think about it spawning derelict ships - but that just makes it annoying, doesn't it? A multi-step process to get the most resources out of it - first you scuttle, then you salvage the derelicts.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 25, 2017, 12:58:15 PM
Instant scuttling is occasionally useful for a few suicide exploits.  The last time I did it, I used it to get Centurions as a Tri-Tachyon player because they are commission-only ships sold at Hegemony.  (This was before I tried to see if the Centurion could be made useful.)

Scuttling not killing ships immediately would foil some shenanigans, though I suppose preventing scuttling the last ship would stop that nonsense too.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 01:41:37 PM
I'm also assuming lighter pieces will fly faster than larger pieces when the ship explodes?

Either the number of cutting lines was increased dramatically or you really went ham in destroying those parts, Alex - this is much more severe than the Paragon from about 6 months ago:
http://fractalsoftworks.com/forum/index.php?topic=11240.0
Makes my job a bit harder, on top of not knowing what the thing looked like in the first place, but I think I'm getting somewhere.  Appears to have the rough shape of a Falcon or Eagle, maybe with fighter bays on either side where the missile mounts are abouts.  Although how big it is in comparison to other ships or what class it is, I can't tell.

IIRC I forced it to split into 15 pieces in one go. It's capital-sized, but the shot is zoomed out quite a bit, so that's probably not much help.

The speed of the pieces is a bit unpredictable - it's largely determined by the physics of how they collide with each other once split - but yes, smaller pieces are more likely to be faster.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: JDCollie on March 25, 2017, 01:55:15 PM
With the new salvaging and debris field mechanics, is there any chance of a dedicated, non-combat, salvaging ship? Kinda like the Noctis from EVE?

It could provide any one of a number of benefits, like reduce accident risk (due to automation and appropriate tools), increase salvage speed, improve salvage skill, reduce heavy machinery costs, or increase loot quality (due to proper tools allowing more delicate salvage operations). Also, if NPC salvage fleets are a thing, it would add some flavor to their lineups.

Given that combat is pretty much ubiquitous in Starsector, it seems like a salvage fleet could make a decent living, especially if it had some ships built to that purpose.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on March 25, 2017, 02:09:02 PM
The Construction Rig (Now Salvage Rig) is essentially this. (Don't Quote me on this)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 25, 2017, 02:17:31 PM
I think Alex scrapped that idea in the patch notes—I dunno what is to become of the Construction Rig at this point. Maybe you'll need to haul around 3-4 of'em to build outposts?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 25, 2017, 02:18:55 PM
i'm guessing the new "Recovery Shuttles" hullmod might also be related to salvage and/or scavenge.

i'm all for having more types of non-combat ships in general, although the benefit of having one (or several) in your fleet would have to be done in a way that still leaves using them as a choice rather than something you should always do, in every fleet.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 02:28:33 PM
I think Alex scrapped that idea in the patch notes—I dunno what is to become of the Construction Rig at this point. Maybe you'll need to haul around 3-4 of'em to build outposts?

The construction rig increases both combat and non-combat salvage, yeah. The idea I scrapped was basing the combat salvage bonus on how long the rig spent deployed - that wasn't working well for various reasons.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 02:46:57 PM
Most of the ship appears to be in once piece.  Although it looks like it got in the way of a planet cracker - if I continued at that rate, there aren't enough bits of ship to fill it in unless it's asymmetrical or has a hole in it like the Paragon.
Spoiler
(http://i.imgur.com/rQtN43x.png)
[close]
Welding will continue, although I think I'll need to break out the plasma cutters if it doesn't match specs. :P
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 02:49:26 PM
Oh dear. Hint: it looks like you're making it much bigger than it is, hence "not enough bits".
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 02:52:29 PM
Oh dear. Hint: it looks like you're making it much bigger than it is, hence "not enough bits".
Part of the "I have no idea what scale this is at" problem I mentioned earlier. ;) Would you be gracious enough to tease at how close I am?

Plasma cutter time, I suppose.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 02:53:53 PM
Weeell... of the pieces you've got in the latest image, nothing appears to be angled quite right.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on March 25, 2017, 03:03:25 PM
Grit, spit and a metric crap ton of duct tape.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: JDCollie on March 25, 2017, 03:06:18 PM
I think Alex scrapped that idea in the patch notes—I dunno what is to become of the Construction Rig at this point. Maybe you'll need to haul around 3-4 of'em to build outposts?

The construction rig increases both combat and non-combat salvage, yeah. The idea I scrapped was basing the combat salvage bonus on how long the rig spent deployed - that wasn't working well for various reasons.
Ah, cool. I like the idea of a civilian oriented support section of the fleet that extends beyond just freighters. Optional things, obviously, but bringing along a construction rig, or having some kind of dedicated sensor or electronics warfare ship seems like lots of fun :D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 25, 2017, 03:29:34 PM
Welding will continue
you're doing Lud's work, son. bless you.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on March 25, 2017, 03:56:29 PM
That said, I did think about it spawning derelict ships - but that just makes it annoying, doesn't it? A multi-step process to get the most resources out of it - first you scuttle, then you salvage the derelicts.

Maybe give a choice, when scuttling, to disassemble completely or leave the hull?

Anyway, the scenario of leaving some of my ships behind, tucked away somewhere to (hopefully) be picked up later, makes so much sense to me as an ingredient of a space adventure that it'll feel weird if I can't do it. Especially since I can do that exact thing with cargo. Tying it in with scuttling seemed to me like the easiest way to add it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 25, 2017, 04:16:31 PM
Bro, this is like trying to put together a puzzle that is pure white and no edge pieces...ain't gonna happen!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Zelnik on March 25, 2017, 05:10:34 PM
Any word on replacing the trident and longbow into the game??
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 05:15:36 PM
Any word on replacing the trident and longbow into the game??

They're in the game, along with some new fighters, too.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 25, 2017, 05:27:38 PM
I'm back online
waves my plasma torch
Still not done?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 05:30:01 PM
I'm back online
waves my plasma torch
Still not done?
Rebuilding a Legion-class Battercruiser is a bit more difficult than one might think, even for a logistics officer, since the original shape isn't provided. :P

My efforts rewarded me with one thing:
http://fractalsoftworks.com/forum/index.php?topic=11477.msg200091#msg200091
But it's too big, as Alex stated in the next post.  I've got some other things to do now, but if you have PS, here's my file for it:
https://www.dropbox.com/s/iivkc7fazfde6t9/legion.psd?dl=0
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Zelnik on March 25, 2017, 05:35:00 PM
Thank you for the quick response Alex..but you now must answer the real question..


WHEN BROLY!?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 05:41:53 PM
Thank you for the quick response Alex..but you now must answer the real question..

I can do that, that's easy!

WHEN BROLY!?

Soontm
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on March 25, 2017, 06:03:05 PM
alex you are going to encounter the torches and pitchforks very soon if you do not release game

get off forum and release oh eight or i will rouse the mob
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 25, 2017, 06:13:44 PM
Spoiler
(http://imgur.com/1TGpji4.jpg)
[close]
Progress now. Kinda got stuck there...
And in retrospect, I shouldn't have merged the layers.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on March 25, 2017, 06:16:48 PM
Alex if ejected cargo is gonna be recoverable how does system patrol interact with it?

It doesn't, good point.

I'm assuming that you don't have the capacity for a fleet to split itself on-the-fly yet so if you eject a bunch of cargo, like a majority of what your fleet could carry, and also maybe you're either on good terms with the faction and/or you're significantly more powerful than the patrol, it'd make sense if they chose to go inspect your suspicious (and safe) cargo pods that you threw, instead of your trustworthy, gun-ridden ships and maybe if there happens to be something of value in it they could consider the value of that cargo a bribe, and if it's enough (or more) than what they'd ask for if they came & scanned you and you had contraband they'd just... conveniently forget about you, or if you don't give them enough, they could come inform you that you're going to be scanned, but accidentally allow you to bribe them (the rest of what they need for a bribe including your pod ejection) not to scan you before they do so to completely avoid the relation hit from having your contraband wind up on a military report somewhere
just a thought
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Abradolf Lincler on March 25, 2017, 06:23:43 PM
WHAT DID YOU DO TO MY APOGEE????

but ma sensors

my range

 :'( :'( :'( :'( :'(
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 07:05:05 PM
IIRC I forced it to split into 15 pieces in one go. It's capital-sized, but the shot is zoomed out quite a bit, so that's probably not much help.
Actually, that's a bit rude. :P Also; there's 22 pieces.

Weeell... of the pieces you've got in the latest image, nothing appears to be angled quite right.
I'm building it with whatever angles are present with the pieces - mainly because it blurs pretty hardcore if I rotate it, so it benefits the eyes in finding the underlying texture similarities if I can keep myself from rotating every piece.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 25, 2017, 07:07:09 PM
I'm building it with whatever angles are present with the pieces - mainly because it blurs pretty hardcore if I rotate it, so it benefits the eyes in finding the underlying texture similarities if I can keep myself from rotating every piece.

What I mean is, the bigger reassembled pieces are not aligned right relative to each other.


WHAT DID YOU DO TO MY APOGEE????

It's fiiiiine.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 07:18:04 PM
There are a couple pieces I'm finding must go together - there's a clear engine section and some other connected pieces with distinctive underlying textures.  And something else I just realized, we're mainly working with the bounded zone of the Legion, since that's where the destroyed texture extends to when the sprite doesn't reach the edge.  You'd expect there to be more clear, straight edges - but I just can't see any.

I now have 2 rather large chunks that pretty much belong welded together, but then there's the rest of the tiny bits floating around where they're too blurred to make out any textures or colors and the edges are rounded due to the resolution, so I can't really place them anywhere.  Maybe if I just weld them there, it'll hold repressurization...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 25, 2017, 07:39:29 PM
WHAT DID YOU DO TO MY APOGEE????

but ma sensors

my range

 :'( :'( :'( :'( :'(

Apogee did took a massive hit, didn't it?
Though lorewise it's not really combat-centered(although certainly capable) ship. So that's...probably okay. I'd still use it.

There are a couple pieces I'm finding must go together - there's a clear engine section and some other connected pieces with distinctive underlying textures.  And something else I just realized, we're mainly working with the bounded zone of the Legion, since that's where the destroyed texture extends to when the sprite doesn't reach the edge.  You'd expect there to be more clear, straight edges - but I just can't see any.

I now have 2 rather large chunks that pretty much belong welded together, but then there's the rest of the tiny bits floating around where they're too blurred to make out any textures or colors and the edges are rounded due to the resolution, so I can't really place them anywhere.  Maybe if I just weld them there, it'll hold repressurization...

Hmm, can I see it?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 07:50:27 PM
https://www.dropbox.com/s/iivkc7fazfde6t9/legion.psd?dl=0
Welding around 80% complete.

The bottom chunk is clearly the engine, the largest chunk belongs somewhere above but I can't connect it yet. 
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on March 25, 2017, 08:06:37 PM
Guys, let's slow down here.  Alex is finding this a bit too amusing, and we're setting a dangerous precedent for future updates by feeding into it this hard.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 25, 2017, 08:09:45 PM
Guys, let's slow down here.  Alex is finding this a bit too amusing, and we're setting a dangerous precedent for future updates by feeding into it this hard.
I for one rather enjoy this challenge. :) Can't have everything just given to us on a silver platter, anyways - exploration is now in the game, we gotta search for our goodies next patch.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Histidine on March 25, 2017, 10:43:06 PM
Is there a codex explanation for why the Storm Needler will be the only instance of a family of related weapons where range decreases with size?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Techhead on March 25, 2017, 11:16:50 PM
Since there's not too much information in the texture of the pieces, it might be good to use a edge detection algorithm to separate the shapes from the starfield. Also, The Soldier, some of the pieces attached to your largest chunk look wrong to me. Notably, the two small pieces in the top right and the three pieces in the bottom left.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 26, 2017, 02:00:53 AM
Spoiler
(http://imgur.com/eM4t0kx.jpg)
[close]
I'm close to something.

EDIT:
Spoiler
(http://imgur.com/8vwjjhk.jpg)
I'm fairly sure I welded everything right...might not. let me know if I missed something. If I did, this gives me 4 pieces that I cannot assemble together...
[close]
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 26, 2017, 07:25:35 AM
They're in the game, along with some new fighters, too.
Kopesh and Claw, right? any word on what weapons the Claw will have?

oh and something else i just thought of: will the Venture get burn 8 now that even battlecruisers do? i know it will become a more dedicated industrial ship, which i really like, but being limited to 7 max burn just from having a single Venture seems like a bad idea for fleets specializing in surveying and/or mining operations far from the core worlds.


WHAT DID YOU DO TO MY APOGEE????
it kinda needed the combat nerf, but it will now finally become the exploration vessel it was always meant to be! :]


I'm fairly sure I welded everything right...might not. let me know if I missed something. If I did, this gives me 4 pieces that I cannot assemble together...
keep in mind that a few pieces are missing, so there should probably be some holes in it somewhere.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 26, 2017, 07:35:54 AM
I'm aware. Still, I can't make a ship out of these...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 26, 2017, 08:18:01 AM
hmm. do you think it would help if we chopped up some old Hounds and put their pieces anywhere they seem to fit(ish)?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 26, 2017, 08:31:30 AM
There used to be a flux overcharge for higher energy-dps at higher flux levels. Maybe bring it back as a hullmod.
There was, but all the energy weapons were weaker too.  Pulse lasers were garbage, and beams had higher OP cost and less range.  However, mining blaster was very good back then, good enough to compete with heavy blaster even if a bit worse overall.  The damage increase make both pulse lasers and heavy blaster useful (but still not enough to compete with ballistics, except heavy blaster when combined with vent spam, which we will not be able to do anymore).  Mining blaster did not get enough of a damage increase, while still keeping exorbitant flux cost.  Right now, it is only good as fringe shield overload build for Sunder or AM blaster replacement for Hyperion.  Beams got cheaper and more range (except Phase Lance, which lost range).

The only thing I might miss from flux supercharge is the weapons glowing as flux accumulated.  It could be interesting if all energy weapons got EMP or minor shield piercing from flux supercharge.  Not sure it will be enough to make it worth HUD clutter.  Less HUD clutter was the best benefit of flux supercharge removal.  Better baseline stats for most energy weapons are good too.

While on the subject of energy weapons, one big advantage they had over ballistics long time ago was unlimited ammo, while ballistics had limited ammo.  Sure ballistics were still better than energy, but only when they had ammo.  Once ballistics ran out, the ship cannot fight or PD anymore.  When ballistics got magazines, energy was still often better or at least competitive because they had a DPS advantage over ballistics.  Most ballistics then had small magazines akin to autopulse or TPCs, and were effectively half DPS in prolonged battles.  (For me, all important late-game battles are prolonged.)  Since ballistics gained unlimited ammo, they are just flat-out better than most energy weapons.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 26, 2017, 09:16:33 AM
Is there a codex explanation for why the Storm Needler will be the only instance of a family of related weapons where range decreases with size?

Since the range limit for ballistics is (conceptually) due to accuracy/targeting/etc, I'd imagine it's to do with that. Possibly just hard to accurately aim that-size weapon and keep it aimed in the face of constant recoil? Or less-than-stellar targeting, for whatever reason.


Kopesh and Claw, right? any word on what weapons the Claw will have?

Khopesh, Claw, and several REDACTED.

The Claw sports an Ion Cannon.

oh and something else i just thought of: will the Venture get burn 8 now that even battlecruisers do? i know it will become a more dedicated industrial ship, which i really like, but being limited to 7 max burn just from having a single Venture seems like a bad idea for fleets specializing in surveying and/or mining operations far from the core worlds.

Well, it makes sense for battlecruisers conceptually, but not so much for the Venture. With Sustained Burn in the picture, though, I'd expect the importance of burn level to drop a bit. I mean, it'll still matter, but when you get +10 (or more) for long-range trips, that'll take some of the sting out. There are also more tactical options, a possibility for having CR-free emergency burn, etc.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 26, 2017, 09:18:08 AM
WHAT DID YOU DO TO MY APOGEE????
it kinda needed the combat nerf, but it will now finally become the exploration vessel it was always meant to be! :]
Yeah, now it only has the flux stats of a warship. Or should I say that the warship has the flux stats of an exploration vessel, which doesn't make sense in many ways, along with the loss of the drones...
I would have kept the drones along with cuting some of the flux stats and or giving the large hardpoint to the Aurora. The fact that an exploration vessel has a large while a full blown warship has a medium is freaking nuts. Not to mention that it also has better shields that fully cover the ship

Edit:
oh and something else i just thought of: will the Venture get burn 8 now that even battlecruisers do? i know it will become a more dedicated industrial ship, which i really like, but being limited to 7 max burn just from having a single Venture seems like a bad idea for fleets specializing in surveying and/or mining operations far from the core worlds.
There are also more tactical options, a possibility for having CR-free emergency burn, etc.
Oh gods, NO! PLEASE! I get ganked enough as it is by the damn AI spamming E Burn. I don't need them not losing CR on top of that. Besides, something like E Burn needs to have a resource cost besides fuel
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 26, 2017, 09:40:38 AM
hmm. do you think it would help if we chopped up some old Hounds and put their pieces anywhere they seem to fit(ish)?
Hmmmmm... sounds plausible.
*brings out a chainsaw*

Seriously, though, that will get in the way of one of the biggest hint to solve this puzzle - colors and patterns on the pieces.

Or less-than-stellar targeting, for whatever reason.
Budget, obviously.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Abradolf Lincler on March 26, 2017, 09:50:19 AM
WHAT DID YOU DO TO MY APOGEE????

It's fiiiiine.

I'm not sure I find to reassuring...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 26, 2017, 10:04:55 AM
Oh gods, NO! PLEASE! I get ganked enough as it is by the damn AI spamming E Burn. I don't need them not losing CR on top of that. Besides, something like E Burn needs to have a resource cost besides fuel
Isn't that a level 3 Industry / Safety Procedures skill perk?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 26, 2017, 10:08:36 AM
Oh gods, NO! PLEASE! I get ganked enough as it is by the damn AI spamming E Burn. I don't need them not losing CR on top of that. Besides, something like E Burn needs to have a resource cost besides fuel
Isn't that a level 3 Industry / Safety Procedures skill perk?

Correct.

(Also, even if the enemy fleets didn't lose CR from using EB, I doubt that would make much practical difference, but meh.)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 26, 2017, 10:26:03 AM
Enemy fleets losing CR from E-burn makes it a little faster to outlast them if I need to resort to stalling.  Also, if there is a fleet I really want to catch (because it has a rare ship I want to capture), I might E-burn it to death.

Generally, enemy losing CR probably would not matter much most of the time.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 26, 2017, 11:46:38 AM
I don't really like the idea of player fleets and AI fleets following radically different rules. Makes everything feel overly "gamey" and arbitrary. =/
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 26, 2017, 12:23:38 PM
I don't really like the idea of player fleets and AI fleets following radically different rules. Makes everything feel overly "gamey" and arbitrary. =/

I get what you're saying, but don't agree in this particular case. They play by the same rules regarding EB, and whether their supplies cost them money or not (or even exist) is something of a moot point, since it's not directly visible to the player. The feel of it could be enhanced by tweaks to the EB-usage AI, perhaps. To further support that: consider that EB usually gets singled out here, even though AI fleet CR recovery works the same way regarding supplies.

But, anyway: I see your point, but imo it's "minor" rather than "radical", in terms of same-rule-following. That's what gets blamed, but that's not what the actual issue is. It's not even clear that following the same rules would help with AI EB use - if they were to be using supplies and restocking, that's very much the same situation as now, anyway.

Edit: And it's very likely to lead to other issues. Basically, the idea is "let's assume that other fleet commanders are competent at managing their supplies instead of simulating that directly". Simulating it directly, best-case, will eat more CPU and result in similar behavior to now. Worst-case, they won't be competent at it and there'll be abusable issues.

A visible nod to them using supplies - such as, perhaps, fleets occasionally acting as if they're out of supplies - would be imo all that's necessary to fully "sell" it here.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on March 26, 2017, 01:19:06 PM
that's why I'm concerned with the whole no-sustained-burn-for-AI thing

now THAT is a radically different rule if ever I've seen one
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 26, 2017, 01:27:10 PM
If properly simulating supplies/fuel/crew for AI fleets is off the table then yeah, adding events where the AI at least acts like it has run out of them would be a good compromise.

But I take it the player wouldn't ever be able to force such events, eh? No chasing around another fleet for dozens of in-game days (provided you have plenty of your own supplies, of course) and then having it trigger an out-of-supplies event?

And yeah, no Sustained Burn for AI is a bit out there, but I imagine it'd really futz with the whole chasing down of enemy fleets loop (and even the movement of fleets in general) if everyone was zipping around at such a high burn...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on March 26, 2017, 01:29:14 PM
A visible nod to them using supplies - such as, perhaps, fleets occasionally acting as if they're out of supplies - would be imo all that's necessary to fully "sell" it here.
If by "occasionally acting as if they're out of supplies" you mean stopping every single fleet from spamming E-burn literally all of the time, sure. That's the issue I have with AI E-burn, they just mash it every time it's off cooldown even when it's completely unnecessary, making it very obvious they don't actually use supplies and don't care about losing CR before going into a fight. Two AI fleets that want to get into a fight with each other will both E-burn directly towards each other, which is a ridiculous waste of CR. A fleet that wants to stay close to the player will use E-burn every time it's off cooldown, just to vibrate in place at the edge of the designated safe radius. A player that is totally fine with getting into a fight with an AI fleet doesn't even have to try to bait them into using E-burn and wasting an entire deployment's worth of CR, reducing the combat effectiveness of the entire enemy fleet by a small but noticeable amount. It might even be to the AI's advantage to take away their ability to E-burn because of this. This also means E-burn is useless for smaller fleets trying to escape larger fleets of 1 burn level slower, because a dozen-cruiser AI fleet will spend 250+ supplies every other day just to run down your 3-destroyer fleet and you cannot do the same without running out of CR and going broke.

I would be totally fine with the AI not having access to either E-burn or sustained burn. It's clearly not responsible enough to have high burn speeds.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 26, 2017, 01:43:00 PM
that's why I'm concerned with the whole no-sustained-burn-for-AI thing

now THAT is a radically different rule if ever I've seen one

Could you clarify the "that's why"? I'm not sure what you mean - or, at least, I'm not sure how it follows from what I said, if that's what you meant :) Also: did you see my earlier response about SB and AI fleets? Asking because you're talking about it being a "rule", which doesn't seem to fit with that.

Finally, not re: SB specifically: conceptually, not all abilities have to be available to all fleets. Some are skill unlocks, some might be granted through events, etc. I don't think any given ability not being available to all and sundry is any sort of inconsistency - though I can see how it might seem that way *now*, given that in the current release this is the case with all abilities. In 0.8a, it's not.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on March 26, 2017, 01:48:47 PM
bah, sorry about the omission, I meant it follows from dri's post, not yours

 
I don't really like the idea of player fleets and AI fleets following radically different rules. Makes everything feel overly "gamey" and arbitrary. =/

if you're talking about the whole "AI coding is hard and not enough bang for programming buck", yeah, I did. It makes sense as a developer, of course, but I'm still salty about it.


Finally, not re: SB specifically: conceptually, not all abilities have to be available to all fleets. Some are skill unlocks, some might be granted through events, etc. I don't think any given ability not being available to all and sundry is any sort of inconsistency - though I can see how it might seem that way *now*, given that in the current release this is the case with all abilities. In 0.8a, it's not.


sure, but there's a difference between "not available to every fleet" and "not available to any fleet save for the player's". If SB is even available to the occasional long-haul freight fleet or explorer expeditions, that would feel much better (given the player also has a similar skill needed to unlock it or something)

I'll give it a fair chance, of course, but idk, think I'll just end up disabling SB for myself manually come the update.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: intrinsic_parity on March 26, 2017, 02:05:56 PM
I would say E-burn isn't a very interesting mechanic right now. It doesn't really change the outcome of chases at all, you just have to spend a bunch of extra supplies. The AI generally always pops E-burn if you do so if your fleet is slightly faster, you catch them/escape, slower and you don't, same as it would be without the mechanic. If the fleets are the same speed, you just burn supplies forever. It would be a lot more interesting if there were some skills that affected E-burn. You could get a faster burn to escape fleets you otherwise couldn't, or maybe a slower burn for some other tradeoff (maybe make it cost less supplies or something) or you could have skills that affect the cool down on the E-burn, just something so that it changes the outcome of a chase from what it would have been if the mechanic didn't exist. That would actually make the mechanic feel interesting. IMO right now it's a pointless waste of supplies. It's also super annoying to get chased across an entire system by a patrol constantly E-burning after you and your only options are to burn all your supplies or take an impossible fight.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SafariJohn on March 26, 2017, 02:09:19 PM
I don't think it matters whether or not the AI plays by the same rules as the player, so long as it acts like it does.
Spoiler
The other case is where the AI blatantly plays by different rules and is justified in doing so, such as in AI War.
[close]

I think the main problems with the AI's Emergency Burn usage are:
    1. The AI is overeager to use it, and
    2. The AI pursues longer/farther than what feels reasonable. (Such as a patrol pursuing you far into a different faction's territory.)

I think the first one could usually be solved (when the AI is attacking) by a simple check to see if the other fleet is trying to engage it. If both fleets are trying to engage each other there's (usually) no reason for either of them to EB.

Maybe the AI already has this, but having a timer on (some of) its actions which forces it to reevaluate what it's doing every so often might solve the second problem.


I would say E-burn isn't a very interesting mechanic right now. It doesn't really change the outcome of chases at all, you just have to spend a bunch of extra supplies. The AI generally always pops E-burn if you do so if your fleet is slightly faster, you catch them/escape, slower and you don't, same as it would be without the mechanic. If the fleets are the same speed, you just burn supplies forever. ... IMO right now it's a pointless waste of supplies. It's also super annoying to get chased across an entire system by a patrol constantly E-burning after you and your only options are to burn all your supplies or take an impossible fight.

Word.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on March 26, 2017, 02:30:13 PM
It doesn't really change the outcome of chases at all, you just have to spend a bunch of extra supplies.
If you know how to exploit the AI it can change the outcome of some chases. When both fleets are the same burn speed and the AI is running away, the player can cut inside the AI's trajectory curve and slowly close distance until the AI freaks out and hits E-burn. However, once the AI reaches the distance it considers safe, it won't flee beyond that if it's not a trade fleet. It'll just vibrate back and forth at the radius it considers safe, wasting its E-burn time. Once the AI's E-burn runs out and goes on cooldown, you can E-burn yourself and easily catch it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 26, 2017, 02:35:15 PM
Eh, I've managed to use Emergency Burn to escape even when I was a slower fleet. It has it's uses...

Now, what I feel would make it even more useful would be to greatly buff the ability to hide in asteroids or nebulae. So, you'd be able to EB away and then "Go Dark" inside something to get away much more reliably. Cause yeah, the instances where you and a fleet just spam EB when it comes off cooldown are kinda silly, but being able to use it to get a brief lead and then being able to hide would be much more satisfying. Of course, the AI should be able to hide as well...Alex's work is never done!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 26, 2017, 02:52:28 PM
I agree with the others: The E Burn spamming really makes things Not Fun as it:

To me, E Burn should be used mainly as a defensive ability by the AI, not offensive
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on March 26, 2017, 04:06:38 PM
Aren't we getting the new "Sustained Burn" ability in 0.8?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: David on March 26, 2017, 04:15:32 PM
FWIW (having played the latest thing) the Sustained Burn ability, plus various others, solves a lot of the Emergency Burn ambush problems. Not to say I haven't had a couple wild chases, and not to say pirates still aren't annoying at times, but there are a lot of nice tools now. It's also easier to get your hands on random supplies plus the economy for supplies is a little nicer, so losing a bit of CR to EB or an escape interaction doesn't hurt so much, I think.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 26, 2017, 04:53:35 PM
Speculation can be a dangerous thing! Obviously we should reserve judgement until we have tested it all for ourselves.

So, patch tomorrow?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Inventor Raccoon on March 26, 2017, 05:12:31 PM
Speculation can be a dangerous thing! Obviously we should reserve judgement until we have tested it all for ourselves.

So, patch tomorrow?
Yeah, there's no way we can actually give full balance tips until we've gotten a chance to play 0.8.

Which means it should be released. Now. For testing and balance purposes, I swear.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 26, 2017, 06:26:40 PM
Speculation can be a dangerous thing! Obviously we should reserve judgement until we have tested it all for ourselves.

So, patch tomorrow?
Speculation can be a dangerous thing! Obviously we should reserve judgement until we have tested it all for ourselves.

So, patch tomorrow?
Yeah, there's no way we can actually give full balance tips until we've gotten a chance to play 0.8.

Which means it should be released. Now. For testing and balance purposes, I swear.

You guys realize that every time you ask for the patch, Alex pushes the release back a week right?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on March 26, 2017, 06:50:57 PM
Every time somebody asks when patch is coming out, Alex kills a Stark.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 26, 2017, 07:16:19 PM
Do salvage rigs stack or do you just need one to get a flat bonus? I seem to recall a mention of up to 3-4 could increasing salvage...

So if someone wanted to devout their efforts towards surveying planets, what sorts of challenges would they face out there in the more distant systems? Obviously there is the fuel and supply management challenge but can you share something else? The odd secret pirate base, patrolling drone ships, ancient orbiting defense systems?

Many are concerned about the early game being too punishing—what would you say is the single biggest change/addition to the game that is going to make starting out more manageable? Post battle salvage fields?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 26, 2017, 07:19:52 PM
Do salvage rigs stack or do you just need one to get a flat bonus? I seem to recall a mention of up to 3-4 could increasing salvage...
Salvage Rigs' in combat bonus has been removed
"Salvage Gantry: removed bonus to salvage from being deployed in combat, wasn't working right design-wise"
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 26, 2017, 07:43:52 PM
Yeah, but you can have more than one of the same ship in your fleet. I ain't talking about deploying them...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 26, 2017, 08:21:07 PM
bah, sorry about the omission, I meant it follows from dri's post, not yours

Ok, gotcha, thanks for clearing that up :)

sure, but there's a difference between "not available to every fleet" and "not available to any fleet save for the player's". If SB is even available to the occasional long-haul freight fleet or explorer expeditions, that would feel much better (given the player also has a similar skill needed to unlock it or something)

I'll give it a fair chance, of course, but idk, think I'll just end up disabling SB for myself manually come the update.

Fair enough. Btw: what I said about it earlier is AI fleets not using it is more to do with "not enough time to look into it" rather than it being a specific design decision.


Re: EB in general: we're all pretty much on the same page here, I think. I mean, I did mention that its usage pattern by the AI is the main problem :) (Edit: not that that's any particular revelation.) Some mechanical tweaks may be in order as well, but we'll see. I think I'll take a quick look at it before release, as far as AI use of it goes.

You guys realize that every time you ask for the patch, Alex pushes the release back a week right?

Oh no, they've finally figured out the real reason 0.8a has been taking so long!



Do salvage rigs stack or do you just need one to get a flat bonus? I seem to recall a mention of up to 3-4 could increasing salvage...

Salvageable stuff has a salvage rating, and rigs provide an additive... 25%? each to the amount of salvage, *up to the salvage rating*. So if you're salvaging something basic, a rig might not provide any benefit, but if you're running a complex operation, then 4? rigs could double your haul.

So if someone wanted to devout their efforts towards surveying planets, what sorts of challenges would they face out there in the more distant systems? Obviously there is the fuel and supply management challenge but can you share something else? The odd secret pirate base, patrolling drone ships, ancient orbiting defense systems?

REDACTED. (Though, naturally, some systems are just empty.) I will say that the biggest challenges in the game are outside the core worlds.


Many are concerned about the early game being too punishing—what would you say is the single biggest change/addition to the game that is going to make starting out more manageable? Post battle salvage fields?

The ample opportunities to get your hands on free stuff. Debris fields are very much part of that, but there's a lot more there. Also, SB to avoid unwanted combat (an EB into SB combination is particularly useful, if timed out right). And a good set of easier early-game opponents.

So... more or less what David said, really :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 26, 2017, 08:35:54 PM
Reading through the patch note to translate, I realized one thing: now we can get Mudskipper Mk.II and get rid of its Ill-Advised Modification!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on March 26, 2017, 10:17:06 PM
Reading through the patch note to translate, I realized one thing: now we can get Mudskipper Mk.II and get rid of its Ill-Advised Modification!

 :o
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TheEndstoneGolem on March 27, 2017, 02:01:23 AM
Hey people!

This is in regards to the whole sustained/emergency burn situation that we appear to have here.

What if sustained burn is a perk only available to certain ships, for example, sustained burn is something commonly found on exploration or mercantile ships (they would also get e burn) whilst emergency burn is found on combat/hunter ships.

This would result in both player and npc fleets being focused around sets of ships, and in real life if it existed would be more realistic.

Something to note is that in this situation, it would make sense that sustained is a toggle on/off (sort of like switching entire engine systems on a ship), reduces manoeuvrability MASSIVELY, and provides a smaller burn boost than emergency (+5 for example). On the other hand emergency provides +10 to burn speed and huge manoeuvrability boost (sending normal engines into an overdrive mode) at the expense of a moderate amount of CR. Another addition to balance this would be that sustained burn could only be used in hyperspace, and increase fuel usage slightly, whilst E burn can't be used in hyperspace. The reason that combat fleets get e burn only is because they could sort of ambush mercantile fleets. Hence why mercantile fleets still get e burn, (possibly a degraded version).

Sorry for the awful formatting (I'm on mobile).

I recognise that this couldn't be implemented for 0.8a and that this should go in suggestions, but is a good long term plan. It would also require HUGE changes to the way in which ships interact with the campaign level ganeplay, but I feel as though this is a good solution for the NEXT patch (Jesus Endstone we've not even got this one yet) xD.

Feel free to move to suggestions if you feel this should go there :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Inventor Raccoon on March 27, 2017, 02:32:06 AM
Reading through the patch note to translate, I realized one thing: now we can get Mudskipper Mk.II and get rid of its Ill-Advised Modification!
Sounds fun, except that ship still can't support any large weapon effectively and takes hits like an anorexic boxer. At least it won't malfunction, though.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Clockwork Owl on March 27, 2017, 03:46:18 AM
Sounds fun
That's the whole point.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on March 27, 2017, 04:53:38 AM
Quote
Ejecting cargo:
Creates "cargo pods" that will drift away and be lost within a few days


You know, that could be a super interesting way to deal with pirates (or corrupt patrols). If they are chasing you and you can't shake them, just drop a respectable amount of valuable cargo pods. They will decelerate to pick them up and give you time to escape. If the AI also drops these distractions when chased, voilà, here's a non-bloodthirsty pirate playstile.

Next step would be something like poisoned supplies that allows you to set a trap for enemies ;D



Quote
Ship refit now only degrades CR when something is removed. I.E. adding weapons or hullmods will not reduce CR unless something is removed to make room
Mostly applicable for recovered ships - spending their free OP will not tank their CR

Optimal-but-tedious strategy: Set sail with unequipped ships and a choice of stored weapons and only when you encounter an enemy put weapons on your ships (that are perfect for the specific encounter). On the next station, de-equip your ships and repeat.

It's stupid, but I thought I'd mention it. Small CR cost for equipping would probably be enough to discourage it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 27, 2017, 05:20:28 AM
  • Ejecting cargo:
    • Creates "cargo pods" that will drift away and be lost within a few days
    • Can stabilize orbit of cargo pods for several months; costs supplies based on amount of cargo
      • Only in-system, not in hyperspace
    • Can put crew in cargo pods ("cryosleep" etc)
Disposable heroes return!  Put crew in pods, space 'em, and leave them to die!  Nice for those who want to replay a callous, capricious, proud, ruthless, and vengeful tyrant.  Space crew for incompetence or even on a whim.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: DeathRay on March 27, 2017, 07:36:10 AM
Sooo, now we cannot only eject Cargo, but also Crew. In their own Pods...

Wouldn't that also make some good Mechanics for missions?
Like:
Dear mercenaries, we have received an emergency Signal from a ship around that Starthingy.
Could you please go and help them?
*arriving at star*
Oh hey, theres a debris field.
And there are some Crew Pods.
Aaand there is an asteroid field with readings of a pirate armada...
Help?

Or something like:
Here you have a small special research satellite.
Please put/take it into/out of a/the Orbit of planet x.

That might be interesting.

Hm, we can eject cargo and Crew. That kinda reminds me of something...
The Hull has been breached and the Science is leaking out!!!!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on March 27, 2017, 07:39:42 AM
Optimal-but-tedious strategy: Set sail with unequipped ships and a choice of stored weapons and only when you encounter an enemy put weapons on your ships (that are perfect for the specific encounter). On the next station, de-equip your ships and repeat.

It's stupid, but I thought I'd mention it. Small CR cost for equipping would probably be enough to discourage it.
That strategy is optimal for that specific fight. Equipping for a specific enemy can easily backfire; for example, a grav/tac beam outfitted Wolf is a tiny god when fighting broken down low-tech pirate ships, but immediately stops working when fighting anything with decent shield efficiency and flux stats, or even just enough armor that the piddly little beams aren't going to break through it before the Wolf completely runs out of CR. Generally speaking you want ships to be generally effective against most enemy types, unless it's a specialist ship you carry around to deal with specific threats your fleet has trouble with, e.g. a phase strike frigate for killing Dominators and Onslaughts. In which case you wouldn't want to refit that ship out of that specific role anyway, because then you lose the ability to deal with that specific threat.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on March 27, 2017, 08:07:41 AM
It's still an advantage to be able to adapt to the first fight while having exact knowledge of enemy fleet composition. How extreme you then do your specialization if of course up to you.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on March 27, 2017, 08:28:14 AM
Quote
Ejecting cargo:
Creates "cargo pods" that will drift away and be lost within a few days


You know, that could be a super interesting way to deal with pirates (or corrupt patrols). If they are chasing you and you can't shake them, just drop a respectable amount of valuable cargo pods. They will decelerate to pick them up and give you time to escape. If the AI also drops these distractions when chased, voilà, here's a non-bloodthirsty pirate playstile.

Next step would be something like poisoned supplies that allows you to set a trap for enemies ;D

You can drop crew. Once boarding mechanics get developed, nothing would be preventing you from pitching a cargo pod full of valueable guns... with a marine coprs present to use it once they crack the container open.
Would also give cargo ships/shuttles an extra use too; if it were possible to get boarded from a sleeper cell in a cargo pod you collected, having a non-combat ship what collects cargo to get boarded instead of your Onslaught would be a handy safety precaution
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 27, 2017, 09:38:31 AM
You know, that could be a super interesting way to deal with pirates (or corrupt patrols). If they are chasing you and you can't shake them, just drop a respectable amount of valuable cargo pods. They will decelerate to pick them up and give you time to escape. If the AI also drops these distractions when chased, voilà, here's a non-bloodthirsty pirate playstile.

Actually have a todo item somewhere for this sort of thing! Not obvious how to add AI-wsie, but probably going to have a look at it.

Optimal-but-tedious strategy: Set sail with unequipped ships and a choice of stored weapons and only when you encounter an enemy put weapons on your ships (that are perfect for the specific encounter). On the next station, de-equip your ships and repeat.

It's stupid, but I thought I'd mention it. Small CR cost for equipping would probably be enough to discourage it.

Hmm - that's true, yeah. Seems like it probably won't be something people do much, though - the payoff is really dubious, as over-speccing for a given encounter may make you less effective in the next one. Feels like any special rules to handle this are probably not worth it.



Once boarding mechanics get developed

Let me stop you right there :) To be perfectly clear: ship recovery replaces boarding entirely, and other boarding mechanics are not on the table whatsoever.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 27, 2017, 09:51:08 AM
Feels like any special rules to handle this are probably not worth it.
how about something simple like: "adding new things never reduces CR below X%". since the main reason for this change seems to be allowing immediate outfitting of recovered ships without CR & supply penalty, even just preventing CR from dropping below 40% (aka into malfunction range) would be enough.

Quote
other boarding mechanics are not on the table whatsoever.
but you know that won't stop people from making a new boarding suggestion thread every couple months regardless. :D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cyan Leader on March 27, 2017, 10:02:51 AM
IIRC enemy fleet levels go up as you do too, right? (or maybe only for bounties, I'm not sure)
If possible, are you going to look into changing other things as the player levels? Such as the average number of ships in pirate fleets or their tech level.

To add to the SB discussion, I'm also concerned that the limitation to player fleets only will make the game less believable. Like others I'll reserve final judgment until after I play .8, but if there are mechanical problems in adding dynamic code for that have you consider just giving the ability to basic fleets going from A to B? For example heavy trade fleets that launch every once in a while and only use it to go straight to a destination. We won't meet them often but seeing them on the campaign every once in a while will go a long way to make the universe more believable.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on March 27, 2017, 10:25:18 AM
Once boarding mechanics get developed

Let me stop you right there :) To be perfectly clear: ship recovery replaces boarding entirely, and other boarding mechanics are not on the table whatsoever.


okay so, are crew recoverable from the wreckage of disabled ships as a form of loot?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 27, 2017, 10:29:20 AM
how about something simple like: "adding new things never reduces CR below X%". since the main reason for this change seems to be allowing immediate outfitting of recovered ships without CR & supply penalty, even just preventing CR from dropping below 40% (aka into malfunction range) would be enough.

Hey, that's a good idea. Done.

but you know that won't stop people from making a new boarding suggestion thread every couple months regardless. :D

I can but try.


To add to the SB discussion, I'm also concerned that the limitation to player fleets only will make the game less believable. Like others I'll reserve final judgment until after I play .8, but if there are mechanical problems in adding dynamic code for that have you consider just giving the ability to basic fleets going from A to B? For example heavy trade fleets that launch every once in a while and only use it to go straight to a destination. We won't meet them often but seeing them on the campaign every once in a while will go a long way to make the universe more believable.

Again, its more of a "no time right now" issue rather than a design decision. What you're saying makes sense, but I also don't know if it's a good idea to give this ability to *any* AI fleets without some counter-abilities also being in place. It might be, or it might not; it would take some investigating and playtesting to find out either way. So, I don't want to "just" do something.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 27, 2017, 11:26:31 AM
Hey, that's a good idea. Done.
\o/

Quote
it would take some investigating and playtesting to find out either way.
it's like some people don't want you to ever be done with 0.8a.. maybe they've become so used to the continuous hype over the last 13 months, they don't know anymore how to handle the excitement of a playable release with so much fancy new stuff. :[
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on March 27, 2017, 12:06:38 PM
Actually have a todo item somewhere for this sort of thing! Not obvious how to add AI-wsie, but probably going to have a look at it.

Great! Not for this update though, I presume?




BTW, I have no problem at all with unequal skill sets between player and AI. It's admirable how close Starsector stood to the ideal of AI/player-equality in many areas and for a long time, but to generate entertaining gameplay is still the most important thing. I have a hard time thinking of other games which combined both as successfully as Starsector.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 27, 2017, 12:16:15 PM
Great! Not for this update though, I presume?

Let's call it a "stretch goal" - so, probably not, but not entirely impossible.

BTW, I have no problem at all with unequal skill sets between player and AI. It's admirable how close Starsector stood to the ideal of AI/player-equality in many areas and for a long time, but to generate entertaining gameplay is still the most important thing. I have a hard time thinking of other games which combined both as successfully as Starsector.

Thanks :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on March 27, 2017, 12:21:58 PM
0.8 Soontm?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on March 27, 2017, 02:37:14 PM
As the proud owner of a Star Citizen Refund, I think it can safely be said that "stretch goal" is a four letter word when your patch cycle breaks a year!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 27, 2017, 02:40:58 PM
other boarding mechanics are not on the table whatsoever.
but you know that won't stop people from making a new boarding suggestion thread every couple months regardless. :D
Then a moderator can update the "Frequently Made Suggestions" and add "Boarding" to the list where other frequently-made suggestions like "Multiplayer" are.  After that, then the community can (optionally) mock or scold newcomers who fail to read the FMS topic.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 27, 2017, 02:52:36 PM
As the proud owner of a Star Citizen Refund, I think it can safely be said that "stretch goal" is a four letter word when your patch cycle breaks a year!

Yep. About the only scenario there would be if I'm waiting on something last-minute anyway.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Zelnik on March 27, 2017, 02:57:06 PM
Still wanna know when BROLY.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 27, 2017, 03:18:49 PM
Yep, well aware :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Zelnik on March 27, 2017, 06:15:04 PM
Then give BROLY!  >:(
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Wyvern on March 27, 2017, 08:31:06 PM
Still wanna know when BROLY.
Apparently, judging based on your posts, the BROLY is now.

...What's a "BROLY" anyway?  Some sort of new hull mod?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: mendonca on March 27, 2017, 09:27:57 PM
British English dialect term for an umbrella, surely?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on March 27, 2017, 10:19:52 PM
British English dialect term for an umbrella, surely?

Nah, that's "brolly". XD I have no idea what "BROLY" is though...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: arcibalde on March 27, 2017, 10:35:01 PM
Hmmm... What are we talking about here?  :D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on March 28, 2017, 12:02:31 AM
Believe me, I'd love to know as much as you.

Still wanna know when BROLY.

Yep, well aware :)

Then give BROLY!  >:(

^ I have zero clues.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Embercloud on March 28, 2017, 03:47:47 AM
"Maxios and Killa - decivilized markets - now do not participate in the economy; can't be traded with"

Does this mean no more cheap marines from there?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 28, 2017, 05:25:00 AM
Does this mean no more cheap marines from there?
Marines won't be used for capturing ships in 0.8 anyway, they'll just be a trade commodity. maybe they'll get new uses for exploration or industry stuff at some point though.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Embercloud on March 28, 2017, 05:34:40 AM
Does this mean no more cheap marines from there?
Marines won't be used for capturing ships in 0.8 anyway, they'll just be a trade commodity. maybe they'll get new uses for exploration or industry stuff at some point though.

So you use crew for that now?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 28, 2017, 06:31:11 AM
Does this mean no more cheap marines from there?
Marines won't be used for capturing ships in 0.8 anyway, they'll just be a trade commodity. maybe they'll get new uses for exploration or industry stuff at some point though.

So you use crew for that now?
Basically. See this blog for more details: http://fractalsoftworks.com/2017/01/20/ship-recovery/ (TL;DR: Ship Salvaging, which uses supplies and crew, now replaces boarding)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 28, 2017, 07:38:37 AM
"Maxios and Killa - decivilized markets - now do not participate in the economy; can't be traded with"

Does this mean no more cheap marines from there?
Probably, even if marines are no longer needed for seizing ships, being able to buy thirty marines per month at 233 credits each that can be resold for 1000 minus tariffs elsewhere is still easy money.  Not to mention other occasional useful bargains found at their black markets.  The easiest fix is to remove exploits with decivilized markets is to remove them.  Makes enough sense, things are too unstable or chaotic for a marketplace.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 28, 2017, 10:31:11 AM
New Alex Tweet with new ship! https://twitter.com/amosolov/status/846772589959806981
Looks like Alex has shown some mercy and given us the pic of the Legion
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mysterhay on March 28, 2017, 10:35:14 AM
New Alex Tweet with new ship! https://twitter.com/amosolov/status/846772589959806981
Looks like Alex has shown some mercy and given us the pic of the Legion

Two forward facing large ballistics, FIVE medium missiles AND the 4 wings?? I'm already scared to face that particular variant with an officer on board!

Rambo wolf pack incoming  ;D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SafariJohn on March 28, 2017, 10:38:30 AM
Those 5 medium mounts are composite.

Is that Core Variant box an indicator or a checkbox? Can we share variants between characters now without mucking about in code?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 28, 2017, 10:57:32 AM
New Alex Tweet with new ship! https://twitter.com/amosolov/status/846772589959806981
Looks like Alex has shown some mercy and given us the pic of the Legion
Huh, it's quite unlike anything I expected to weld together.  Despite being low-tech, it's got a very midline feel to it, and almost a high-tech layout.  I half-expected it to have a giant flight deck down the center, reminiscent of the then-ancient Earth-bound aircraft carriers.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on March 28, 2017, 11:14:20 AM
Let's continues the discussion about the new ship in the thread Dri opened: http://fractalsoftworks.com/forum/index.php?topic=11707.msg200335;boardseen#new (http://fractalsoftworks.com/forum/index.php?topic=11707.msg200335;boardseen#new)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Serenitis on March 29, 2017, 01:48:26 AM
Is there a reason Sabots are going back to a spread shot?
They were changed to single because most of the spread usually missed entirely making them weak, if not useless.
And I don't think EMP will make up for that. (How does a solid lump of metal generate EMP anyway?)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Tartiflette on March 29, 2017, 02:07:01 AM
Because right now they are unstopable and just a couple of pods can delete any ship from existence instantly.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TaLaR on March 29, 2017, 02:56:01 AM
Because right now they are unstopable and just a couple of pods can delete any ship from existence instantly.

Any AI piloted ship. Player can teleport, skim, phase, tempo-shell or simply bait in a fast ship.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Tartiflette on March 29, 2017, 03:15:57 AM
And that's an even worse point about them! It is still a broken weapon in both player hands and AI control. And that means only a handful of ships are viable for the player against that weapon. And it incentive that AI baiting and kiting playstyle Alex is trying to make less viable. And the single best fleet possible by a wide margin is to spam them on Vigilances/Ventures.

The fleet building tournament clearly showed that only very specialized loadouts can counter a sabot spam, and those loadouts can't do much anything else. Since the AI fleets won't have those fleets, as a player it's just a "I win the game" button.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SainnQ on March 29, 2017, 04:21:14 AM
Because right now they are unstopable and just a couple of pods can delete any ship from existence instantly.

So is the problem with Sabot missiles, the fact that due to system mechanics and how damages are handled, they're pretty much an all-aspect weapon?

I never used them alot in my gameplays I was too busy enjoying other mod weaponry from Diable & the likes of Neutrino
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 29, 2017, 05:36:31 AM
@ Tartiflette:  More like less optimal.  We do not want Sabot overcompensated to be useless, only not overwhelming against equal or smaller-sized player fleets.

I am indifferent to the Sabot change.

Baiting ammo from AI ships as the best defense feels bad.  MIRVs should become weaker regenerators again.  Currently, they are much like the original MIRV, except more damaging, and the AI wastes them.  It may save one as a revenge attack to fire right before it dies, but otherwise, it just fires n-1 MIRVs like no tomorrow.  Better just wait out the MIRV barrage with the appropriate counter.

So is the problem with Sabot missiles, the fact that due to system mechanics and how damages are handled, they're pretty much an all-aspect weapon?
Not only that, second stage Sabots evade PD and combined with anti-shield kinetic damage, and the damage is high enough to punch big holes in armor despite half damage, they are effectively unblockable.  Sabots' main weakness, aside from low ammo, is the delay before it enters the second unblockable stage, making it less ideal as a twitch punisher, but it is good for reliable damage.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SainnQ on March 29, 2017, 06:32:39 AM
@ Tartiflette:  More like less optimal.  We do not want Sabot overcompensated to be useless, only not overwhelming against equal or smaller-sized player fleets.

I am indifferent to the Sabot change.

Baiting ammo from AI ships as the best defense feels bad.  MIRVs should become weaker regenerators again.  Currently, they are much like the original MIRV, except more damaging, and the AI wastes them.  It may save one as a revenge attack to fire right before it dies, but otherwise, it just fires n-1 MIRVs like no tomorrow.  Better just wait out the MIRV barrage with the appropriate counter.

So is the problem with Sabot missiles, the fact that due to system mechanics and how damages are handled, they're pretty much an all-aspect weapon?
Not only that, second stage Sabots evade PD and combined with anti-shield kinetic damage, and the damage is high enough to punch big holes in armor despite half damage, they are effectively unblockable.  Sabots' main weakness, aside from low ammo, is the delay before it enters the second unblockable stage, making it less ideal as a twitch punisher, but it is good for reliable damage.

So it's a mechanism flaw I guess? I know a lot of the mods use Sabot like weaponry, and they're just as powerful there too.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TheEndstoneGolem on March 29, 2017, 08:21:50 AM
(How does a solid lump of metal generate EMP anyway?)

Shards of metal could sever wires, create sparks, cause short circuits?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SainnQ on March 29, 2017, 08:38:16 AM
(How does a solid lump of metal generate EMP anyway?)

Shards of metal could sever wires, create sparks, cause short circuits?

Probably some mechanism related to thermodynamics and electro-magnetism of the ship shielding itself?

Too bad my science is rusty. I'm pretty sure there's a neat Hard-Science Fiction explanation for it.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on March 29, 2017, 09:30:54 AM
I'd assume the projectiles are charged with static electricity, which discharges upon contact with the targets hull. Static discharges can reach very high voltages, enough to trigger breakers and fry delicate electronics. The obvious way to apply the charge to the projectile in the first place would be to line the launch tube with woolen sweaters.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SCC on March 29, 2017, 09:39:56 AM
woolen sweaters.
Next patch notes: changing sabots from missiles to socks. But what if they're socks... With bricks inside?!
More seriously, as far as I know there's no way for them to generate electricity, static or not, so I guess they're either charged before or there's some metal/alloy that electrifies with anything by doing anything. If not for arcs I'd say that sabots have nothing to do with EMP, they just go through insides and shred wires and it's simplified as EMP.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on March 29, 2017, 09:52:46 AM
You could say that electrostatics is what propels the phase seperation - extreme charge imbalance propels the sabots away from their housing. The charge buildup on the payload is a happy byproduct.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 29, 2017, 10:28:40 AM
They were changed to single because most of the spread usually missed entirely making them weak, if not useless.
And I don't think EMP will make up for that.
actually, i think the main reason for the somewhat recent spread-to-single-shot change was that just toggling shields off for a fraction of a second could easily negate the Sabot's effect, which is problematic for a limited-ammo weapon. EMP does alleviate that issue, without the current "press to kill"-button problem when you have a lot of them.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TheEndstoneGolem on March 29, 2017, 12:02:01 PM
The way Alex has worded it doesn't make sense (no offence). Charged projectiles aren't really a thing, I think it's just the fact that lumps of metal will hit wires and stuff and shut things down. Doesn't necessarily have to be an EMP.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SCC on March 29, 2017, 12:42:51 PM
The way Alex has worded it doesn't make sense (no offence).
KEPs being worse at penetrating armour doesn't make sense either, but hey, it's a game. Besides creating new mechanic to achieve the same effect is pointless.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on March 29, 2017, 01:00:31 PM
Kinetic rounds are less effective against REACTIVE armor per-mass/accelerant than payloads of shaped explosives of the same mass. Against a solid plate armor it makes sense that a kinetic shell will do more damage but SS vessels aren't using solid plate armor, they're using
IE if you fire 100 pounds of kinetic shell at a ship with reactive armor, your round will do 0 damage to the insides of the ship & wipe out exactly 100 pounds worth of reactive armor, while also expending 100 pounds of accelerant getting your kinetic round to velocity, meaning you've expended more than the defending ship.
If you fire a HEP payload that has enough explosive compound packed in to generate the explosive force of 100 pounds of kinetic, because you're using shaped chemical rounds which detonate at point blank range you're actually firing smaller shells than the force-equivalent kinetic round & triggering (disabling) the same amount of reactive armor, using less shell and accelerant in the process.
The drawback is that HE doesn't work in a vacuum so it'd only maintain peek efficiency when striking a solid, malleable surface (armor) and otherwise, without an atmosphere helping contain the explosion, blows the explosion out into vacuum, hence it being best against armor and worst against shields (in vacuum) and hull (no solid striking surface)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Remmon on March 29, 2017, 01:33:12 PM
Kinetic rounds are less effective against REACTIVE armor per-mass/accelerant than payloads of shaped explosives of the same mass. Against a solid plate armor it makes sense that a kinetic shell will do more damage but SS vessels aren't using solid plate armor, they're using
IE if you fire 100 pounds of kinetic shell at a ship with reactive armor, your round will do 0 damage to the insides of the ship & wipe out exactly 100 pounds worth of reactive armor, while also expending 100 pounds of accelerant getting your kinetic round to velocity, meaning you've expended more than the defending ship.
If you fire a HEP payload that has enough explosive compound packed in to generate the explosive force of 100 pounds of kinetic, because you're using shaped chemical rounds which detonate at point blank range you're actually firing smaller shells than the force-equivalent kinetic round & triggering (disabling) the same amount of reactive armor, using less shell and accelerant in the process.
The drawback is that HE doesn't work in a vacuum so it'd only maintain peek efficiency when striking a solid, malleable surface (armor) and otherwise, without an atmosphere helping contain the explosion, blows the explosion out into vacuum, hence it being best against armor and worst against shields (in vacuum) and hull (no solid striking surface)

This is not remotely how reactive armour works. Also not how energy in general works. Reactive armour is slit up into plates or sections. A hit of any kind against a section triggers that whole section to defeat the hit. In the process, the reactive armour expends itself and becomes useless. While it's not generally done currently, it is possible to put down multiple layers of reactive armour if your explosives are stable enough and your detection reliable enough to only set off as much as needed.

Due to the way reactive armour works, it works extremely well against explosively formed penetrators as used in most anti-tank missiles, but does very little against kinetic penetrators. On Earth, it is also generally ineffective against explosive attacks because we have an atmosphere and when you're using bombs against tanks, you tend to use enough bomb to blow the tank to very little pieces. In space however reactive armour would potentially work very well against explosive attacks by providing a stand off between your ship's armour and the explosion.

'solid' armour, actually made up of many different layers with spacing in between some of them would be far more effective against kinetic penetrators, while being more vulnerable to the effects of high explosive weaponry. Of course any talk of realism is a moot point, because in a realistic space combat scenario it would be nuclear warheads, not conventional explosives, against high velocity kinetic penetrators which can potentially reach velocities so high that most armour becomes ineffective.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 29, 2017, 01:44:13 PM
Related note: conceptually, the armor for ships in Starsector is generally of the spaced variety (as I think is mentioned in some of the descriptions?), with lots of handwaving and random technology thrown in for good measure. Because presumably it *is* withstanding nuclear-and-above strength explosions, appreciable-fraction-of-c kinetics, etc.

But, yeah, talk of realism - while fun - ultimately is a bit moot here, since the answer is always "just come up with an explanation that makes it make sense in your head" :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 29, 2017, 01:56:20 PM
Re: Sabots
The problems with previous shotgun Sabot were individually weak shots.  All the ship needed to do was drop shields and the fragments would hit for insignificant damage.  The AI was aware of that and always dropped shields to eat the hits.  At that point, the only use for Sabot was to force the AI to drop shield so that high-tech ship can blast enemies with blasters.  The only ships that would take damage on the shield would be those piloted by inexperienced players.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on March 29, 2017, 02:17:52 PM
Re: Sabots
The problems with previous shotgun Sabot were individually weak shots.  All the ship needed to do was drop shields and the fragments would hit for insignificant damage.  The AI was aware of that and always dropped shields to eat the hits.  At that point, the only use for Sabot was to force the AI to drop shield so that high-tech ship can blast enemies with blasters.  The only ships that would take damage on the shield would be those piloted by inexperienced players.

uhhh, isn't that the point of sabots? I thought the problem with the current-build sabots is that dropping shields against sabots, even if the enemy fires nothing else, is itself a death sentence?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on March 29, 2017, 02:20:17 PM
Re: Sabots
The problems with previous shotgun Sabot were individually weak shots.  All the ship needed to do was drop shields and the fragments would hit for insignificant damage.  The AI was aware of that and always dropped shields to eat the hits.  At that point, the only use for Sabot was to force the AI to drop shield so that high-tech ship can blast enemies with blasters.  The only ships that would take damage on the shield would be those piloted by inexperienced players.

uhhh, isn't that the point of sabots? I thought the problem with the current-build sabots is that dropping shields against sabots, even if the enemy fires nothing else, is itself a death sentence?

I think it was too extreme for a limited ammo missile - flickering the shield off meant a couple of shots got through, but really not much. At least with (hopefully hefty) EMP, it will at worst case make the ship stop pounding your own.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Remmon on March 29, 2017, 02:50:55 PM
Exactly. Sabots started out as too weak. Flicker the shield, take some minor damage from the kinetics. If the enemy is set up just right, they might be able to put some more damage through before your shields come back up, but not much. So Sabots turned into a single shot. Now dropping your shields meant taking a butt load of damage in addition to the possibility of more from well timed enemy shots.

So we're going to something in between. Sabots spread out to make them harder to dodge completely, reduce damage if you drop shields by quite a lot, but now you get the EMP effects thrown on top of that damage to make things worse. Dropping your shields will mean your frontal armament is liable to take an EMP hit and shut down for a while.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on March 29, 2017, 03:45:20 PM
Hopefully the skill revamp also makes EMP more relevant. I haven't played in a while but I remember disabled weapons being practically irrelevant at high skill levels because they come back online in a second or two.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on March 29, 2017, 03:54:37 PM
Yes, EMP is generally useless against the strongest endgame opponents because they either have high EMP damage reduction and/or faster repair times, just like you.  My flagship could not care less about EMP because it did not do much most of the time, and if it did, stuff would be repaired in a second or two.  Endgame fleets had similarly buffed ships.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on March 29, 2017, 04:36:19 PM
Hopefully the skill revamp also makes EMP more relevant. I haven't played in a while but I remember disabled weapons being practically irrelevant at high skill levels because they come back online in a second or two.

I also agree - I hope EMP resistance becomes harder to get.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 29, 2017, 06:14:38 PM
Well, lets all bear in mind that EMP is basically Starsectors version of CC (crowd control) found in MMOs. It's all fun and games when you're the one stunning/fearing/rooting the enemy but when it gets turned on you, and you're the one spending your time helplessly staring at your screen in a rage...it ain't fun.

Spending every other battle watching your flagship (or one of your officer's ships) spinning around in a circle due to engine flameouts and with half your weapons disabled to boot ain't fun! EMP should be something that isn't a core part of a battle, imo.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Toxcity on March 29, 2017, 06:26:14 PM
Reducing skills that resist EMP and increase subsystem repair is fine. EMP is a component of high-tech weaponry - especially of high-tech assault variants - and should be threatening.

It's not like EMP has no counter play. Shields are the most obvious, but there's also hull mods that reduce its effects such as Automated Repair Unit or Resistant Flux Conduits. You can also kill the ship that has EMP. Take the Omen for example, a Lasher outfitted with railguns can easily keep it at bay. The Claw interceptors in 0.8 also have ion cannons, but will probably be easy prey for beam frigates.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TheEndstoneGolem on March 30, 2017, 12:34:15 AM
The way Alex has worded it doesn't make sense (no offence).
KEPs being worse at penetrating armour doesn't make sense either, but hey, it's a game. Besides creating new mechanic to achieve the same effect is pointless.

I personally disagree with this. Alex has quoted many times that it's a moot point since we can just explain it in a way that works for this game, which is perfectly fine (I think it's really interesting to hear other people's ideas!).

If ships DONT have reactive armour, but instead have solid plate armour with ceramics built in, KEPs would be bad at penetrating, as ceramics would just break them up. Remember HE can refer to anything, in this case we could assume that all HE weapons fire shaped charge rounds, which would be very good at penetrating solid plate/ceramic armour.

I think this is an interesting one to discuss, so I'll start a topic called "Starsector's armour model" in General Discussion. Join me there and we can figure out one that works with the existing weapon types. :D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cycerin on March 30, 2017, 06:25:01 AM
The point of sabots isnt that they are kinetic missiles, the point of sabots is that they largely ignore point defense. That's what they have to be designed around. If fired correctly (eg. from max range) sabots can only be shot down by pd ai tac lasers, lr pd lasers and guardians, or the rare case of adv. optics burst lasers on a capital or cruiser.

This, coupled with their incredible kill power in their previous iteration, is why they had to change so they cannot just mow down a ship on their own. Sabots now have the excellent role of opening a ship up to fighter or missile attacks since a lot of the ship's PD will be offline after tanking some sabots. Best of all, if you really loathe sabots you can invest in anti-EMP hullmods, armored weapon mounts and stuff like that.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 30, 2017, 04:04:07 PM
Hey, do weapons on a fighter generate flux? I seem to recall mention that they no longer would be in 0.8.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Wyvern on March 30, 2017, 04:36:00 PM
Hey, do weapons on a fighter generate flux? I seem to recall mention that they no longer would be in 0.8.
There was a mention of a built-in hull mod that was used to make weapons on shielded fighters no longer generate flux.  There was also mention of flux stats limiting fire rate on... I think it was broadswords, making them less of a buzz-saw against shields?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 30, 2017, 05:41:49 PM
Heh, I hope they don't cost flux! I remember when the Phase Beam became the Lance and those poor Xyphos didn't have the flux capacity to fire one all that well, lol
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 30, 2017, 06:51:16 PM
Heh, I hope they don't cost flux! I remember when the Phase Beam became the Lance and those poor Xyphos didn't have the flux capacity to fire one all that well, lol
Well don't forget, Alex also put Tachyon Lances on Wasps
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: facc00 on March 30, 2017, 08:47:04 PM
Any news on a new release its been some time.  Almost six months?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 30, 2017, 08:52:21 PM
Very soontm. Wrapping things up, basically - major features are all done. Right now about halfway through adding a proper campaign tutorial, then it's a bit more playtesting and balancing/polish, and a few modding things, and it should be good. So - however long that all takes.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: facc00 on March 30, 2017, 08:55:25 PM
Sweet!  Can't wait!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on March 30, 2017, 09:51:55 PM
Awww, don't delay the patch for a frackin' tutorial...save that for 0.8.1! :'(
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on March 30, 2017, 10:36:23 PM
Awww, don't delay the patch for a frackin' tutorial...save that for 0.8.1! :'(
You know, I wouldn't be at all surprised if we all needed a campaign tutorial after this honestly ground-shattering update to the campaign.

Still all for getting this update out the door as quickly as possible without any unnecessary baggage though. :) I'm sure we can flop about without a campaign tutorial for a couple weeks, learn the ropes the good ole' fashioned way.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on March 30, 2017, 11:32:30 PM
Skip the tutorial, also bring back Kiting Hounds without updating the patch notes.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on March 31, 2017, 12:22:10 AM
Awww, don't delay the patch for a frackin' tutorial...save that for 0.8.1! :'(
You know, I wouldn't be at all surprised if we all needed a campaign tutorial after this honestly ground-shattering update to the campaign.

Agreed. I'm game to wait a little longer if it means I can be introduced to the new campaign mechanics a little more comprehensively.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on March 31, 2017, 02:46:28 AM
Very soontm. Wrapping things up, basically - major features are all done. Right now about halfway through adding a proper campaign tutorial, then it's a bit more playtesting and balancing/polish, and a few modding things, and it should be good. So - however long that all takes.

I hope "proper" doesn't mean intrusive... Learning by doing with some guidance seems fine, "This thing you currently don't care about works like this, try it now" would be a bit daunting. Especially if it happens several times in a row.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on March 31, 2017, 03:19:11 AM
Very soontm. Wrapping things up, basically - major features are all done. Right now about halfway through adding a proper campaign tutorial, then it's a bit more playtesting and balancing/polish, and a few modding things, and it should be good. So - however long that all takes.

I hope "proper" doesn't mean intrusive... Learning by doing with some guidance seems fine, "This thing you currently don't care about works like this, try it now" would be a bit daunting. Especially if it happens several times in a row.

I'm hoping it'll be a standalone tutorial in the same sense as the combat tutorials, with the old Hammerhead loadout. I can deal with an in-game one, but we already have the help popups for that, don't we?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on March 31, 2017, 04:20:47 AM
I'm hoping it'll be a standalone tutorial in the same sense as the combat tutorials, with the old Hammerhead loadout. I can deal with an in-game one, but we already have the help popups for that, don't we?
Tips and popups that people just click-through and ignore, then B**** when something happens... One note though: Could we get a place where all the help popups are stored so that people that click through them can reread them if they want?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cycerin on March 31, 2017, 04:33:11 AM
Its probably a good idea to have a tutorial that walks through supplies and fuel, CR, how to lay in a course, campaign abilities and the transponder/sensor mechanics. A pretty daunting task from the surface look of it, pleased to know you're already halfway through making it!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on March 31, 2017, 04:52:21 AM
i think getting a tutorial ready for launch with 0.8a is great! both for introducing experienced players to the massive amount of additions and changes, and because i imagine this eagerly awaited release will generate some publicity as well, as new let's-play-series are started, and 'old' players will tell their friends about all the new fun they're having.

starting out as a completely new player has become more and more difficult and frustrating with additional campaign complexity of the last few big patches, and 0.8a would likely continue that trend (even if there are now more/easier ways to progress in the early-game, players still need to learn a lot to even know how to). as much as i'm hyped to get to play it myself, we've survived the wait for over a year at this point already anyway. ^^ i think we can manage a couple weeks longer, if it means new players will be able to hopefully enjoy 0.8a as much as i'm sure the people posting here will.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TJJ on March 31, 2017, 06:24:48 AM
Two schools of thought on tutorials
1) leave them until last, so you're not having to continually maintain them as the code & game mechanics change over time
2) introduce them from the start, so you know the capability to easily integrate them is present.

Effort Vs Risk.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: nomadic_leader on March 31, 2017, 07:08:31 AM
So if crew can be put into pods and condemned to certain death put in cryosleep, does this mean that we will sometimes be able to capture as blood slaves rescue crew after battles and when salvaging debris fields? This would be nice.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 31, 2017, 10:02:57 AM
Skip the tutorial, also bring back Kiting Hounds without updating the patch notes.

A+

I hope "proper" doesn't mean intrusive... Learning by doing with some guidance seems fine, "This thing you currently don't care about works like this, try it now" would be a bit daunting. Especially if it happens several times in a row.

At the very least, it'll be skippable once you've done it one time. The idea is to incorporate everything into a narrative - a question/mission you're doing - rather than just having to do assorted random stuff. We'll see how well it pans out, naturally.


i think getting a tutorial ready for launch with 0.8a is great! both for introducing experienced players to the massive amount of additions and changes, and because i imagine this eagerly awaited release will generate some publicity as well, as new let's-play-series are started, and 'old' players will tell their friends about all the new fun they're having.

starting out as a completely new player has become more and more difficult and frustrating with additional campaign complexity of the last few big patches, and 0.8a would likely continue that trend (even if there are now more/easier ways to progress in the early-game, players still need to learn a lot to even know how to). as much as i'm hyped to get to play it myself, we've survived the wait for over a year at this point already anyway. ^^ i think we can manage a couple weeks longer, if it means new players will be able to hopefully enjoy 0.8a as much as i'm sure the people posting here will.

Thanks! Yeah, for me, adding the tutorial here is not at all optional.


Two schools of thought on tutorials
1) leave them until last, so you're not having to continually maintain them as the code & game mechanics change over time
2) introduce them from the start, so you know the capability to easily integrate them is present.

Yep. I'm in the #1 camp, but I think at this point the mechanics introduced by the tutorial are set enough that hopefully there won't be *too* many changes.


So if crew can be put into pods and condemned to certain death put in cryosleep, does this mean that we will sometimes be able to capture as blood slaves rescue crew after battles and when salvaging debris fields? This would be nice.

REDACTED
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: noego on March 31, 2017, 01:57:49 PM
Tutorial??? MMM! This smells strongly of FULL RELEASE. Cannot wait! Kudos, brave developer!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Blips on March 31, 2017, 04:10:25 PM
I know it's been a long time since the latest update but you're doing a fantastic job Alex! I'll likely wait till the inevitable 0.8.1-esque update, but I'm very excited for the game :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on March 31, 2017, 04:38:57 PM
Thank you! Support & patience both much appreciated :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Shanghaicola on April 01, 2017, 02:45:51 AM
Could you at least tell us an estimated release date? I bought SC but didn´t play much (just enough to get hang of basics) because I noticed there is going to be big new update soon and didn´t want to burn out myself. Right now Im checking every single day like an idiot for some kind of release date...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TJJ on April 01, 2017, 03:14:24 AM
Could at least tell us an estimated release date? I bought SC but didn´t play much (just enough to get hang of basics) because I noticed there is going to be big new update soon and didn´t want to burn out myself. Right now Im checking every single day like an idiot for some kind of release date...

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Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mysterhay on April 01, 2017, 03:24:33 PM
Minor quality of life idea- when picking up loot (weapons) or buying at a market, any chance you could add a line in the tooltip that pops up telling you how many you already have in your cargo? It would save me playing snap with the weapon image and manually checking the inventory.

For example:

After battle, 2 light machine guns are available to pick up.

The existing tooltip just shows LMG stats, the new tooltip would show stats and also would say "you currently have XX LMGs in cargo".
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on April 01, 2017, 04:25:55 PM
Minor quality of life idea- when picking up loot (weapons) or buying at a market, any chance you could add a line in the tooltip that pops up telling you how many you already have in your cargo? It would save me playing snap with the weapon image and manually checking the inventory.

For example:

After battle, 2 light machine guns are available to pick up.

The existing tooltip just shows LMG stats, the new tooltip would show stats and also would say "you currently have XX LMGs in cargo".

... Don't you already get this with the dual-screen system? Like, in a market or collecting salvage after a battle, you have the market/salvage screen on top and your inventory below, so you can see both at once.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mysterhay on April 01, 2017, 05:16:03 PM
Minor quality of life idea- when picking up loot (weapons) or buying at a market, any chance you could add a line in the tooltip that pops up telling you how many you already have in your cargo? It would save me playing snap with the weapon image and manually checking the inventory.

For example:

After battle, 2 light machine guns are available to pick up.

The existing tooltip just shows LMG stats, the new tooltip would show stats and also would say "you currently have XX LMGs in cargo".

... Don't you already get this with the dual-screen system? Like, in a market or collecting salvage after a battle, you have the market/salvage screen on top and your inventory below, so you can see both at once.

Sort of, but if your inventory is quite large then it means scrolling and searching to compare the icons (remember a weapon icon is quite different if only a single item is available, compared to if you have five in cargo). To be fair, more an issue when mods are installed. Like I said, minor quality of life, I just notice myself having to do this a lot after battles, and I assume others must be doing the same.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on April 01, 2017, 05:31:28 PM
... Don't you already get this with the dual-screen system? Like, in a market or collecting salvage after a battle, you have the market/salvage screen on top and your inventory below, so you can see both at once.

Sort of, but if your inventory is quite large then it means scrolling and searching to compare the icons (remember a weapon icon is quite different if only a single item is available, compared to if you have five in cargo). To be fair, more an issue when mods are installed. Like I said, minor quality of life, I just notice myself having to do this a lot after battles, and I assume others must be doing the same.

Ah, I suppose if you play with a lot of mods and a very big fleet this could get problematic.

In that case, I have a better idea: When you mouse over an item in a salvage/market inventory, it highlights the weapon [stack] in your inventory if you have it, maybe just by putting a yellow glow over the grid square. It could work the same in the other direction when you mouse over something in your inventory, so you could quickly determine if a market has another weapon to match one you already have (happens a lot for someone like me who likes symmetrical loadouts, but often finds theirself salvaging weapons one at a time). I'd prefer this as it wouldn't add any additional numbers.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mysterhay on April 01, 2017, 05:36:48 PM
... Don't you already get this with the dual-screen system? Like, in a market or collecting salvage after a battle, you have the market/salvage screen on top and your inventory below, so you can see both at once.

Sort of, but if your inventory is quite large then it means scrolling and searching to compare the icons (remember a weapon icon is quite different if only a single item is available, compared to if you have five in cargo). To be fair, more an issue when mods are installed. Like I said, minor quality of life, I just notice myself having to do this a lot after battles, and I assume others must be doing the same.

Ah, I suppose if you play with a lot of mods and a very big fleet this could get problematic.

In that case, I have a better idea: When you mouse over an item in a salvage/market inventory, it highlights the weapon [stack] in your inventory if you have it, maybe just by putting a yellow glow over the grid square. It could work the same in the other direction when you mouse over something in your inventory, so you could quickly determine if a market has another weapon to match one you already have (happens a lot for someone like me who likes symmetrical loadouts, but often finds theirself salvaging weapons one at a time). I'd prefer this as it wouldn't add any additional numbers.

This also works if the screen showing your own inventory auto-scrolls. There are a few ways it could be addressed, but you get the picture.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on April 01, 2017, 06:00:04 PM
Yeah, I get your meaning. I suppose I've just never had enough cargo in my inventory at once to require something like this.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on April 01, 2017, 08:56:39 PM
Another salvage QoL request: Warn if you are not taking anything from that battle or salvage op. Many times I have accidentally brushed the hotkey to leave just as the screen appears and have lost out on that juicy loot
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on April 01, 2017, 09:08:41 PM
Minor quality of life idea- when picking up loot (weapons) or buying at a market, any chance you could add a line in the tooltip that pops up telling you how many you already have in your cargo? It would save me playing snap with the weapon image and manually checking the inventory.

For example:

After battle, 2 light machine guns are available to pick up.

The existing tooltip just shows LMG stats, the new tooltip would show stats and also would say "you currently have XX LMGs in cargo".

... Don't you already get this with the dual-screen system? Like, in a market or collecting salvage after a battle, you have the market/salvage screen on top and your inventory below, so you can see both at once.

What if it also showed stacks in storage, regardless of market. That could also apply to commodities.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on April 01, 2017, 09:43:20 PM
Another salvage QoL request: Warn if you are not taking anything from that battle or salvage op. Many times I have accidentally brushed the hotkey to leave just as the screen appears and have lost out on that juicy loot
Doesn't a debris field spawn after battle now?  I mean, not saying that such a warning wouldn't be bad (in fact, I totally want it as well), but it seems if you do accidentally close out of the menu, there's a good chance you can just interact with the field after that to pick them up (not sure about the mechanics of Salvaging vs just interacting with stuff like that).
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on April 02, 2017, 06:53:38 AM
What if it also showed stacks in storage, regardless of market. That could also apply to commodities.
that's what i was thinking as well, showing the total amount of a good or weapon i have in storage somewhere would be more useful to me than showing the total amount i currently have in my cargo holds.

with some rare weapons especially, i like to keep a few of them around for when i need them, often even buying as soon as i find one anywhere in a market, even if i don't plan on using it in my current loadouts. but it becomes difficult at times to remember how many of those i already have, if any, and consequentially whether it's worth keeping/buying the one i'm currently looking at.

adding two lines of text to the tooltip like "you currently have X amount of this in your cargo holds" & "you currently have a total of X amount of this in storage somewhere" would solve that.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mysterhay on April 02, 2017, 07:00:47 AM
Agreed, adding another line about quantity in storage makes good sense.

(I currently play no-storage games to force me to take freighters/tankers on all trips and up the risks of my raiding)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on April 02, 2017, 11:12:07 AM
A visible nod to them using supplies - such as, perhaps, fleets occasionally acting as if they're out of supplies - would be imo all that's necessary to fully "sell" it here.
If you don't mind me starting up the e-burn discussion again, I think I have a better idea.

Pirates are trying to make money. They're not mindless murder zombies attacking you for no reason, they're attacking you so they can take your stuff and sell it. If they spend too much money on supplies, they won't make enough money from selling your stuff to pay for said supplies. If your fleet is much smaller than theirs, there's no way they can make a profit by killing you if they spend a ton of supplies e-burning. So there should be some sort of fleet size comparison function where if your fleet is significantly smaller than the pirate fleet, they won't e-burn while chasing you. Fleets from factions that aren't motivated purely by profit, e.g. governments and Luddic Path raiders, should be willing to e-burn while chasing even if they're much larger than you are.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 02, 2017, 11:46:29 AM
Yep, the adjusted E-burn AI takes this into account as well.

Re: UI stuff - a worthwhile discussion to be had, but definitely not touching it for 0.8a :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: TheEndstoneGolem on April 03, 2017, 01:01:27 AM
For the people suggesting about cargo/storage information, there's a suggestion thread for it :)

I just don't think people are being fair to Alex at the minute.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Plasmatic on April 03, 2017, 02:44:16 AM
Just wanted to chim in an say Alex and the rest of the team are doing a fantastic job, I can't wait to play 0.8, regardless of how long it takes.

Much rather have a build that works, rather than try to start a new build only to find game breaking bugs that stop me from playing, deflating all that self-built hype :)

So, Keep up the great work!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: drabilly on April 03, 2017, 03:50:43 AM
I've got a question about combined storage inventory.

For now, if I lost one cargo ship in battle, my upper limit of fleet cargo capacity will change, but, I still have everything I used to have.

The strange thing is, actually, people divide goods into several cargo ships, and if I lost one of them, the goods in that ship definitely wrecked.

What about show separated ship cargo inventory, and fleet captain could distribute their goods into definite ship, just like uncharted waters 2 of KOEI
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on April 03, 2017, 08:04:23 AM
I've got a question about combined storage inventory.

For now, if I lost one cargo ship in battle, my upper limit of fleet cargo capacity will change, but, I still have everything I used to have.

The strange thing is, actually, people divide goods into several cargo ships, and if I lost one of them, the goods in that ship definitely wrecked.

What about show separated ship cargo inventory, and fleet captain could distribute their goods into definite ship, just like uncharted waters 2 of KOEI

Hi, welcome to the forum!

Actually, that sounds more like a suggestion than a question :) The simple answer to "why no per-ship cargo management" is: because it would be a hassle. You'd have to spent much more time in the inventory screen to distribute your cargo just right. And then you'd have to keep track of what ship carries what cargo, so you don't accidentally put a ship with valuable cargo into a dangerous situation. Or suppose you're on a mission to deliver 200 hand weapons, and in an ambush you lose a frigate that carried 10 of them. So now you have only 190 hand weapons and cannot fulfill the contract. Wouldn't that be annoying?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Orikson on April 03, 2017, 08:13:46 AM
Also explained way back. This one I think: http://fractalsoftworks.com/2011/11/22/crew-management-and-you/
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: drabilly on April 03, 2017, 09:38:50 AM
Hi, welcome to the forum!

Actually, that sounds more like a suggestion than a question :) The simple answer to "why no per-ship cargo management" is: because it would be a hassle. You'd have to spent much more time in the inventory screen to distribute your cargo just right. And then you'd have to keep track of what ship carries what cargo, so you don't accidentally put a ship with valuable cargo into a dangerous situation. Or suppose you're on a mission to deliver 200 hand weapons, and in an ambush you lose a frigate that carried 10 of them. So now you have only 190 hand weapons and cannot fulfill the contract. Wouldn't that be annoying?

Hi, thanks.

And yes, it is annoying if I lost my key goods during contract mission, but hey, it is the life, XD, universe is dangerous, next time I'll protect my cargo ship more carefully.

Also explained way back. This one I think: http://fractalsoftworks.com/2011/11/22/crew-management-and-you/

Thanks for quote, I really like it if starsector could go into complicated way, I like details and manipulate my ships and crews :P
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Seth on April 03, 2017, 10:46:00 AM
Gotta go with Gothars on this, I also like complicated gameplay and macro management, but in SS it will get extremely tedious real fast. Have lots of experience with such things from various global strategies. Currently designed system is the best we can get. Hope it stays that way.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Inventor Raccoon on April 03, 2017, 12:22:46 PM
I suppose that having cargo in specific ships does kind of encourage freighters, because otherwise you might fail a procurement contract because while your maximum capacity is enough to carry all the stuff needed, on the trip one of your ships is blown up and you lose some of it, because none of your ships have enough to carry the whole shipment. I'd still prefer just not losing anything, though. If you lose a freighter, you already have to ditch anything that's beyond your capacity, which can be a lot if you've just blown up a couple of fleets and taken all their sweet sweet metal.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PerturbedPug on April 03, 2017, 12:49:53 PM
If anything Alex wants to minimize micromanagement in areas where it's not necessary. Just look at the tactical layer in combat, you can't give too many orders and those orders aren't very specific.

Adding ship specific inventory would just add salt to the wound of losing a ship in battle, at least with the current system you can choose to leave behind less valuable cargo if you don't have enough room.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on April 03, 2017, 01:29:25 PM
If you guys wanna discuss this further, please open a new thread (in suggestions?). This is not the right place, as it has nothing to do with the patch notes.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 13, 2017, 12:42:28 PM
Updated! All playtesting and bugfixes/minor tweaks from here on out.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: facc00 on April 13, 2017, 12:46:17 PM
Updated! All playtesting and bugfixes/minor tweaks from here on out.


o.0 ready to download!!!!!!!!!!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: mehgamer on April 13, 2017, 12:55:30 PM
Updated! All playtesting and bugfixes/minor tweaks from here on out.


o.0 ready to download!!!!!!!!!!

it's just a prank
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on April 13, 2017, 01:03:53 PM
more Shepherd buffs! O:
i honestly think it might need a little nerf with all this. like putting cargo capacity at ~75, same as Hound with which it shares supply costs, so at least Wayfarer and Cerberus are still the better options for frigate-level cargo ships.


on another note, and sorry if i'm getting annoying, did you take a look at that "holding right-click will immediately reactivate shield/cloak" thing? ^^
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mysterhay on April 13, 2017, 01:13:14 PM
"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: FooF on April 13, 2017, 01:17:08 PM
A lot of welcome QoL improvements. Bravo.

Out of curiosity, what do the new supply and fuel icons look like? Am I saying goodbye to my yellow lunchboxes/crates and luscious red lipstick tubes/torpedoes?  :D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on April 13, 2017, 01:17:48 PM
"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Mysterhay on April 13, 2017, 01:30:47 PM
"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?

It's going to be easier to fight a Paragon with escort than without, at least the Paragon's escort will block LOS from time to time!  ::)

I'm thinking 1k range ion cannons. Burst PD will render missile spam irrelevant for all escort ships also. Looking forward to testing this out!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on April 13, 2017, 01:32:43 PM
Quote
Solar Shielding: modified description to mention that it also protects against hyperstorms

Oh! Now that is interesting. Might even be worth it.

"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?

Plus advanced optics - 2.4k.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on April 13, 2017, 01:36:01 PM
Paragon really is a monster now—gone are the days of being able to kite/snipe it with a Gauss Cannon.

QoL improvements are always super welcome and I hope the tweaks to the sensor mechanics make them a bit less opaque. Anyways, I've been checking the damn forums every couple of hours hoping for that glorious release annoucement; guess I can take a break from that for a week or so!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on April 13, 2017, 01:36:40 PM
Quote
Solar Shielding: modified description to mention that it also protects against hyperstorms

Oh! Now that is interesting. Might even be worth it.

"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?

Plus advanced optics - 2.4k.
2.2K as increases are all additive now
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on April 13, 2017, 01:41:27 PM
What do the sensor changes mean for gameplay?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on April 13, 2017, 01:43:10 PM
Paragon really is a monster now—gone are the days of being able to kite/snipe it with a Gauss Cannon.
that will still be possible against anything other than a beam Paragon, though not quite as easy anymore. 1.2k of Gauss +60% of the buffed ITU still far outranges even a Paragon's Autopulses, Plasma Cannons, or Heavy Blasters.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: nomadic_leader on April 13, 2017, 01:48:14 PM
reduced cargo/feul capacities for combat ships; new fuel and supply icons. very nice indeed!

paragon changes good. capital ships should be capital. Maybe Forlorn hope beatable now?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on April 13, 2017, 01:50:53 PM
Quote
Solar Shielding: modified description to mention that it also protects against hyperstorms

Oh! Now that is interesting. Might even be worth it.

"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?

Plus advanced optics - 2.4k.
2.2K as increases are all additive now

* snaps fingers * Drat!

So here's a question - will optics be worth it on the beam paragon? I think yes, as absolute range is more important than percentage.

reduced cargo/feul capacities for combat ships; new fuel and supply icons. very nice indeed!

paragon changes good. capital ships should be capital. Maybe Forlorn hope beatable now?
Beatable now - the trick for me was to use enough phase lances. With the player controlling
the targeting, they let you "pop" the kiting frigates and destroyers one at a time, before they have the chance to retreat, vent, and come back in.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: nomadic_leader on April 13, 2017, 01:56:13 PM
reduced cargo/feul capacities for combat ships; new fuel and supply icons. very nice indeed!

paragon changes good. capital ships should be capital. Maybe Forlorn hope beatable now?
Beatable now - the trick for me was to use enough phase lances. With the player controlling
the targeting, they let you "pop" the kiting frigates and destroyers one at a time, before they have the chance to retreat, vent, and come back in.

Ah. I see.  Ok next question:

Why are the two difficulty levels "easy" and "normal." Since these are purely relative terms, why not just call them "easy" and "hard." It's like a pizza place only having "small" and "medium" pizzas.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on April 13, 2017, 01:58:03 PM
Advanced Targeting Core seems like it would be mutually exclusive with other range hullmods, but it doesn't explicitly say so in the patch notes...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on April 13, 2017, 02:00:10 PM
Why are the two difficulty levels "easy" and "normal." Since these are purely relative terms, why not just call them "easy" and "hard." It's like a pizza place only having "small" and "medium" pizzas.
Presumably normal is the intended difficulty, and easy mode is for elementary schoolers. Calling the difficulty that the game is supposed to be played on "hard" would discourage new players from using the intended difficulty, when playing on easy mode just makes the game trivial.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 13, 2017, 02:04:32 PM
more Shepherd buffs! O:
i honestly think it might need a little nerf with all this. like putting cargo capacity at ~75, same as Hound with which it shares supply costs, so at least Wayfarer and Cerberus are still the better options for frigate-level cargo ships.

Hmm, that's a good point. I'll take a quick look.

on another note, and sorry if i'm getting annoying, did you take a look at that "holding right-click will immediately reactivate shield/cloak" thing? ^^

Yeah, I looked at it - the problem is that it's not something I can do while being 100% sure I didn't break something subtle, so there's no way I'd want to do that now.


Out of curiosity, what do the new supply and fuel icons look like? Am I saying goodbye to my yellow lunchboxes/crates and luscious red lipstick tubes/torpedoes?  :D

In the same vein as before, but updated to match the new stuff in terms of overall quality/style.


What do the sensor changes mean for gameplay?

A bit more sensor range in the early game, maybe up to 50% more or so (which should hopefully help with "sudden" encounters), and more meaningful impact from individual ships, that doesn't taper off for larger fleets the way the old formula does.

Edit: plus hopefully being simpler, more transparent, and comprehensible, but that's not strictly "gameplay impact", though I suppose in a sense it is.

Why are the two difficulty levels "easy" and "normal." Since these are purely relative terms, why not just call them "easy" and "hard." It's like a pizza place only having "small" and "medium" pizzas.

"Normal" indicates that this is the difficulty the game is ultimately balanced for and meant to be played at. "Hard" doesn't have the same implications.

(It's more like a place having a "pizza" and a "small pizza".)

Advanced Targeting Core seems like it would be mutually exclusive with other range hullmods, but it doesn't explicitly say so in the patch notes...

It is, yeah.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cyan Leader on April 13, 2017, 02:20:33 PM
You can always make sensor range shorter in a future hard mode.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on April 13, 2017, 02:22:54 PM
  • Second ship: Kite with officer

Alex confirmed loves me irl
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on April 13, 2017, 02:29:29 PM
Finally, a real purpose for auxiliary ships! I can't remember the last time I had a tanker in my fleet, and freighters were only relevant for traders. Very nice.


The changes to the sensor mechanics are promising, it was really too opaque. It's a little bit strange that 5 frigates now have the same profile as 30 frigates, but it shouldn't matter much in practice.

Have you considered getting rid of fleet-variable sensor strength altogether (with only environmental reduction remaining)? It would allow to display the absolute range at which your fleet will be detected in various states (dark, burning) and makes thinks very clear. Small fleets would always detect big fleets first, but I can't think of a reason why that would be bad at the moment. I'm probably missing something :D


Oh man, I'm excited for this! Just a little bit longer...

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 13, 2017, 02:49:39 PM
The changes to the sensor mechanics are promising, it was really too opaque. It's a little bit strange that 5 frigates now have the same profile as 30 frigates, but it shouldn't matter much in practice.

Sensor math: one frigate, two frigates, three frigates, four frigates, many frigates :)

Have you considered getting rid of fleet-variable sensor strength altogether (with only environmental reduction remaining)? It would allow to display the absolute range at which your fleet will be detected in various states (dark, burning) and makes thinks very clear. Small fleets would always detect big fleets first, but I can't think of a reason why that would be bad at the moment. I'm probably missing something :D

Thought about it, yeah. It gets weird with sensor bonus/penalty ships, and if you have any of that, then you basically have the two numbers. May be worth it in the end, though, not entirely decided on it one way or the other.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SCC on April 13, 2017, 02:55:27 PM
freighters were only relevant for traders.
I've used freighters many times when bounty-hunting since sometimes I'm overburdened with all that loot. It only gets worse when privateering.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: facc00 on April 13, 2017, 02:56:45 PM
Did I miss a download link somewhere?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on April 13, 2017, 03:00:16 PM
What if all ships contributed to sensor profile but only top 5 to sensor strength?

It makes perfect sense that stacking more of the same quality sensors will get you only so far, but it doesn't make sense that stacking more identical ships will stop making them easier to detect as a group. This is not an appeal to realism, I just think this is one of those situations where making it simpler will actually make it more difficult to understand, because it diverges too far from default expectations that are based on reality.

This will of course remove the symmetry that always makes two fleets detect each other at the same time, regardless of size, if neither have special modifiers. But I've never understood why that is a good thing anyway. Why shouldn't a smaller fleet have a stealth advantage over a bigger fleet? I might be missing something, but isn't that what stealth is for?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on April 13, 2017, 03:04:11 PM
Did I miss a download link somewhere?

Nah, it's not released yet. Just another set of changelog notes. But it'll be out soon undoubtedly!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on April 13, 2017, 03:05:27 PM
Sensor math: one frigate, two frigates, three frigates, four frigates, many frigates :)

 ;D


Thought about it, yeah. It gets weird with sensor bonus/penalty ships, and if you have any of that, then you basically have the two numbers. May be worth it in the end, though, not entirely decided on it one way or the other.

Oh nice, so I'm not just confused!

Well, to have a mechanic just so some entities can give a bonus to it seems a bit backwards, no? Alternative bonus for high res sensor could be earlier identification of unidentified fleets or less sensor penalty from environments.


Did I miss a download link somewhere?

No download yet, just a last patchnote update.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on April 13, 2017, 03:06:36 PM
it really doesn't make any sense that sensor "strength" scales with ship size. sensor strength should scale with ship technological sophistication. ECM/EW capability can scale with the size of your powerplant, but sensors require very little power generally, compared to the massive amount any starship is going to produce.

to put it another way without muh realism

if a wolf has 1 sensor of X strength, and an onslaught has 500 sensors at X strength, that doesn't actually mean the onslaught sees better. it just means that the onslaught can see the same area at the same strength. what matters is the strength of the sensor, not how many there are. pooling sensors doesn't actually increase their strength, it just allows the onslaught to see around it's own hull.

Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on April 13, 2017, 03:10:50 PM
Bigger ship means bigger arrays / apertures / receivers / whatever they have. Regardless of how sensors operate generally larger size improves both resolution and sensitivity. That's why astronomers keep building bigger and bigger telescopes.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Thaago on April 13, 2017, 03:14:17 PM
Quote
High Resolution Sensors give a flat +60 to sensor strength

Is this to the ship, or to the fleet?

Example: Say I have 5 capitals, each with 150 sensor strength. Does my frigate with 30 strength and High Resolution sensors do anything?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on April 13, 2017, 03:14:54 PM
if you are trying to detect a galaxy billions of LY away maybe. by your logic an aircraft carrier is going to have the biggest sensor in the fleet, which, no. if you have a sensor designed for warfare it's strength chiefly relies on technical sophistication, followed by the attributes of the mounting platform, it has nothing to do with size.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on April 13, 2017, 03:27:12 PM
Of course an aircraft carrier has the biggest and best sensors in a fleet, why do you think they have those huge radar domes on them? ???

And even if an Onslaught has just more sensors, not bigger ones, that still helps. Two sensors can detect a signal half as strong as one sensor, and with interferometry, even resolution can be improved if the relative position of sensors can be held precisely enough.

(I was going to write more, but this is getting a bit off-topic).

I do agree that tech level should be a factor in sensor quality though.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 13, 2017, 03:29:29 PM
What if all ships contributed to sensor profile but only top 5 to sensor strength?

It makes perfect sense that stacking more of the same quality sensors will get you only so far, but it doesn't make sense that stacking more identical ships will stop making them easier to detect as a group. This is not an appeal to realism, I just think this is one of those situations where making it simpler will actually make it more difficult to understand, because it diverges too far from default expectations that are based on reality.

This will of course remove the symmetry that always makes two fleets detect each other at the same time, regardless of size, if neither have special modifiers. But I've never understood why that is a good thing anyway. Why shouldn't a smaller fleet have a stealth advantage over a bigger fleet? I might be missing something, but isn't that what stealth is for?

Mechanics-wise, having all ships contribute to either stat linearly is not viable. Either ships don't contribute an individually impactful amount, or the number gets too high on the high end of fleet size.

Also: while I see your point, I think there's also a simplicty to having the same set of rules for each stat, rather than two different ones, even if one of those two is simpler.


Well, to have a mechanic just so some entities can give a bonus to it seems a bit backwards, no? Alternative bonus for high res sensor could be earlier identification of unidentified fleets or less sensor penalty from environments.

An excellent point. But then for those specific alternate uses, there'd have to be a similar kind of formula to make sure a range of ships can contribute to it without making the results unreasonable (i.e. how much better is 2x Apogee vs 1x Apogee? etc). Well, I don't know. It bears more thought - will definitely leave it as-is for now, though.


it really doesn't make any sense that sensor "strength" scales with ship size. sensor strength should scale with ship technological sophistication. ECM/EW capability can scale with the size of your powerplant, but sensors require very little power generally, compared to the massive amount any starship is going to produce.

to put it another way without muh realism

if a wolf has 1 sensor of X strength, and an onslaught has 500 sensors at X strength, that doesn't actually mean the onslaught sees better. it just means that the onslaught can see the same area at the same strength. what matters is the strength of the sensor, not how many there are. pooling sensors doesn't actually increase their strength, it just allows the onslaught to see around it's own hull.

Just a general note: if one looks for reasons why something "doesn't make sense", one can *always* find them. So, that's not actually terribly interesting - it's always a few thoughts away, for any mechanic. It feels much more reasonable to find reasons for why things *do* make sense - these are also very easy to find, there are many, and I personally find it more interesting.

Some quick examples for sensors, without necessarily saying that's how things work in-universe:

- Sensors could be bound by computational power, with larger ships naturally having more cpu cores available to process the results. Pooling computational resources across multiple ships has benefits but also limits.
- Sensors could  operate at FTL speed, making the underlying principles, well, just about anything. It could well be that spreading multiple sensors wider could give more range.

Etc etc. I mean, it's totally reasonable to say "it doesn't make sense to me", but not an absolute "it doesn't make sense". You're choosing to make a set of arbitrary assumptions that make it not make sense, if that makes sense :) Which is fine! But that's not the same as it not making sense in some absolute sense. Ahem.

Quote
High Resolution Sensors give a flat +60 to sensor strength

Is this to the ship, or to the fleet?

Example: Say I have 5 capitals, each with 150 sensor strength. Does my frigate with 30 strength and High Resolution sensors do anything?

The frigate will do nothing in that situation.


I do agree that tech level should be a factor in sensor quality though.

I could see that, but I just really don't think the mechanic needs to get more detailed here. An extra +/-10 on various hulls for little actual impact just doesn't feel like a worthwhile thing to have the player trying to optimize. As it stands, this is reflected by certain high-tech ships having High-Res Sensors.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cik on April 13, 2017, 03:34:40 PM
it differentiates hightech from low and gives hightech a boost, which they need anyway.

the model is counterintuitive and too simple. >high tech scout frigate >inferior in sensor strength to thousand year old battleship with sensors that qualified as antique 1/3 of the way into it's lifecycle

?????? i'm a sensor geek but take a random man off the street, show him a wolf and then show him an onslaught and which will he pick as the one with better sensors.

this progressive dumbing-down of the game is starting to disturb me honestly. sensors were not too complex before. it wasn't perfect for many reasons, but tying strength directly to hull size? any reasonable person wouldn't understand it, physically it doesn't make sense and it's not good for the game, either. there's no reason an onslaught has to be a good scout ship. there are a dozen reasons i can think of right now that it shouldn't be, for one, it's the best ship in the game and already ridiculously strong.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on April 13, 2017, 03:35:30 PM
I personally see it as how much the sensor array has to be spread to cover all angles of the fleet. If you have more ships, the sensors can be focused on a smaller area each, allowing them to reach farther.
Kinda like a lamp vs. flashlight debate. The lamp spreads light in more than one direction, but is usually dimmer. Focusing the light into a beam lights a smaller area, but becomes much brighter
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: BillyRueben on April 13, 2017, 03:37:16 PM
I prefer sensor strength to be based on hull size, since so many other pieces of the game are. Also, I'd rather it be hull size rather than how "blue" my ship is.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 13, 2017, 03:38:48 PM
sensors were not too complex before. it wasn't perfect for many reasons, but tying strength directly to hull size?

Eh, sensors *were* tied to hull size before, in very much the same way as in the new formula. That you were not aware of that is good evidence of it indeed being too complex.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on April 13, 2017, 03:49:43 PM
Quote
Mechanics-wise, having all ships contribute to either stat linearly is not viable. Either ships don't contribute an individually impactful amount, or the number gets too high on the high end of fleet size.

But why is it a problem that huge fleets would have huge sensor profiles? If it means that I can see an enormous battlefleet across half a system, then... well, why wouldn't I?

I guess my overall point is that whenever I think of stealth in a military situation, the by far most important application for it that comes to mind is a small scouting force keeping an eye on a bigger force that cannot see it. It's the most basic function of a sensor model, something I would definitely want to try and expect to work in a game. But the sensor model in Starsector is specifically designed to make that impossible, by making small fleets exactly as blind as large fleets are visible, which really confuses me.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 13, 2017, 03:55:37 PM
But why is it a problem that huge fleets would have huge sensor profiles? If it means that I can see an enormous battlefleet across half a system, then... well, why wouldn't I?

What happens then is sensors stop being a consideration *at all* for fleets beyond a certain size, i.e. one large fleet will always see another large fleet at such long range that it may as well be infinite. I think the game plays better when some degree of stealth remains an option even for larger fleets.

I guess my overall point is that whenever I think of stealth in a military situation, the by far most important application for it that comes to mind is a small scouting force keeping an eye on a bigger force that cannot see it. It's the most basic function of a sensor model, something I would definitely want to try and expect to work in a game. But the sensor model in Starsector is specifically designed to make that impossible, by making small fleets exactly as blind as large fleets are visible, which really confuses me.

Again, similar reasons. This symmetry keeps whether you can see something or whether something can see you dynamic - based largely on terrain effects and ability use - rather than being fixed given the fleets involved. Put in a slightly different way, this makes terrain and abilities more meaningful.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on April 13, 2017, 03:59:54 PM
I'm still kind of skeptical but it does make sense.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SCC on April 13, 2017, 04:02:31 PM
Sensor math: one frigate, two frigates, three frigates, four frigates, many frigates :)
I guess that's what you get for using troll sensors. (https://en.wikipedia.org/wiki/Troll_(Discworld)#Literacy_and_Numeracy)
Also some part of early game difficulty is that pirates often came out guns blazing out of nowhere, even if it was bigger fleet.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 13, 2017, 04:09:01 PM
I guess that's what you get for using troll sensors. (https://en.wikipedia.org/wiki/Troll_(Discworld)#Literacy_and_Numeracy)

Niiice :)

Also some part of early game difficulty is that pirates often came out guns blazing out of nowhere, even if it was bigger fleet.

Yep, that's the reason it's a bit higher now.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on April 13, 2017, 04:11:12 PM
I'm still kind of skeptical but it does make sense.
Maybe lore can explain it - maybe the Domain created an efficient form of sensor technology that could be installed on every ship, though never updated it as they progressed because it was as good as they though they could make it.  And then similarly to the Tachyon Lance, the understanding of how it worked was lost with the Collapse.  So ask no questions asked on how it works, just let the autofactory do it's thing.  Though I'd need David's help for that. :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Techhead on April 13, 2017, 04:12:52 PM
Most ships still have equivalent sensor strengths and profiles. Unless one of the ships involved has asymmetric sensor stats, sensor encounters will remain symmetric.

As long as the UI effectively communicates how the system works, I don't really have any problems with it. People are making noise about large schools of frigates, but generally, you're only going to care about the big ships anyway.

And with the exception of modifiers, sensor strength was always tied to hull size. Frigates were 1, destroyers 2, cruisers 3, and capitals 4. Then the whole fleet was all summed up and passed through a funny equation. This ditches the equation and makes it "base plus the five most important ships".

EDIT: Fixes numbers.

EDIT 2: Looks like I'm repeating stuff Alex said a few posts up. Whoops.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Wyvern on April 13, 2017, 06:05:11 PM
I'm still kind of skeptical but it does make sense.
Maybe lore can explain it - maybe the Domain created an efficient form of sensor technology that could be installed on every ship, though never updated it as they progressed because it was as good as they though they could make it.
Or maybe there have been significant improvements in sensor technology, but they're been retrofitted into previous hulls, much like the Onslaught's shield generator.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Histidine on April 13, 2017, 06:23:36 PM
My idea for overcomplicating it:
Fleet profile = (profile of 5 highest ships) + sqrt(profile of other ships)

This is identical to the new system for small fleets, while adding diminishing returns for additional ships. So they still matter somewhat (and people don't wonder why they don't) without making the fleet stat grow to excessive levels.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on April 13, 2017, 06:32:41 PM
What I want to know is if there are some special weapons or ships that can only be acquired through exploration and/or salvaging! Did you have the time/resources to add something awesome like that?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on April 13, 2017, 06:53:43 PM
pretty sure alex said that REDACTED and REDACTED will be in the next patch, not sure about REDACTED though

edit: also REDACTED, how did I forget that...  :P
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 13, 2017, 07:13:56 PM
My idea for overcomplicating it:
Fleet profile = (profile of 5 highest ships) + sqrt(profile of other ships)

This is identical to the new system for small fleets, while adding diminishing returns for additional ships. So they still matter somewhat (and people don't wonder why they don't) without making the fleet stat grow to excessive levels.

Hehe, yeah. I mean, I get what you're saying, but it definitely doesn't seem necessary.


What I want to know is if there are some special weapons or ships that can only be acquired through exploration and/or salvaging! Did you have the time/resources to add something awesome like that?

I guess you'll just have to go exploring when the release hits, and find out :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on April 13, 2017, 07:35:51 PM
I think the debate over why sensors are the same across 3 different tech ships of the same size can be put down by re-iterating that a ship's tech does not translate to when it was made relative to the others, and hand-wave that even low-tech ships saw the need for advanced sensors & made the sacrifices they needed to make to secure the same sensor suites as everyone else had, for their size
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on April 13, 2017, 08:00:37 PM
Yeah, it's even said in the lore (specifically the codex description of the Doom Phase Crusier) something along the lines of "Phase detection equipments are now a mandatory component of any ship's sensory package."

... If that doesn't scream "Low tech and high tech have the same access to sensor tech", then I don't know what does.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on April 13, 2017, 08:28:37 PM
Or maybe there have been significant improvements in sensor technology, but they're been retrofitted into previous hulls, much like the Onslaught's shield generator.
That can work too.  Simple enough upgrade the old hulls with the new tech (if it isn't too big a jump) and then updating the autofactory blueprints with the improved sensor systems.  I'm sure a military as large as the Domain kept older models of ship in service or possibly in production due to simplicity, as shown by the XIV upgraded ships despite there probably existing the high-tech ships at the time.  Pretty much exactly like how modern militaries today do it - they kept WWII-era battleships like the USS New Jersey in service far past their original expiry date by upgrading the radar and replacing various weapons systems.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SCC on April 14, 2017, 01:11:27 AM
There's nothing that military loves more than modernizations, basically "we can make old rustbucked kill enemy's new thingy for a fraction of its price" (for example, look how extensively tanks are being upgraded instead of replaced). It's reasonable that sensors would be quickly replaced if they became outdated, along with targeting systems, so they aren't completely left in the dust.
@PCCL well, for one thing, it won't be aliens if I recall correctly. Alex said there wouldn't be any. So I guess DoM's experiments gone wrong.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Megas on April 14, 2017, 10:44:21 AM
Finally, a real purpose for auxiliary ships! I can't remember the last time I had a tanker in my fleet, and freighters were only relevant for traders. Very nice.
Tankers are occasionally useful when the commodity you want to trade lots of fuel, or just simply hauling lots of fuel from Sindria to whatever system has your primary storage base.  Freighters are useful mainly for two things:  bulk transport jobs (e.g., transport thousands of lobsters) or looting.  My warmongers need freighters the most, looting either from chain-battling multiple enemy defense fleets or intercepting a lucky Atlas fleet.  One time, I intercepted an Atlas fleet with 5000 or so supplies, and my toolbox war fleet happened to have two or three empty Atlas of my own to loot everything.  It was a huge payday, and I did not need to buy supplies for a long time.

Honest traders do not need much cargo space unless they find a job on the job board that needs thousands of something.  It does not take much to stabilize markets that have a shortage.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Morrokain on April 14, 2017, 11:40:02 AM
Really happy to see the supply/fuel changes! Reducing capacity across combat ships will make things interesting too.

I hope in the future there can be a couple new combat scenarios based around utility ships. I would love a way to "attack the supply lines" of an enemy fleet and snipe their fuel tankers or take out their salvage operation before they can respond in force. Essentially some kind of scenario where you are forced to deploy or you force the enemy to deploy utility ships in combat. Makes the decision of outfitting them and which ones to have with you more important and gives a little more use to their decorations weapons. :D

Otherwise we will be using them in our fleets but never actually seeing them lol

And because I can't make a post on this forum without asking about modding:

So, 1-10 how moddable is that tutorial right now?  ;D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 14, 2017, 11:45:50 AM
Otherwise we will be using them in our fleets but never actually seeing them lol

There are some support hullmods - based on Coordinated Maneuvers and Electronic Warfare - that can potentially make support ships worth deploying. (And tucking away in a corner, but still.)

And because I can't make a post on this forum without asking about modding:

So, 1-10 how moddable is that tutorial right now?  ;D

The campaign tutorial? 10, I'd say. Unless I'm forgetting something, 100% of it is done in a "how a mod would do it" way. Which necessitated a few additions to the API, but then that's kind of the point of doing it like that to begin with!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Jonlissla on April 14, 2017, 12:12:59 PM
@PCCL well, for one thing, it won't be aliens if I recall correctly. Alex said there wouldn't be any. So I guess DoM's experiments gone wrong.

Skynet confirmed.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Morrokain on April 14, 2017, 12:21:25 PM
The campaign tutorial? 10, I'd say. Unless I'm forgetting something, 100% of it is done in a "how a mod would do it" way. Which necessitated a few additions to the API, but then that's kind of the point of doing it like that to begin with!

https://goo.gl/images/kQm6p5
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SCC on April 14, 2017, 01:49:17 PM
@Jonlissla Funnily enough it's quite probable - what megacorporation is in the sector and is known to have partake in development in borderline illegal AI? LUDDICHURCH OBVIOUSLY
That, or it's just Alex trolling us. Or something else, there's a ton of dark secrets to put in derelicts.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on April 14, 2017, 02:14:22 PM
@Jonlissla Funnily enough it's quite probable - what megacorporation is in the sector and is known to have partake in development in borderline illegal AI? LUDDICHURCH OBVIOUSLY
That, or it's just Alex trolling us. Or something else, there's a ton of dark secrets to put in derelicts.
HERETIC! Burn in the fires of LUDD!

Jk, that's for the Imperium of man to handle.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Cycerin on April 14, 2017, 02:48:02 PM
The campaign tutorial? 10, I'd say. Unless I'm forgetting something, 100% of it is done in a "how a mod would do it" way. Which necessitated a few additions to the API, but then that's kind of the point of doing it like that to begin with!

awesome. Can't wait, 0.8 feels so close now!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on April 14, 2017, 03:45:11 PM
modding related question: How easy/difficult would it be to seed manned stations/inhabited planets operated by factions in the outer worlds? Is it much the same way REDACTED are seeded into the outer worlds? Or would there be more nuance to it?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 14, 2017, 03:54:18 PM
modding related question: How easy/difficult would it be to seed manned stations/inhabited planets operated by factions in the outer worlds? Is it much the same way REDACTED are seeded into the outer worlds? Or would there be more nuance to it?

Not very complicated, but probably not a good idea to add more than a few for performance reasons. The economy gets creaky if you add a bunch of markets to it. It should be alright if mods add a few faction homeworlds here and there, but it would very much *not* be alright if a mod decided to add, say, 50-100 markets in the procgen area. And even if it was somewhat more restrained, it probably wouldn't coexist well when run alongside a bunch of other mods.

On the other hand, it's not too difficult to add a market to a world without hooking it up to the economy, and just using a script to fake up its supply/demand/stockpile data.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on April 14, 2017, 03:58:43 PM
fair enough, wasn't planning on more than say 10, just to breathe some life into the otherwise dead space
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Voyager I on April 14, 2017, 04:18:10 PM
So, after jumping into the game for a bit to get ready for 0.8, I was reminded what crazy *** enemy phase frigates / Hyperions are to fight against.  Without going too deeply into it right here, one of the more insulting things about them was that the reward for enduring their shenanigans was usually a 300cr frigate bounty.  With the changes to salvage, you'll at least have a decent shot at getting your hands on some of your own, even if it might cost a king's ransom to get them back into working order.

PS there still needs to be some counterplay to these little @*!#ers other than "huddle your fleet in a ball and wait for their CR to run out".
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Toxcity on April 14, 2017, 05:54:49 PM
In the current version you can use beams (particularly burst beams) to really punish or deny phase frigates/hyperion.

Next version fighters will be much more of a persistent threat to phase ships. Talons (with swarmers + vulcans) could easily punish an afflictor or keep it at bay. Shade will have trouble dealing with shielded fighters while attacking larger ships.

As for hyperion, waiting it out may be all that can be done without making a hard-counter to these types of ships.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Coriantumr on April 15, 2017, 02:56:02 AM
this progressive dumbing-down of the game is starting to disturb me honestly. sensors were not too complex before. it wasn't perfect for many reasons, but tying strength directly to hull size? any reasonable person wouldn't understand it, physically it doesn't make sense and it's not good for the game, either.

Tying sensor strength directly to hull size is probably the most realistic. Get as high-tech as you want, but your sensor resolution will have hard physical limitations based on aperture size. A small ship with one sensor won't see nearly as far as a large ship with multiple sensors, even if the sensors are identical. A large ship can spread out its sensors further than a small ship, combine their data, and achieve what is called 'aperture synthesis' which delivers resolution based on the spread of individual sensors (imagine faking a giant radar dish using a swarm of small radio receivers).

Unrelated - I don't think I've ever anticipated any game release as much as I'm anticipating this upcoming starsector patch.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Jonlissla on April 15, 2017, 05:16:45 AM
I don't think I've ever anticipated any game release as much as I'm anticipating this upcoming starsector patch.

I'm checking the twitter on a almost hourly basis. Seriously, the hype is immense. Exploration, planet interaction, new REDACTED faction and ships and weapons, UI and QoL improvements across the board. It feels like this update is on par with the release of the campaign map.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Psyonicg on April 15, 2017, 03:27:42 PM
I have to agree. Been checking the Reddit/official site like three times a day!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on April 15, 2017, 04:03:17 PM
I have to agree. Been checking the Reddit/official site like three times a day!
The discord is the most active place besides the forums
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: cjuicy on April 15, 2017, 05:42:15 PM
We have a reddit????
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Linnis on April 15, 2017, 08:02:55 PM
checking Starsector status, my current addiction.

The top news "in-dev patch notes for Starsector 0.8a (4/13/17); New blog post: Ship’s Log of Salvage Dave’s Final Mission (3/29/17)"

the two position between the blog and patch switched I almost got an heart attack
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on April 15, 2017, 08:20:17 PM
We have a reddit????
We have a Discord?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on April 15, 2017, 08:23:44 PM
We have a reddit????
We have a Discord?
Yes. Here it is: https://discord.gg/TBhcFNh
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Tartiflette on April 15, 2017, 10:43:38 PM
A Discord channel, a sub-reddit, a Something Awful thread, regular 4Chan threads (well, less so these days since there isn't much to talk about) and threads on several other forums...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: arcibalde on April 16, 2017, 02:06:38 AM
You know, when you put it like that, it seems that there is legion of us  ;D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on April 16, 2017, 02:39:05 AM
or, a legion of places for 40 of us to go lol
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SainnQ on April 16, 2017, 02:50:17 AM

There is.
Gib update! D:
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on April 16, 2017, 08:33:24 AM
So, not sure if it's been answered anywhere, but what happens to the fighters if their home carrier gets destroyed?  It feels logical that the fighters would continue to engage with the last target that the carrier had until destruction, though not sure if it works that way.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on April 16, 2017, 08:43:46 AM
So, not sure if it's been answered anywhere, but what happens to the fighters if their home carrier gets destroyed?  It feels logical that the fighters would continue to engage with the last target that the carrier had until destruction, though not sure if it works that way.
they'll stick around to fight for a bit, then retreat off the borders of the map.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on April 16, 2017, 08:47:25 PM
Ok, makes sense I suppose.

As a side note:
https://twitter.com/amosolov/status/853794425440481280
Damnit Alex, my finals are coming up.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: PCCL on April 16, 2017, 09:10:18 PM
same :(

wai u do dis alex
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dogthing on April 17, 2017, 10:05:32 AM

https://twitter.com/amosolov/status/853794425440481280


(http://i.imgur.com/7drHiqr.gif)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Tartiflette on April 17, 2017, 10:15:55 AM
Don't get too excited, I remember one time the RC had a very bad issue that pushed back the release a couple weeks.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on April 17, 2017, 11:12:43 AM
Damn Tart, way to crush our hopes and dreams. We're all dying of thirst in a desert and you just said our oasis is really a mirage! :'(
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: FooF on April 17, 2017, 11:42:50 AM
Nah, he said the oasis was just over the next sand dune...

Guys, we've waited over a year. What's another week (or two)?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ahrenjb on April 17, 2017, 01:19:58 PM
Video games are for people who have finished their exams for good  :P . Post release (whenever that happens to be), I have regularly scheduled Starsector time ~7:30pm-11pm or so.

1-2 campaigns of vanilla, set it aside for a few months while the modding community catches up, and another cycle of campaigns while exploring all the new mechanics and how the mod makers have integrated them into their work. Then it's back to sporadic play while checking in on patch notes and blog posts waiting for the new update.

The game that keeps on giving, thanks mostly to Alex's undeniable perfectionism with each release cycle.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SainnQ on April 17, 2017, 06:31:31 PM
Don't get too excited, I remember one time the RC had a very bad issue that pushed back the release a couple weeks.

Christ Tart, just *** in our kellogs why don't you.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Toxcity on April 17, 2017, 07:21:44 PM
Were there any major changes made to the procgen between now and the most recent blog post? It would be nice to follow in Salvage Dave's footsteps and see how I fair.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: BillyRueben on April 18, 2017, 04:58:40 AM
Are timid officers useful as carrier captains? Will they use their fighters and still manage to steer clear of combat, or will they cower in the corner with an escort?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 18, 2017, 09:03:24 AM
Were there any major changes made to the procgen between now and the most recent blog post? It would be nice to follow in Salvage Dave's footsteps and see how I fair.

You mean, will the seed generate the same Sector? Not 100% sure - I *think* it should but can't promise that it will.

Are timid officers useful as carrier captains? Will they use their fighters and still manage to steer clear of combat, or will they cower in the corner with an escort?

It'll be the same as an Astral's or Condor's default behavior, more or less.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Abradolf Lincler on April 18, 2017, 01:29:31 PM
Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength? What about the sensor drones/boost in weapon range? Is It still viable as a flagship?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on April 18, 2017, 01:37:59 PM
Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength?
Yes. Also, it has the "Surveying Equipment" hullmod.

What about the sensor drones/boost in weapon range?

It has no drones anymore, it has double active flare launchers now.


Is It still viable as a flagship?

Sure, but I guess it is best for an exploration focused play stile now. As it should be.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on April 18, 2017, 03:20:30 PM
Is Salvage Gantry unique to the Shepherd? What other ships have it?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Inventor Raccoon on April 18, 2017, 03:22:12 PM
Is Salvage Gantry unique to the Shepherd? What other ships have it?
The Construction Rig (or Salvage Rig as it's now know as) has it instead of the Repair Gantry.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Abradolf Lincler on April 18, 2017, 06:48:55 PM
Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength?
Yes. Also, it has the "Surveying Equipment" hullmod.

What about the sensor drones/boost in weapon range?

It has no drones anymore, it has double active flare launchers now.


Is It still viable as a flagship?

Sure, but I guess it is best for an exploration focused play stile now. As it should be.

But it's not as good of a combat flagship anymore, damn, that was my baby...
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Midnight Kitsune on April 18, 2017, 07:18:16 PM
Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength?
Yes. Also, it has the "Surveying Equipment" hullmod.

What about the sensor drones/boost in weapon range?

It has no drones anymore, it has double active flare launchers now.


Is It still viable as a flagship?

Sure, but I guess it is best for an exploration focused play stile now. As it should be.

But it's not as good of a combat flagship anymore, damn, that was my baby...
It was OP as all hell, especially with the out of combat boosts and the range boosting drones
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Abradolf Lincler on April 18, 2017, 09:03:20 PM
Does the Apogee have built in High resolution sensors/ Give a boost to a fleets sensor strength?
Yes. Also, it has the "Surveying Equipment" hullmod.

What about the sensor drones/boost in weapon range?


It has no drones anymore, it has double active flare launchers now.


Is It still viable as a flagship?

Sure, but I guess it is best for an exploration focused play stile now. As it should be.

But it's not as good of a combat flagship anymore, damn, that was my baby...
It was OP as all hell, especially with the out of combat boosts and the range boosting drones

It was not OP, it was peeeeerrrrrrffffeeeeccccttttt
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on April 19, 2017, 08:46:47 AM
regarding the new starting options, and the talks about early-game difficulty, how about including Reinforced Bulkheads in the default loadouts of the starting ships, or at least of the Kite/Shepherd wingmen? that could make 'losing' one of your ships in battle a lot less frustrating (assuming you still win the battle, at least).

even if an allied ship gets a d-mod each time it's recovered, and the cost of the supplies and weapons needed to get it back into fighting shape might be about as much as buying an entirely new ship, i think it could be quite helpful for new players who are still learning on how and where to get new stuff. and it might also simply feel less painful to suffer a loss in combat, that way.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 19, 2017, 09:57:02 AM
The officer on the Kite has Damage Control 1 which does the same thing, although I have to imagine a scenario where you survive and the Kite doesn't is going to be quite rare.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on April 19, 2017, 10:05:50 AM
oki. what about the Shepherd getting caught while you're away from it, doing your own thing? i imagine it doesn't take much to overwhelm a lone Shepherd, if the AI goes after it.

could also just be a good way to let new players see "hey, this hullmod exists, maybe you wanna use it". ^^
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 19, 2017, 10:20:16 AM
Just checked - yep, the Shepherd does have reinforced bulkheads. Apparently I was thinking along similar lines while kitting those out.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on April 19, 2017, 12:42:06 PM
Will the missions be adapted to the new gameplay elements at all? I imagine every one with fighters in it is (or was) not functional anymore. Will you also re-balance them, or leave that for later?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 19, 2017, 12:44:17 PM
They've been rebalanced, yeah.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Gothars on April 19, 2017, 12:47:55 PM
 :)

Missions are still among my favorite thing to do in Starsector.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on April 19, 2017, 01:06:13 PM
Speaking of fighters, will there be more default loadouts of carriers since fighters are now treated as weapons?  Strike, Support, Assault, etc.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Alex on April 19, 2017, 01:28:04 PM
Yep. Named exactly that, even.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: CrashToDesktop on April 19, 2017, 01:54:36 PM
Nice, looking forward to more interesting AI fleet fighter loadouts. :)

Another side note if you missed it:
https://twitter.com/amosolov/status/854780709654982657

Spoiler
(http://i.imgur.com/7drHiqr.gif?noredirect)
[close]
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Deshara on April 19, 2017, 02:05:57 PM
Speaking of missions...
more kite hull variants? more missions?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Sy on April 19, 2017, 02:47:18 PM
Just checked - yep, the Shepherd does have reinforced bulkheads. Apparently I was thinking along similar lines while kitting those out.
heh, nice! it does kinda fit the "trusty industrial & mining ship" theme, too.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: karacho on April 19, 2017, 03:31:27 PM
I would love missions in progressive orders... something like mini-campaings including 3-10 missions.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: AxleMC131 on April 19, 2017, 03:33:50 PM
I would love missions in progressive orders... something like mini-campaings including 3-10 missions.


It's the way a lot of mods run their missions, true. Starsector's stock missions do follow the story of the sector, but they're not really sorted chronologically. A few exceptions where things occur in succession: Turning The Tables and For The Greater Ludd are a pair; Sinking the BisMar and the follow up mission where it returns as the HSS Phoenix are a pair. I think there's another couple of connected missions, but I can't remember.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: aZmoDen on April 19, 2017, 04:51:58 PM
Wow what great news to wake up to!
3 minutes you say? great just enough time for some weetbix!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: NITROtbomb on April 19, 2017, 09:14:09 PM
Excited out of ten!!!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SainnQ on April 20, 2017, 04:31:36 AM
He only made it up to RC11 before calling it a night.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SCC on April 20, 2017, 04:48:42 AM
It will be RC33 that'll be stable, though.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on April 20, 2017, 08:44:39 AM
Like, what is the average number of RC needed to get a Starsector patch out? Is 11 a lot?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SafariJohn on April 20, 2017, 08:47:44 AM
0.7.2 is RC3

0.7, which IIRC got delayed for a long time is only RC5
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on April 20, 2017, 08:50:56 AM
But it really doesn't mean much. It goes up by 1 every time Alex fixes a bug and rebuilds the game. The bug can be a typo that will take five minutes to fix or a huge design error that will take a month. Still only one RC. There have been a lot of typos this time.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: gruberscomplete on April 20, 2017, 09:27:16 AM
So 0.8 release is tomorrow / this weekend?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on April 20, 2017, 09:29:28 AM
Alex seems to be struggling with the Mac/Linux builds...as usual. Damn them nonstandard OS. =/
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: vitowns on April 20, 2017, 09:29:58 AM
Sorry to ask this question but I own this game for a long time now and was wondering if the update is soon? It's been so long since i've had an update but i can understand development is something that's not done with a magic wand in a matter of seconds! I don't mean to start a war or anything please and i'm not trolling, just looking to know if there will be an update in 2017 thanks <3
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: ANGRYABOUTELVES on April 20, 2017, 09:30:29 AM
So 0.8 release is tomorrow / this weekend?
No. Within six months.
old men are the future
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: JohnDoe on April 20, 2017, 09:32:07 AM
So 0.8 release is tomorrow / this weekend?
No. Within six months.
old men are the future
Whoa let's not get ahead of ourselves.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on April 20, 2017, 09:34:26 AM
Patch could be out today, tomorrow...almost here.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on April 20, 2017, 09:35:19 AM
Could be literally right now and could be in two weeks, such is life in software development.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Elijah on April 20, 2017, 09:37:01 AM
It could even be already released an we didn't notice yet O.O
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: vitowns on April 20, 2017, 09:39:04 AM
It could even be already released an we didn't notice yet O.O

So it's soon? How do you guys tell?
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: orost on April 20, 2017, 09:40:52 AM
We follow what Alex (the main developer) says on this forum and Twitter. He's doing release candidate builds right now which is the very last step before release.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: vitowns on April 20, 2017, 09:41:54 AM
Awesome thanks :D
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: SCC on April 20, 2017, 10:50:31 AM
I bet he's watching us and laughing, right now. Damn suspension!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on April 20, 2017, 11:11:11 AM
I have to go to work soon; if the patch comes out today I hope one of you guys can take screenies of the all the new ship hulls and weapons in the Codex!

EDIT: Whoa, just noticed I posted this at 11:11:11. Surely a good omen of the patch being released soon! Haha
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Tartiflette on April 20, 2017, 11:24:20 AM
Noooo, you jinxed it! Now the patch will come out the 11th November!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Nick XR on April 20, 2017, 11:26:30 AM
One code monkey to another, don't release in the later half of the week. :)
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: Dri on April 20, 2017, 11:38:37 AM
Alex works over the weekends all the time...I think. So it don't matter when he releases since he's self-employed.
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: vitowns on April 20, 2017, 11:38:58 AM
I think it's out uber soon the features on main page of site changed! it seems!
Title: Re: Starsector 0.8a (In Development) Patch Notes
Post by: vitowns on April 20, 2017, 11:40:13 AM
I THINK IT'S OUT!!!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 11:41:36 AM
It's out!

(You guys are fast.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 20, 2017, 11:42:27 AM
BAH GAWD! MY MIND HAS BEEN SPLIT IN HALF!

HOORAY!! ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Tartiflette on April 20, 2017, 11:45:25 AM
Congrats!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 11:46:04 AM
Oh, hey, forgot to add the last bit of patch notes to the OP - did that now.

Congrats!

Thank you! (I think I'm getting sick, too. The next few days should be fun.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on April 20, 2017, 11:50:40 AM
Quote
Tempest: increased Terminator drone speed, now armed with Ion Pulser
WHAT
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: arcibalde on April 20, 2017, 11:54:13 AM
Wohooo  ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Toxcity on April 20, 2017, 11:56:16 AM
Congratulations! Installing now!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cyan Leader on April 20, 2017, 11:57:02 AM
Just here to join the hype, thanks for all the work Alex!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on April 20, 2017, 11:57:17 AM
Command and Control rank 2 description "50 faster command point recovery (fleet)" is missing the % sign.
Fighter Doctrine and Carrier Command skill effect descriptions are identical.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 20, 2017, 11:59:01 AM
Thanks Alex!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cycerin on April 20, 2017, 11:59:27 AM
Thanks for all the hard work Alex. time to vanish from reality
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 12:00:23 PM
Quote
Tempest: increased Terminator drone speed, now armed with Ion Pulser
WHAT

Yeah, let's see how that one works out. The AM blaster just wasn't working out - bit too awkward and too much of a penalty for a missed shot (which you have little control over).

Congratulations! Installing now!
Just here to join the hype, thanks for all the work Alex!
Thanks Alex!

Thank you!!

Thank you!
Command and Control rank 2 description "50 faster command point recovery (fleet)" is missing the % sign.
Fighter Doctrine and Carrier Command skill effect descriptions are identical.

Thank you, fixed C&C rank 2. The other two have the same effect, yeah - but one is fleet-wide while the other is only for fighters from your ship.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 20, 2017, 12:01:47 PM
What a beautiful evening!  :D

Happy release day Alex and David!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SeinTa on April 20, 2017, 12:06:03 PM
Thank you, Alex!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on April 20, 2017, 12:09:23 PM
You know, I've been really busy lately.  And I've waited a year for this update - we all have.  I think I can take my time to settle down and install this thing. :)

This is a glorious day.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: RandomnessInc on April 20, 2017, 12:11:54 PM
HALELUYA
ITS OUT :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Jonlissla on April 20, 2017, 12:12:43 PM
File is so hot off the presses that Avast won't even open it because of suspicions it's a virus.

Good times ahead.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 12:13:47 PM
Thank you!

<goes back to waiting for bug reports to come in>

I mean, if the past is any indication, then a hotfix for something or other will be in order. It'd be nice to buck the trend, though.

File is so hot off the presses that Avast won't even open it because of suspicions it's a virus.

Ugh. Was a problem before with another antivirus for a previous version, too. Could you possibly report it as a false positive, if that's an option?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Az the Squishy on April 20, 2017, 12:14:38 PM
"Stopped using roman numerals in ship names" - Alex


No more XXX then at the end of words, Damn. xD
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 20, 2017, 12:15:47 PM
Quote
Paragon's Advanced Targeting Core modified to only add 50% range for PD weapons (still 100% for other weapons)
Interesting! As I can't download/play until later, I'm going to bother you with questions  ;). If I have tac lasers, will putting IPDAI on them cause the range reduction? I would imagine so.

@Falcon speed to 9: Yay!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 12:17:43 PM
Quote
Paragon's Advanced Targeting Core modified to only add 50% range for PD weapons (still 100% for other weapons)
Interesting! As I can't download/play until later, I'm going to bother you with questions  ;). If I have tac lasers, will putting IPDAI on them cause the range reduction? I would imagine so.

I believe so, but whichever way this happens to work is "correct" :)

@Falcon speed to 9: Yay!

It's a bit less of a bonus now that Sustained Burn exists. I've been flying around with tons of burn-6 ships and it hasn't been a problem.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Jonlissla on April 20, 2017, 12:22:47 PM
Ugh. Was a problem before with another antivirus for a previous version, too. Could you possibly report it as a false positive, if that's an option?

Avast sends the file to their "lab" to analyze it. It's possible to run the program anyway, and I've already reported the file as legit.

Quote
<goes back to waiting for bug reports to come in>

I, for one, look forward to what will be the first bug for this version.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 12:24:31 PM
Avast sends the file to their "lab" to analyze it. It's possible to run the program anyway, and I've already reported the file as legit.

Cool, thank you.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Chronosfear on April 20, 2017, 12:27:24 PM
OMG OMG OMG  ::) its happening
downloading now  ;D

Hope i don´t encounter any bugs, but If i let you guys know.

Thank you.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 20, 2017, 12:28:45 PM
>WoT 0.9.18 releases a few days ago
>AW 0.19 releases TODAY
>SS 0.8a releases TODAY
>I have finals in TWO WEEKS
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF F-
-RIKKIN AWESOME
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 20, 2017, 12:30:53 PM
grats and thanks!! <3
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Warhunterpro on April 20, 2017, 12:33:46 PM
quick question.
(not sure where to put them since they are kind of minor)
is 3rd lvl helmsmanship supposed to work at 1% flux? probably forget the 0 perhaps?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 20, 2017, 12:35:59 PM
is 3rd lvl helmsmanship supposed to work at 1% flux? probably forget the 0 perhaps?
just 1% is correct, yes. basically you can use shields and very rapidly / continuously firing weapons if you've got enough dissipation, but not much besides that. it's not meant to really be a speed boost during actual combat.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 12:36:21 PM
It's 1%, yeah. Meaning that if it's anything other than absolutely minimal flux use, it turns off.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 20, 2017, 12:37:20 PM
Downloading...  I probably will not give much (detailed) feedback for a while.  I am kind of busy with other things right now.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Warhunterpro on April 20, 2017, 12:40:36 PM
on a side note i died during the tutorial. didn't notice the hit F5 to quick save so i decided to go to the nearest planet since i didn't know what to do after salvage. apparently you start with transponders off and since turning it on/off is disabled in the tutorial i got wrecked by a hegemony fleet. woops XD
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 20, 2017, 12:41:33 PM
Any changes to carriers or hullmods that need to be done?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: LazyWizard on April 20, 2017, 12:44:35 PM
0.8a is out? Welp, there goes my productivity for the next few days/weeks/months.


<goes back to waiting for bug reports to come in>

I mean, if the past is any indication, then a hotfix for something or other will be in order. It'd be nice to buck the trend, though.

I've only encountered one minor bug, that being that mods don't seem to work in 0.8a due to the new jar filename case checker.
Spoiler
Quote
35185 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Filenames are case-sensitive, [C:\Users\Rob\Programs\Starfarer\starsector-core\..\mods\LazyLib\jars\LazyLib.jar] vs [C:\Users\Rob\Programs\Starfarer\mods\LazyLib\jars\LazyLib.jar]
java.lang.RuntimeException: Filenames are case-sensitive, [C:\Users\Rob\Programs\Starfarer\starsector-core\..\mods\LazyLib\jars\LazyLib.jar] vs [C:\Users\Rob\Programs\Starfarer\mods\LazyLib\jars\LazyLib.jar]
        at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
[close]

I suppose I'll actually have to play the game for now instead of updating my mods. How horrible! :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 12:46:17 PM
Wait, wait - mods don't work *at all*? Or is it more of a "need to be adjusted to work" situation?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Nick XR on April 20, 2017, 12:46:45 PM
Great work Alex!  
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: LazyWizard on April 20, 2017, 12:51:30 PM
I'd assume any mod that uses a jar. From the error log it looks like it's comparing the path relative to starsector-core to the absolute path of the jar.

So
C:\Users\Rob\Programs\Starfarer\starsector-core\..\mods\LazyLib\jars\LazyLib.jar
vs
C:\Users\Rob\Programs\Starfarer\mods\LazyLib\jars\LazyLib.jar

And since these aren't identical strings it considers it a case-sensitivity difference and throws an exception.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 12:55:09 PM
Aaaah, this is due to a difference in how it's run from my IDE vs from the install. Going to have to get that sorted out in the near future - hotfix material for sure, but will wait for some other stuff to come in.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: WKOB on April 20, 2017, 12:59:08 PM
Aha, I found a problem already, you hack!

Screenshot, I believe that's intended to say ships. (https://steamuserimages-a.akamaihd.net/ugc/806551261315130934/F181BB4FF33EE1236204DC887FDAA1259047C94F/)

No, really, this is looking to be a great release.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 01:05:40 PM
Aha, I found a problem already, you hack!

Screenshot, I believe that's intended to say ships. (https://steamuserimages-a.akamaihd.net/ugc/806551261315130934/F181BB4FF33EE1236204DC887FDAA1259047C94F/)

No, really, this is looking to be a great release.

Thank you & fixed :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArthropodOfDoom on April 20, 2017, 01:11:35 PM
Hmm, is the "recover all ships possible" mission notification not supposed to clear unless you do actually recover every ship you can? I have defeated the pirates at the station but it has not disappeared.  :-\

[edit]: Whoops, didn't realize you have to attack people at the jump points. Here we goooo!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 01:13:40 PM
I'm not sure what you mean - what are you calling the "mission notification"? Also, defeating the pirates at the station isn't part of the tutorial, so I'm further confused.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SainnQ on April 20, 2017, 01:15:03 PM
It would've been really nice if there was a mechanism introduced to "Retrofit" (D) class vessels.

I would also like to add, after defeating the Pirate blockade of the jump point, I was able to recover a Sunder(D) Class Destroyer

I arrived to the nearest planet and stripped it for parts, and it also stripped off all but the Faulty Powergrid D-System of which there were roughly 5 or so.

(I neglected to take a before & after photo) Sorry.  :-\
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cycerin on April 20, 2017, 01:15:40 PM
Not really a big issue given most first time players are veeery unlikely to run into it, but if you have one-click jump points enabled, the game will freeze at one point in the tutorial.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SafariJohn on April 20, 2017, 01:17:33 PM
I also fell into the trap of not seeing the quicksave instruction before heading to the Hegemony planet.

Saw an oddball thing where you could open the market window with Pontus or something. It displayed the default market blurb on the left about sleek attack ships or whatever.

I think in the tutorial when the station commander tells you to go and "activate an Active Sensor Burst" it would make more sense if they said to "use an Active Sensor Burst".

Overall, with many false starts and significant irritation at trying to lay a course and constantly getting sent to the planet screen, it took me about an hour to get through the tutorial. I think most of my trouble was starting on the next step before it told me to. :-X

So excite!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SeinTa on April 20, 2017, 01:18:49 PM
I have a question: Is there any way to swap "Show info" and "Lay in course", got used to clicking on a planet to go there and the info option makes things awkward, but other than that it's awesome.

Also HOLY CRAP that sector map!!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 20, 2017, 01:19:51 PM
Anyone else having to use 64 bit java to run vanilla?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 20, 2017, 01:23:28 PM
Yes.

I tried running Starsector out of the box, and got an out-of-memory error.

Tried Java-8 64-bit, but I got the warning.

So... I just installed Java-7 64-bit, and now Starsector is asking for my activation code.  Currently searching for it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 01:23:47 PM
It would've been really nice if there was a mechanism introduced to "Retrofit" (D) class vessels

What do you mean? There's a "restore" option in the refit screen when docked at a market, if that's along the lines of what you're asking.

Not really a big issue given most first time players are veeery unlikely to run into it, but if you have one-click jump points enabled, the game will freeze at one point in the tutorial.

I'm surprised "one-click jump-points" works at all - it's a half-baked, never-finished dev experiment :)

I also fell into the trap of not seeing the quicksave instruction before heading to the Hegemony planet.

Saw an oddball thing where you could open the market window with Pontus or something. It displayed the default market blurb on the left about sleek attack ships or whatever.

I think in the tutorial when the station commander tells you to go and "activate an Active Sensor Burst" it would make more sense if they said to "use an Active Sensor Burst".

Overall, with many false starts and significant irritation at trying to lay a course and constantly getting sent to the planet screen, it took me about an hour to get through the tutorial. I think most of my trouble was starting on the next step before it told me to. :-X

So excite!

Thanks, made some notes. The Pontus/market screen issue: yeah, the "Trade" button is supposed to be disabled there but isn't.

I have a question: Is there any way to swap "Show info" and "Lay in course", got used to clicking on a planet to go there and the info option makes things awkward, but other than that it's awesome.

Let me think about that one.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArthropodOfDoom on April 20, 2017, 01:27:07 PM
I'm not sure what you mean - what are you calling the "mission notification"? Also, defeating the pirates at the station isn't part of the tutorial, so I'm further confused.

Spoiler
(https://puu.sh/vqK82/307b9bc64b.png)
[close]

That little yellow exclamation point. I've recovered or salvaged all the ships from around there, and am currently fighting through the miners around the jump points.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Draba on April 20, 2017, 01:28:12 PM
But, but, I wanted to go to sleep :o
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: FooF on April 20, 2017, 01:29:04 PM
Will also add a +1 in swapping lay course and show planet info on the mouse drop. It's simply after playing the older version I'm used to one-click maneuvering.

I might be able to get used to it but more often than not, I'm looking to travel than get info.

Otherwise, the tutorial has been wonderful.

Found one typo, something like "It won't me a milk run" when it should probably be "It won't be a milk run"
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SainnQ on April 20, 2017, 01:30:45 PM
I actually didn't notice the Restore Feature.
Very nice.

Also here's a photo of a salvaged sunder before & after, I seem to have got a 85%? "Free" restore" by simply Stripping it.

https://ibb.co/d4zW1Q
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: HELMUT on April 20, 2017, 01:36:15 PM
Thanks for the update Alex! That pesky sleep requirement won't allow me to go too far into the campaign for now, but i found something about the carrier skills :

Spoiler
(http://i.imgur.com/mv1M0U8.png)
[close]

Those two are pretty much identical. Is something missing or it's just WIP?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on April 20, 2017, 01:37:22 PM
at work right now so I can't try for myself, but does this new system of (D) ships mean that (D) sprites are now defunct?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 20, 2017, 01:38:23 PM
Mh, is the occasional random flickering of UI elements intentional? Could be part of a immersive UI, so I'm not sure. I noticed it first with the portraits in the character creation menu (which I only spent like 15 minutes starting at,hehe). It's in the trade menus too, though.



Also, overlap in the ship menu:

(http://i.imgur.com/YUJghDf.png)


Thanks for the update Alex! That pesky sleep requirement won't allow me to go too far into the campaign for now, but i found something about the carrier skills :

Spoiler
(http://i.imgur.com/mv1M0U8.png)
[close]

Those two are pretty much identical. Is something missing or it's just WIP?

One is for your ship, the other for all. Seems a bit unbalanced, though?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SafariJohn on April 20, 2017, 01:46:45 PM
To echo SainnQ, the Strip button removes D hullmods from proc-gen D ships.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 20, 2017, 01:49:16 PM
To echo SainnQ, the Strip button removes D hullmods from proc-gen D ships.
DAMNIT!!!
Also, to anyone getting an OoM crash on startup, set your allocation to 768MB and it should at least get you to the menu
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: WulfofSilver on April 20, 2017, 01:49:53 PM
So I installed the update, now my save files are not loading and are missing, what do?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on April 20, 2017, 01:51:01 PM
I don't imagine an update of this size is possibly save compatible. If you'd like to keep playing on your old save, I'd try digging out the old installation from recycle bin
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 20, 2017, 01:51:31 PM
I have a question: Is there any way to swap "Show info" and "Lay in course", got used to clicking on a planet to go there and the info option makes things awkward, but other than that it's awesome.

Let me think about that one.

Go the same "issue". As of now I want more often to travel to things than read about them. "A" is the shortcut for "lay in course" from the planet info menu, maybe enable the same shortcut from the map?


So I installed the update, now my save files are not loading and are missing, what do?

The save files from the previous version are not compatible. There's just too much new stuff! :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 01:51:50 PM
Also here's a photo of a salvaged sunder before & after, I seem to have got a 85%? "Free" restore" by simply Stripping it.

https://ibb.co/d4zW1Q

Would you mind elaborating? I *think* you're saying that stripping the ship did the job of a "restore", but I can't reproduce that and I'm not sure what the 85% means.

Will also add a +1 in swapping lay course and show planet info on the mouse drop. It's simply after playing the older version I'm used to one-click maneuvering.

Yeah, I'll definitely look at that. The ordering was from before the "lay in course" feature being what it is now.

Found one typo, something like "It won't me a milk run" when it should probably be "It won't be a milk run"

Fixed.

Mh, is the occasional random flickering of UI elements intentional? Could be part of a immersive UI, so I'm not sure. I noticed it first with the portraits in the character creation menu (which I only spent like 15 minutes starting at,hehe). It's in the trade menus too, though.

Not intentional for sure. Are your drivers up-to-date? This has come up before (in fact, Stian ran into it on his computer) and it's just weird. Does seem to be OS/driver related, and I haven't been able to figure out how to work around it other than updating drivers.

Also: worth trying fullscreen mode vs max-size window, to see if one of those works better.

To echo SainnQ, the Strip button removes D hullmods from proc-gen D ships.

Aha - ok, got this. Will fix up soon, definitely another hotfix-worthy item.

Edit: fixed that up.

So I installed the update, now my save files are not loading and are missing, what do?

The new version is very much not save compatible with the previous one - it's practically a new game in many respects.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SainnQ on April 20, 2017, 02:07:02 PM
Am I correct in assuming that Planet Survey is not one of the few more lucrative endeavors for the player, aside from Pirate Bountying?

The resale on D-Proc ships is abysmal
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 20, 2017, 02:09:28 PM
Planet Survey can create various classes of Survey Data—the best class data sells for TONS.

You're totally not meant to sell salvaged ships, at all.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 02:10:05 PM
Am I correct in assuming that Planet Survey is not one of the few more lucrative endeavors for the player, aside from Pirate Bountying?

It's pretty lucrative, actually. You just have to get the skill and some ships with surveying equipment to minimize the expense. The high-class survey data is extremely valuable. There are also well-paying missions to survey specific planets.

The resale on D-Proc ships is abysmal

Yeep. So as you're not obligated to tow any ol' hulk along and sell it - the resources you get by breaking it down on the spot more than cover the resale value.

Edit: pretty much comprehensively ninja'ed :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 20, 2017, 02:11:21 PM
Mh, I can supposedly salvage stuff with a rating up to 25%, but I have 0 salvage skill. Salvage skill 1 is supposed to allow me to salvage stuff with 25% rating.

Spoiler
(http://i.imgur.com/V63Cfr7.png)

(http://i.imgur.com/lF9E0HL.png)
[close]



Something to consider with "lay in course" from the map - for things that got no info option (fleets etc.) it's always the first option, so it happens with a simple click and is thus inconsistent with how it works for planets.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 20, 2017, 02:12:42 PM
Whoo! Best surprise to come home to work to, the updates released!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 02:16:44 PM
Mh, I can supposedly salvage stuff with a rating up to 25%, but I have 0 salvage skill. Salvage skill 1 is supposed to allow me to salvage stuff with 25% rating.

Spoiler
(http://i.imgur.com/V63Cfr7.png)

(http://i.imgur.com/lF9E0HL.png)
[close]

Possible to get your save? Or have you moved on from that point?

Assuming it's the probe from the tutorial, I'm not seeing the same thing.

Edit: ahh, I got it. Apparently spending/unspending a point in Salvaging does this. Looking into it!

Edit #2: Fixed!

Something to consider with "lay in course" from the map - for things that got no info option (fleets etc.) it's always the first option, so it happens with a simple click and is thus inconsistent with how it works for planets.

Yeah, will look at this for sure.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 20, 2017, 02:28:29 PM
Will saves created right now be compatible with the upcoming hotfix or should I wait? Abouts do you think you'll get that hotfix out—later tonight or tomorrow?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 02:31:14 PM
Will saves created right now be compatible with the upcoming hotfix or should I wait? Abouts do you think you'll get that hotfix out—later tonight or tomorrow?

They *should* be compatible and I'll make every effort so that they are, but it's possible for a hypothetical issue to come up that would make it not so.

About the timing: not today, probably tomorrow or the day after. Unless there's a major crash bug that needs fixing ASAP.

(Oh, wow, this is freaky: exactly as I was typing "crash bug" here, Starsector - which was running in the background - crashed. Thankfully, due to a bug from the skill issue fix, so not something in the release. Still, weird!)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 20, 2017, 02:35:03 PM
I found my key, and Starsector with 64-bit Java (with 4 Mb allocated) runs fine for me now.

I studied the Codex for a while before beginning my new game.

I noticed some portraits were touched up.  Noticed Ryu (upper-left Hegemony officer left of Doomguy) is different.  Same thing with the one guy who used to have boatlight glasses, now they are all green.  My first character is Doomguy.  (Maybe later, I'll pick power ranger or other spaceman or ninja portraits.)

I took the Wolf starter with Shepherd, though I may leave it behind soon since it is -1 burn for my Wolf.  If Kite had the same burn as Wolf, but not Shepherd, I would have taken the Kite.  With burn speeds equal, Shepherd won out due to cargo space and other salvaging bonuses, not to mention as was in no mood start-scumming if I did not like the officer's portrait and/or name.

I will probably prioritize speed, shot range, flux, and maybe OP for skills, which there are not too many of.  I will probably complete ignore fighter skills.  Other things like more officers and loot stuff looks promising, but I will think about it later after I see how many skill points I have left to get what I really want.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SainnQ on April 20, 2017, 02:35:41 PM
It just dawned on me after looking at the REDACTED Battle Carrier, that with the new fighter skills you added, 4 I believe.

Would turn that thing into an absurd monster of a Flagship. Good lord.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 20, 2017, 02:38:11 PM
Not really a bug, but might turn out to be an issue: When you go through the combat tutorial, and destroy a ship, it's disabled wreckage pieces float about, and can get in the way when everything is reset/moved onto the next part.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 20, 2017, 02:40:06 PM
Edit #2: Fixed!

:thumbsup.jpg:


I'm enjoying the tutorial immensely, so far :)



I don't think this description is fitting for Tetra, an uninhabited, radiated planet without atmosphere:
Spoiler
(http://i.imgur.com/S9CX8oh.png)
[close]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 02:59:31 PM
Not really a bug, but might turn out to be an issue: When you go through the combat tutorial, and destroy a ship, it's disabled wreckage pieces float about, and can get in the way when everything is reset/moved onto the next part.

Bah, that just adds character :)

I don't think this description is fitting for Tetra, an uninhabited, radiated planet without atmosphere:
Spoiler
(http://i.imgur.com/S9CX8oh.png)
[close]

Yeah, I need to fix that up - the button's supposed to be disabled.

... there, done.

I'm enjoying the tutorial immensely, so far :)

:D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on April 20, 2017, 03:01:14 PM
I'm losing CR despite there being no enemy ships anywhere near me.

Spoiler
(http://i.imgur.com/vKS9SCe.png)
(http://i.imgur.com/WX6VsU9.png)
[close]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Nanao-kun on April 20, 2017, 03:02:54 PM
This is amazing. Just started the tutorial, really nice so far.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 03:04:16 PM
I'm losing CR despite there being no enemy ships anywhere near me.

Is the number actually going down, or is it just because it says "degrading readiness"? I *suspect* it's saying "degrading readiness" but the number isn't going down (which is still an issue if that's the case, that's definitely confusing.)

This is amazing. Just started the tutorial, really nice so far.

Thank you! Hope it holds up :)

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Soychi on April 20, 2017, 03:07:12 PM
I'm so happy all the goats and chickens were not in vain ;)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 20, 2017, 03:11:02 PM
Erm, The in campaign tutorial start, is either not working properly for me, or not explaining itself. I started out, with it telling me to go salvage from debris, which I did, and then nothing else after. I don't have access to turning my transponder on either, so I can't go near the hegemony station.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 03:12:44 PM
Erm, The in campaign tutorial start, is either not working properly for me, or not explaining itself. I started out, with it telling me to go salvage from debris, which I did, and then nothing else after. I don't have access to turning my transponder on either, so I can't go near the hegemony station.

Press F5 to quicksave and it'll move on to the next step.

(Made a note to make the instruction to do that more prominent. It's on the bottom of the screen, above the abilities.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 20, 2017, 03:13:59 PM
Erm, The in campaign tutorial start, is either not working properly for me, or not explaining itself. I started out, with it telling me to go salvage from debris, which I did, and then nothing else after. I don't have access to turning my transponder on either, so I can't go near the hegemony station.

Press F5 to quicksave and it'll move on to the next step.

(Made a note to make the instruction to do that more prominent. It's on the bottom of the screen, above the abilities.)
... -facedesks- My bad. I thought it was just a tip, not an instruction. Whoops.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Groufac on April 20, 2017, 03:17:32 PM
Erm, The in campaign tutorial start, is either not working properly for me, or not explaining itself. I started out, with it telling me to go salvage from debris, which I did, and then nothing else after. I don't have access to turning my transponder on either, so I can't go near the hegemony station.
I had the same issue. So Hegemony went hostile on me after I failed to turn on the transponder.
I reloaded a previous save and it worked.

Edit: Oh okay!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Nanao-kun on April 20, 2017, 03:37:59 PM
Oof, didn't realize the tutorial would actually give me stuff; bought all that equipment for nothing.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: FooF on April 20, 2017, 03:39:15 PM
Very first play through of the tutorial got hung up on the salvage ship section. Even after salvaging/pounding everything (I detonated the Condor), The mission never completed. On a second playthrough, I noticed that after adding the Condor to my fleet, the exclamation point over the planet went away. Perhaps you should be more explicit that you should take every ship available?

I'm probably an outlier because I have past playing experience but that seemed to sequence-break the tutorial.

Speaking of: the fleet you leave the tutorial with (in addition to the credits, weapons, skill points, etc.) is leaps and bounds superior than the quick start.  I get you can get a decent ship at start in the tutorial with the 30k credits but flying around with 6-7 ships at "start" is a huge leg up in the early game. I'm not sure if I should say "bravo!" (which I will anyway: the tutorial is fantastic) or "tutorial is pretty much mandatory."
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on April 20, 2017, 03:41:12 PM
Is the number actually going down, or is it just because it says "degrading readiness"? I *suspect* it's saying "degrading readiness" but the number isn't going down (which is still an issue if that's the case, that's definitely confusing.)
It was actually going down when I took the screenshot, but a couple of seconds later it stopped. The interesting thing is there was a ship I was running away from that wasn't in my sensor range, and I think it was just on the edge of being visible. There might be a slight mismatch in visual range vs in-combat range.

The "degrading readiness" indicator did not go away even after the CR number stopped going down.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 20, 2017, 03:42:20 PM
I like the new description for the Ion Pulser. ;D

A few minor quibbles:



The Prometheus-class still uses PD drones as its ship system. Also the drones (both high-tech and midline, as well as Sensor, Terminator and Borer) still show up under Ship Systems in the codex.

The Flash Bomber's description states it uses proximity charges that "employs the principles of the phase cloak". Is this purely flavour or has the prox. charge launcher changed in some way? The description of the weapon itself doesn't seem to suggest any changes.

The damage type explanations for Energy and Fragmentation both mention hull damage, but it doesn't for Explosives and Kinetics. Given that hull damage is always 100% it's probably unnecessary information anyway, although might be worth adding it to everything for the sake of new players? Either way seems fine.

The Devastator Cannon's description keeps mentioning frag damage and how terrible it is against armour, but given it's actually Explosive it seems like it would be reasonable against armour. Granted I haven't actually tried it out yet, so it may be as terrible as the description keeps telling me.

Some variant hulls seem to be hidden in the Codex. E.g. Pirate Buffalo, Pirate Wolf. At first I thought they were deleted (Pirate Buffalo to be honest makes little sense, what's the point of a smuggler's hold and then painting your ship in PIRATE COLOURS OF DOOM), but they still turn up in-game.

Given the Terminator drone doesn't use a phase cloak anymore, should its sprite be changed to drone_terminator? The one without phase coils? Also minor typo in its description: "if orderd".

Is there a point to the Salvage Rig when the Shepherd has the exact same hullmod and is just generally a lot more useful?

The Harbinger's new description has a minor typo: last line of first paragraph, "Everything that can possible can wrong does".

There are no more Assault Fighters. :( I get why this is with the new fighter changes, but the tab still exists in the Codex. Also some more fighters might be better under "Support Fighters" (e.g. Claw, and previously Longbow), as it is it's just Xyphos: unless Support Fighters are now only meant to be long-ranged support.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cik on April 20, 2017, 03:50:32 PM
i salvaged the stuff around tetra but it says i need to go to tetra and salvage things

also there's no option to say i did it or any indication that progressing is possible

hep
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 20, 2017, 03:56:34 PM
Something for the hotfix: If you sell degraded ships, you don't get paid the normal price for their weapons. I just sold a degraded Condor with 2 LPCs for 900 space bucks (which is a major annoyance in Iron Mode). Don't know how it is for normal ships.

i salvaged the stuff around tetra but it says i need to go to tetra and salvage things

also there's no option to say i did it or any indication that progressing is possible

hep

Did you capture all the ships? If you break any the tutorial apparently doesn't proceed.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 20, 2017, 03:57:34 PM
i salvaged the stuff around tetra but it says i need to go to tetra and salvage things

also there's no option to say i did it or any indication that progressing is possible

hep
Hit F5
Erm, The in campaign tutorial start, is either not working properly for me, or not explaining itself. I started out, with it telling me to go salvage from debris, which I did, and then nothing else after. I don't have access to turning my transponder on either, so I can't go near the hegemony station.

Press F5 to quicksave and it'll move on to the next step.

(Made a note to make the instruction to do that more prominent. It's on the bottom of the screen, above the abilities.)
Alex, I think this is one reason why people are getting hung up in the ship salvage area: http://imgur.com/a/0u0zw
There is no indicator to quicksave after salvaging everything
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: WKOB on April 20, 2017, 04:01:14 PM
Very first play through of the tutorial got hung up on the salvage ship section. Even after salvaging/pounding everything (I detonated the Condor), The mission never completed. On a second playthrough, I noticed that after adding the Condor to my fleet, the exclamation point over the planet went away. Perhaps you should be more explicit that you should take every ship available?

I'm probably an outlier because I have past playing experience but that seemed to sequence-break the tutorial.

Speaking of: the fleet you leave the tutorial with (in addition to the credits, weapons, skill points, etc.) is leaps and bounds superior than the quick start.  I get you can get a decent ship at start in the tutorial with the 30k credits but flying around with 6-7 ships at "start" is a huge leg up in the early game. I'm not sure if I should say "bravo!" (which I will anyway: the tutorial is fantastic) or "tutorial is pretty much mandatory."
While I'd agree with you that there is a mis-balance, I'm not sure it actually needs fixing.

A newer player gets a more established and less painful start, while an experienced player can start out their own way.

For me, I hated the half-derelict, slow fleet that I ended the tutorial with so I just used it to make one good trade run and traded it all in for three new Wolves. :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TJJ on April 20, 2017, 04:07:01 PM
Good job Alex!
Very impressive expansion to the scope of the campaign!

Now pls nerf Harpoons; they're the single most obnoxious weapon to face in the very early game!
Incredibly easy for your ship to simply get 'deleted' by a barrage of them from 2 frigates. (whether or not you're overloaded)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 20, 2017, 04:08:35 PM
Very first play through of the tutorial got hung up on the salvage ship section. Even after salvaging/pounding everything (I detonated the Condor), The mission never completed. On a second playthrough, I noticed that after adding the Condor to my fleet, the exclamation point over the planet went away. Perhaps you should be more explicit that you should take every ship available?
I actually did and it didn't advance even after quicksaving
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 04:13:13 PM
Very first play through of the tutorial got hung up on the salvage ship section. Even after salvaging/pounding everything (I detonated the Condor), The mission never completed. On a second playthrough, I noticed that after adding the Condor to my fleet, the exclamation point over the planet went away. Perhaps you should be more explicit that you should take every ship available?

I need to look into this - iirc you need to salvage 3 ships or so. Ohhh... I think I know what the problem might be - if the ships don't end up with any d-mods (which there's a slight chance of?) then it might not count them. Not 100% sure, though, will look into it.

Speaking of: the fleet you leave the tutorial with (in addition to the credits, weapons, skill points, etc.) is leaps and bounds superior than the quick start.  I get you can get a decent ship at start in the tutorial with the 30k credits but flying around with 6-7 ships at "start" is a huge leg up in the early game. I'm not sure if I should say "bravo!" (which I will anyway: the tutorial is fantastic) or "tutorial is pretty much mandatory."

Hmm - but the ships you get are... let's be generous and say "not very good". Plus they need fuel, making further exploration/bounty hunting/fringe missions more expensive to outfit for.

Edit: also, thank you!
Edit #2: you can also go back to Galatia and grab those ships w/o doing the tutorial.

Is the number actually going down, or is it just because it says "degrading readiness"? I *suspect* it's saying "degrading readiness" but the number isn't going down (which is still an issue if that's the case, that's definitely confusing.)
It was actually going down when I took the screenshot, but a couple of seconds later it stopped. The interesting thing is there was a ship I was running away from that wasn't in my sensor range, and I think it was just on the edge of being visible. There might be a slight mismatch in visual range vs in-combat range.

The "degrading readiness" indicator did not go away even after the CR number stopped going down.

Ok, thank you - yeah, the range in the fog of war is inexact sometimes, and iirc CR takes a second or two to stop ticking down in any case.



The Flash Bomber's description states it uses proximity charges that "employs the principles of the phase cloak". Is this purely flavour or has the prox. charge launcher changed in some way? The description of the weapon itself doesn't seem to suggest any changes.

Purely flavor.


The damage type explanations for Energy and Fragmentation both mention hull damage, but it doesn't for Explosives and Kinetics. Given that hull damage is always 100% it's probably unnecessary information anyway, although might be worth adding it to everything for the sake of new players? Either way seems fine.

I'll probably leave it as-is, then - I think the current descriptions are fine.

The Devastator Cannon's description keeps mentioning frag damage and how terrible it is against armour, but given it's actually Explosive it seems like it would be reasonable against armour. Granted I haven't actually tried it out yet, so it may be as terrible as the description keeps telling me.
The Harbinger's new description has a minor typo: last line of first paragraph, "Everything that can possible can wrong does".

Adjusted, thank you.


Is there a point to the Salvage Rig when the Shepherd has the exact same hullmod and is just generally a lot more useful?

Well, it's +25% vs +10% for the Shepherd.

There are no more Assault Fighters. :( I get why this is with the new fighter changes, but the tab still exists in the Codex. Also some more fighters might be better under "Support Fighters" (e.g. Claw, and previously Longbow), as it is it's just Xyphos: unless Support Fighters are now only meant to be long-ranged support.

Yeah, the Codex. The Codex. Needs an eventual overhaul just in general.


Something for the hotfix: If you sell degraded ships, you don't get paid the normal price for their weapons. I just sold a degraded Condor with 2 LPCs for 900 space bucks (which is a major annoyance in Iron Mode). Don't know how it is for normal ships.

Noted.

Alex, I think this is one reason why people are getting hung up in the ship salvage area: http://imgur.com/a/0u0zw
There is no indicator to quicksave after salvaging everything

Ahh, that could be it - although it shouldn't require you to quicksave. Hmm. I've gone through it like 10 times, but I've always recovered every ship (though it gives you the next stage before you do).


Good job Alex!
Very impressive expansion to the scope of the campaign!

Now pls nerf Harpoons; they're the single most obnoxious weapon to face in the very early game!
Incredibly easy for your ship to simply get 'deleted' by a barrage of them from 2 frigates. (whether or not you're overloaded)

Thank you!

I don't know about the Harpoons; there's lots of things you can do to avoid them and I think it's great that even early enemies have some teeth.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on April 20, 2017, 04:14:32 PM
Oh god... Had to happen while I was asleep, didn't it?  ;D Good morning 0.8!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 20, 2017, 04:19:27 PM
I'm having a lot of fun with the update, but one thing that detracts from the enjoyment a bit is fairly poor performance in campaign mode. With stock JRE, I was getting some stuttering and drops below 60 FPS in normal time, and severe stuttering with <40 FPS with shift held down. Switching to 64-bit JRE and giving it double memory helped significantly, but it's still not as good as I'd like, considering that this is a high-end system (i7-6700HQ, GTX 980M) and the game has no mods.

Combat is silky smooth though.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 04:31:41 PM
I'm having a lot of fun with the update, but one thing that detracts from the enjoyment a bit is fairly poor performance in campaign mode. With stock JRE, I was getting some stuttering and drops below 60 FPS in normal time, and severe stuttering with <40 FPS with shift held down. Switching to 64-bit JRE and giving it double memory helped significantly, but it's still not as good as I'd like, considering that this is a high-end system (i7-6700HQ, GTX 980M) and the game has no mods.

Combat is silky smooth though.

Hmm, that doesn't make a lot of sense. My system is probably worse and I don't get that - very occasional dips to below 60 with shift held down, at worst. And double memory should not help *at all* here.

Updating the graphics drivers may be worth a shot? Or just a reboot? Or closing other applications/browser tabs playing video/etc? This really seems abnormal, I wonder what's causing it.

I mean, yes, the campaign screen in hyperspace is probably the most intensive part of the game performance-wise, but that still doesn't explain what you're seeing.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 20, 2017, 04:32:49 PM
A thought for new players.

In the tutorial it tells you to move up to the salvage field, but it doesn't tell you how. Press W? Up arrow? Left click? Right click? We've all played this game for ages so we know how things work, but a player completely new to SS probably won't. Saying "move up" makes me think of W/up arrow, but if you actually press W it changes the ability bar and then you can't press "Salvage".
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 04:36:27 PM
A thought for new players.

In the tutorial it tells you to move up to the salvage field, but it doesn't tell you how. Press W? Up arrow? Left click? Right click? We've all played this game for ages so we know how things work, but a player completely new to SS probably won't. Saying "move up" makes me think of W/up arrow, but if you actually press W it changes the ability bar and then you can't press "Salvage".

Excellent point; added an extra bit of info there.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 20, 2017, 04:38:20 PM
Alex, I think I know why the campaign isn't advancing: lack of D mods on your ships that you salvage. If someone takes the skill that reduces the chance of D mods on ships, it can make ships not have D mods and allow you to get 2 or more pristine ships, locking up the tutorial
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 04:39:35 PM
Alex, I think I know why the campaign isn't advancing: lack of D mods on your ships that you salvage. If someone takes the skill that reduces the chance of D mods on ships, it can make ships not have D mods and allow you to get 2 or more pristine ships, locking up the tutorial

That would do it, but can you even get 6 skill points by then? Seems like it'd be tough.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on April 20, 2017, 04:40:01 PM
A few things:

First, good god Talons are dirty little bastards now.

Second, one of the combat skills (something countermeasures) has a description that says that the skill allows various defenses to excel in their roles, yet it boosts shields against high explosive and armor against kinetic. Is this supposed to be a case? If so, I find the skill description a little confusing.

Third, did you remove the pause at the end of the combat dialog? Was there one to begin with?

Lastly, is there any way to influence the new skills that your officer might learn? Kinda frustrating when you want an officer that can fly a really good fast attack frigate, but the game keeps insisting they get carrier skills.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 20, 2017, 04:42:37 PM
A few things:

First, good god Talons are dirty little bastards now.

Second, one of the combat skills (something countermeasures) has a description that says that the skill allows various defenses to excel in their roles, yet it boosts shields against high explosive and armor against kinetic. Is this supposed to be a case? If so, I find the skill description a little confusing.

Third, did you remove the pause at the end of the combat dialog? Was there one to begin with?

Lastly, is there any way to influence the new skills that your officer might learn? Kinda frustrating when you want an officer that can fly a really good fast attack frigate, but the game keeps insisting they get carrier skills.

Well, the role of shields is to block explosive damage and the role of armour is to block kinetic damage, so the skill making them "excel at their role" seems pretty fitting (though the practical benefits of this skill is questionable I feel).

I agree the opposite might be more useful, but then it would be "covering their weaknesses", not "excel at their role".
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 20, 2017, 04:43:47 PM
Quote from: Alex
Hmm, that doesn't make a lot of sense. My system is probably worse and I don't get that - very occasional dips to below 60 with shift held down, at worst. And double memory should not help *at all* here.

Updating the graphics drivers may be worth a shot? Or just a reboot? Or closing other applications/browser tabs playing video/etc? This really seems abnormal, I wonder what's causing it.

I mean, yes, the campaign screen in hyperspace is probably the most intensive part of the game performance-wise, but that still doesn't explain what you're seeing.

Well, the double memory was just futureproofing for mods, I assume it was the 64-bit java that made the difference.

It's not too bad, but I'm flying around in Askonia with shift hovering at 55 FPS and there's clearly lots of jitter (I normally can't tell 45 and 60 FPS apart if both are consistent, but I can easily see the lack of smoothness here). Worlds better than it was before I replaced the JRE, though.

Reboot and closing stuff doesn't seem to have made a difference. Drivers are newest. Also I'm 100% sure I'm running the game on the dedicated GPU, because I'm playing it on an external monitor and programs on external monitors can't run on the integrated GPU at all.

(Also, I just recovered a Prometheus from a random, very small debris field o_o)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 04:51:39 PM
Second, one of the combat skills (something countermeasures) has a description that says that the skill allows various defenses to excel in their roles, yet it boosts shields against high explosive and armor against kinetic. Is this supposed to be a case? If so, I find the skill description a little confusing.

The "role" of armor is to block kinetic damage, isn't it? I mean, I can sort of see how one would think offensively and consider armor's role as "to get mauled by high explosive damage", but...

Or am I missing something?

Third, did you remove the pause at the end of the combat dialog? Was there one to begin with?

Actually not sure.

Lastly, is there any way to influence the new skills that your officer might learn? Kinda frustrating when you want an officer that can fly a really good fast attack frigate, but the game keeps insisting they get carrier skills.

I think if one is judicious about when to pick a new skill and when to increase an existing one, one will end up with something reasonable most of the time, just given how the probabilities work out.

It's not too bad, but I'm flying around in Askonia with shift hovering at 55 FPS and there's clearly lots of jitter (I normally can't tell 45 and 60 FPS apart if both are consistent, but I can easily see the lack of smoothness here). Worlds better than it was before I replaced the JRE, though.

Reboot and closing stuff doesn't seem to have made a difference. Drivers are newest. Also I'm 100% sure I'm running the game on the dedicated GPU, because I'm playing it on an external monitor and programs on external monitors can't run on the integrated GPU at all.

Ok, that's just odd. I can't think of why the in-system frame rate would be any lower than it was before - in-hyperspace, *maybe*, but in-system? (For comparison: holding down shift near Sindria, while in a large fleet: 25% idle. GTX 680 and i7-3930K CPU.)

Maybe worth trying to run it on a non-external monitor for comparison? Also, fullscreen/not fullscreen could make a difference, perhaps. Another thing to try would be to change the affinity of the process to run on a different CPU core, and/or to tweak the priority.

(Also, I just recovered a Prometheus from a random, very small debris field o_o)

!!!

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 20, 2017, 04:58:30 PM
I just tried my first mission, The Last Hurrah.

OMG Fighters! And their missiles! Everywhere! Hundreds, swarms, swirling clouds, so fast, can't follow! Fun!

Not sure if this even winnable yet ;D


But, assuming things didn't change since the blogpost, the replacement rate is funky. I pilot a Heron. Fighters are on regroup orders, but my replacement rate just doesn't go up from 30%, even after about a minute of evading the enemy. Also, it kept going down after some time after I switched to regroup, which, supposedly, it should not.

edit/ It startet going up after I lost some regrouping fighters.



Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: stormbringer951 on April 20, 2017, 05:03:51 PM
Sustained burn seems to trivialise sneaking into markets. It doesn't seem to increase your sensor profile by an appreciable amount and you can use it to get away from large fleets guarding the market fairly easily. They can eat my space dust as I supercruise through at burn 19 with my transponder off, (very briefly) stop to buy a ship off the black market, then continue powering away at high burn before they even get underway.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on April 20, 2017, 05:07:47 PM
Second, one of the combat skills (something countermeasures) has a description that says that the skill allows various defenses to excel in their roles, yet it boosts shields against high explosive and armor against kinetic. Is this supposed to be a case? If so, I find the skill description a little confusing.

The "role" of armor is to block kinetic damage, isn't it? I mean, I can sort of see how one would think offensively and consider armor's role as "to get mauled by high explosive damage", but...

Or am I missing something?

No, maybe not. I guess I've always connected kinetic with shields and HE with armor.

Lastly, is there any way to influence the new skills that your officer might learn? Kinda frustrating when you want an officer that can fly a really good fast attack frigate, but the game keeps insisting they get carrier skills.

I think if one is judicious about when to pick a new skill and when to increase an existing one, one will end up with something reasonable most of the time, just given how the probabilities work out.


I can see why you would think that, but when the options for three straight levels are "increase this skill or get strike commander", and strike commander was STILL an option when I had to select a new skill, it starts to get a little frustrating. I guess I just got a bad draw.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 20, 2017, 05:09:21 PM
Well, if I figure out something that affects it I'll let you know.

Two bugs:

* you can't lay in course to a nebula from the system info screen, the button does nothing (which I suppose makes some kind of sense because there isn't a body selected, but in that case it should lay in course to a jump point, which is what it does when you lay in course to a nebula from the map)

* when you kill a bounty target but part of the fleet survives, it still has the yellow exclamation mark symbol even though you've killed the target and the bounty is complete.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Clockwork Owl on April 20, 2017, 05:18:04 PM
While doing campaign tutorial, salvaging Domain Probes multiple times always guarantee a Gamma Core drop each time. I...don't think it's supposed to be happening?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 20, 2017, 05:18:52 PM
For the mission log "Acquire jump-point data at Derinkuyu", the summary says "contact $dataContactName"... also in the very first transmission from the Ancyra commander, at one point he/she says something like "we're cut off from Sector like the Sector is cut off from the Domain", should probably be "we're cut off from the Sector".
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 20, 2017, 05:23:20 PM
Something that bothers me is that uninhabited planets in core systems are not surveyed already. Doesn't seem right that I can survey a planet that's in a system that has been inhabited and trafficked for ages, and somehow get new information worth 50,000 credits. (This happened twice, and they were 0% and 25% hazard planets, too.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 20, 2017, 05:36:00 PM
Alex, I think I know why the campaign isn't advancing: lack of D mods on your ships that you salvage. If someone takes the skill that reduces the chance of D mods on ships, it can make ships not have D mods and allow you to get 2 or more pristine ships, locking up the tutorial

That would do it, but can you even get 6 skill points by then? Seems like it'd be tough.
You can if you take on the station fleet, which isn't hard at all
Also, is there anything new to do to carriers or hullmods to get them into the game?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Inventor Raccoon on April 20, 2017, 05:49:06 PM
You can if you take on the station fleet, which isn't hard at all
Also, is there anything new to do to carriers or hullmods to get them into the game?
I checked the hullmods file and the only new column is their monetary value, I think. There's probably some LPC stuff that needs to be done but I didn't check.

By the way, loving the update so far. Haven't explored too far into the randomly generated areas, just far enough to do
some analysing contracts (I feel like they might pay a little too much, 60000 for doing pretty much nothing but using some fuel feels pretty weird),
fighting some extremely flimsy REDACTED (how on Earth did David die to them, they're pretty much cannon fodder),
finding a MORE REDACTED-"infested" system (like 8 ships total and half of them just sat around doing nothing, maybe they should have bigger fleets, pretty underwhelming considering the warning you get),
salvaging a GOD DARN ODYSSEY with most of its weapons intact, including a longbow wing and Guardian PD system, and only a Glitched Sensors dmod to show for it, guarded by two MORE REDACTED slacker fleets who didn't seem to care
and finding a neutron star, where I was surprised to see the awesome pulsar effect that it has on the system, especially how the pulsar is blocked by planets.

Also, I got stuck on the tutorial at the scavenging bit. Game doesn't actually tell me to quicksave, went and killed all the miner fleets but just restarted without the tutorial and I guess I know now. Was hoping to get the Converted Hangar hullmod but all my markets just have Stabilised Shields, ECCM, Expanded Magazines and Expanded Missile Racks. Can't wait to get destroyed by the inevitable MORE REDACTED capital ship or station.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Abradolf Lincler on April 20, 2017, 06:07:19 PM
420 BLAZIN IT INTO THE STARS!!!!!!!!!!!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 20, 2017, 06:08:06 PM
The supposedly abandoned station in Asharu seems to not be so abandoned, judging from it's description.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 20, 2017, 06:22:21 PM
The REDACTED come in all sizes, including some seriously scary ones.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Inventor Raccoon on April 20, 2017, 06:38:37 PM
The REDACTED come in all sizes, including some seriously scary ones.
So far I've just met the absurdly weak ones, the annoying Wolf-like ones and the Ion Pulser ones. Do they scale with distance from the center of the sector? I kind of want to fight the destroyer-sized ones, which hopefully doesn't result in my fleet being wiped. I've got a Wolf, Hammerhead, Mora, Condor and the Odyssey, plus a Kite and Shepherd. Need some cash before I can fill out my flagship's large mounts.

By the way, do randomly-generated systems ever have markets? All I've encountered are lifeless systems, except for the one with REDACTED and the occasional bounty fleet.

Other fun fact: the Luddic Path now have their own market, with a military nonetheless.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 20, 2017, 06:50:57 PM
Question: is there any way to tell how many times a field has been salvaged? I ran into an issue where it was a field I had already salvaged, so I took hefty losses.

So far I'm loving .8! Marvelously done Alex!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: cjuicy on April 20, 2017, 07:04:03 PM
Can you salvage /REDACTED/ ships guarding derelicts?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Inventor Raccoon on April 20, 2017, 07:08:04 PM
Can you salvage /REDACTED/ ships guarding derelicts?
Don't think so. None of the high-tech frigate-sized ones are worth it, anyway, though maybe the larger ones are better. Better off just buying a Wolf or something. The midline ones are basically crappier Hounds.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: JohnDoe on April 20, 2017, 08:12:51 PM
Quote
Flagship and ships with an officer in command nearly guaranteed to be recoverable if lost
Why nearly? And how is it determined?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: megalon on April 20, 2017, 08:13:32 PM
.8 released! Nice!

And in the correct state of mind for it currently being today and all! Awesome.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 08:14:09 PM
Sorry I haven't been replying to everything here - focused on getting the hotfix out tomorrow, and there's a bunch to get done. Keeping an eye on everything, though.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Warhunterpro on April 20, 2017, 08:23:56 PM
how do you tell if the neutrino scanner is picking up a false reading or not? (i don't mean at a glance when you first activate it i mean when you follow the ping but don't find anything by the time you reach the end of the grid in the system map view?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 08:25:26 PM
If the direction of a reading doesn't change when you move laterally it's most likely false.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Nanao-kun on April 20, 2017, 09:56:29 PM
I'm searching to make sure I didn't miss any enemy ships, but after blowing up a
Spoiler
Domain-Era Mothership, part by part
[close]
the battle hasn't ended. I only have the option the Exit Game, no victory or anything.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 20, 2017, 09:59:29 PM
Did it blow up in its entirety, with the big whiteout and everything?

Edit: just gave it a quick go and it seems to end properly for me, hmm.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Nanao-kun on April 20, 2017, 10:05:30 PM
Did it blow up in its entirety, with the big whiteout and everything?

Edit: just gave it a quick go and it seems to end properly for me, hmm.

It did, and the main portion is still there in all it's blown up decal glory, dead. Guess I'll try killing it again.

EDIT: Blew it up again, same problem.

Spoiler
Blew up all the gunports, masts, shield, etc., and it exploded leaving the mainbody's husk.
[close]

EDIT2: Don't know if it's any different, but I forgot to mention that it's a
Spoiler
Domain-Era Survey Mothership
[close]
Forgot to mention it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Nanao-kun on April 20, 2017, 11:13:42 PM
I think I figured out the problem. One of the ships (the cruiser) never entered the battle.

EDIT: Decided to try and retreat to see what happens... and the moment I unpause after ordering a full retreat, the rest of the enemies charge in. Weird.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: mertvoe on April 21, 2017, 12:16:35 AM
??????? ??! YEEEEH!! 0.8 :D Thank you!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kell on April 21, 2017, 01:08:26 AM
great work!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hazard on April 21, 2017, 03:27:59 AM
Yay! Good work devs.

Now, if only there was a magic button to get all the mods updated... ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ronald Klein on April 21, 2017, 03:29:55 AM

  I found a rather gamebreaking bug. I can't load my savegame. This was after I had quit from a three fleet pirate ambush mid-battle and was trying to reload at the main menu. It just gave the standard error message.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Inventor Raccoon on April 21, 2017, 03:41:26 AM
Fought a Mudskipper MK2 with a hellbore. Killed it, got the Hellbore. Salvaged the wreckage, got ANOTHER hellbore. What.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Mr_7 on April 21, 2017, 03:43:39 AM

  I found a rather gamebreaking bug. I can't load my savegame. This was after I had quit from a three fleet pirate ambush mid-battle and was trying to reload at the main menu. It just gave the standard error message.

Had the same issue yesterday, Alex has fixed it in the next patch coming hopefully today, save should work again.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 21, 2017, 03:49:26 AM
Why is heavy mortar's OP cost 7? I think it's a bit too low, it's solid weapon with stats already (though aim is bad after a while and projectiles are slow).

Fought a Mudskipper MK2 with a hellbore. Killed it, got the Hellbore. Salvaged the wreckage, got ANOTHER hellbore. What.
You obviously built a hellbore from a mudskipper, duh.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on April 21, 2017, 03:52:53 AM
Fought a Mudskipper MK2 with a hellbore. Killed it, got the Hellbore. Salvaged the wreckage, got ANOTHER hellbore. What.

You obviously built a hellbore from a mudskipper, duh.

Nah, the pirates were carrying a spare gun in the cargo bay.  ;)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 21, 2017, 04:34:15 AM
>Find Mora in derelict field
>Find it's crew in another derelict
Didn't expect that, it was quite nice. It's a shame that I had to left out 5 hundreds of ore and metal because I found them first...
Also: sustained burn is SO GOOD. It makes me not care about what ships do I have because I won't be slow anyway.
Spoiler
(http://i.imgur.com/poPmJ1M.jpg)Sindria pls
[close]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 05:35:21 AM
The easy fleet from the tutorial is nice.  The best part is looting the Heavy Blaster from the Wolf.  There is also another Salamander, but I could not remember if it came from the wrecked fleet or the free storage.  Combined with stealing the other Salamander from my Shepherd, I got my Heavy Blaster Wolf with two Salamanders and three PD lasers.

Talons are nasty.  They are old Broadswords with Vulcan instead of LMGs.

Re: Heavy Mortar
The cost is fine.  It is the HE version of Arbalest.  If Heavy Mortar costs more, I want 800 range to match heavy AC.  As for Heavy Mortar, it is good for the Hammerhead when I did not have two LAGs for the front mounts.  It got by with two Heavy Mortars and two Light Autocannons.

Re: Sustained Burn
This is like running in Doom, where you always held the Shift key because the speed increase is all good and no downside.  Despite reduced maneuverability, the extra speed more than makes up for it.  It is so good that I have Sustained Burn on the vast majority of the time.  Only when I need agility do I briefly deactivate Sustained Burn.  Sustained Burn makes it easy to chase down fleeing enemy fleets.  One big plus of Sustained Burn that I see is slow burn speed from civilians, capitals, and damage ships is not a dealbreaker as it has in the past.  Before 0.8, I considered burn speed a god stat; to the point I considered Venture useless and battlecruisers not worth their cost, plus adding tugs for each of my slowest ships (either one battleship or three Atlases).  Now, Sustained Burn gives so much burn that slow ships does not seem to be a big deal.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 21, 2017, 05:53:48 AM
i think i found a bug: with my first 4 skill points in the tutorial, i initially put 2 into Technology aptitude and 2 into Sensors, but then reset the points and went for something else rather than confirming the selection. however, it seems the 25% sensor-profile reduction from Sensors rank 2 was still permanently applied to my fleet, despite not having committed any points to that skill now. at least that's what the sensor-profile modifiers in the tooltip and the total number show, i can't say whether the actual numbers used in calculating detection ranges are affected as well.


I can't load my savegame.
whenever you save your game, it also automatically creates a backup copy of your previous save point. you'll still lose the progress you've made between those two save points, but at least you don't have to start an entirely new campaign if one save gets corrupted.

you can revert to the backup by deleting campaign.xml and descriptor.xml in \Starsector\saves\save_NameGoesHere_1234567890, then create new copies of the two corresponding .bak files (just in case corruption happens again ^^), and rename those copies to campaign.xml and descriptor.xml again. then just normally load the then-latest campaign save as usual.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SainnQ on April 21, 2017, 05:55:52 AM
Are the Talon Interceptors really that good? They seem weak unless your stacking fighter skills for that -50% Damage Resistance.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: vitowns on April 21, 2017, 06:00:17 AM
I think i messed-up tutorial by selling ships i got from the graveyard, well two of them! I didn't realise i had to liberate the jump gate after using those ships do i need to restart? I tried to fight without that extra firepower and sucked lol

Edit: I wanted to explore hyperspace right away but i need to do the tutorial right? Forced tutorials make me rage even though this one is really good :(

Edit: All is good made a new game and skipped tutorial, :D Awesome update btw
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: borgrel on April 21, 2017, 06:30:36 AM
So questions regarding ECM and Coordinated Manouvres:

1) Can other fleets have these skills (eg. Hegemony Strike fleet)
2) If you join a battle between Heg and pirates that has these skills, do u gain the bonus? do your ships count toward the bonus?
3) If you have the skill does it affect only ur ships or all allied ships?

4) Do Nav bouy bonuses count towards the total coord manouvre bonus or is it separate? (does this mean that without the skill nav bouys do nothing?)
5) Do Nav relays count towards the total? (if not what is the max bonus for nav relays?)

6) Does ECM follow the above pattern?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: 736b on April 21, 2017, 06:35:33 AM
Edit: All is good made a new game and skipped tutorial, :D Awesome update btw

That only works if you haven't deleted your previous saves, apparently. :/
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 21, 2017, 06:44:56 AM
Fighters are absolutely unbelievable now. I expected them to be improved, but this is more than I ever dreamed of. Visually, fighter swarms are stunning! They function almost like a glue between ships and can bind a loose aggregation into a coherent entity, where now even the smallest frigate is not easy pickings any more. Tactically, they now dominate the battlefield. But not just with brute force, there is rhythm to them, and all other ships have to dance to the beat they provide. Their carrier performs as the conductor, controlling the ebb and tide of the music. Among them, the Astral is the most virtuous. Seriously,  I just played against and then as an Astral, it might be my favorite ship now.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Psycho Society on April 21, 2017, 07:10:00 AM

  I found a rather gamebreaking bug. I can't load my savegame. This was after I had quit from a three fleet pirate ambush mid-battle and was trying to reload at the main menu. It just gave the standard error message.

Happens to me too, tells me to look at starsector.log
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 07:26:13 AM
Are the Talon Interceptors really that good? They seem weak unless your stacking fighter skills for that -50% Damage Resistance.
They still die easily, but they are free (0 OP), crew losses notwithstanding, and they have HE damage from their new Swarmers (that they effectively stole from Broadswords) plus the hull-melting Vulcan.  Small ships without shields and sufficient PD will die.

Since Broadswords do not have the Swarmers anymore, they are not much use after shields are down.


I wish Odyssey had two flight decks.  From quick experimentation (in the missions' refit), it seems easy enough for a battleship to get a flight deck of its own via Converted Hangar, and (it seems) as long as it does not use bombers, be nearly as good as Odyssey as a carrier.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 07:42:46 AM
What are the rewards of improved surveying and salvaging?  Unskilled, it seems viable targets are very limited.  I suppose in the full game, a good survey could let you find an ideal planet to build your base (and eventual war machine to take over the sector).  But, in 0.8, what is the ultimate benefit?  Merely more cash only?  If so, then that is not much different than the crew XP skill from pre-0.8, which the mean reason for me to get it would be to train more crew from green to elite quickly and sell for cash (although Making Do perk was good, but not as good as zipping around and killing everything with combat skills).

If I need salvaging to capture unusual Domain/alien ships or weapons, or even merely stupidly rare items like more Hyperions and Light Needlers, then I probably want to max the skill so I can get more goodies.  But, if all I get is more unusual but useless commodities or junk like metal to sell for more cash, then I may just pass on them so I can focus more on combat-related skills instead of convenient grind-less-in-the-campaign skills.  Same thing with surveying.  If all I get is datapads to sell, then it is just easier-way-to-get-cash at the expense of maximum combat potential.

If we get more skills to fill out the remaining aptitudes, I hope the level cap gets raised.  Currently, it looks like a tight fit to get everything I want, and if I can ignore Surveying and Salvage because it only means more easy money instead of access to unique combat resources I cannot get any other way, then might I can treat surveying and salvaging from must max to nice-but-grind-more-to-get-cash and get better fighting skills instead.

One more thing.  I read the Neutrino ability in the sensor skill and thought "nice" until I saw it required volatiles, then I thought "ewww, another fuel to manage? pass".  Then I think I saw it prevents Sustained Burn.  Another no from me.  I am now addicted to Sustained Burn; it is so good, I use it almost all of the time!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 21, 2017, 07:45:08 AM
I wish Odyssey had two flight decks.
it has only a single fighter bay? that's disappointing. i know Legion is the new combat-carrier-hybrid capital ship now, but i think Odyssey deserves 2 bays, and it would still have only half as many as Legion.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 07:48:22 AM
@ Sy: Yes, only one.  I would rather give a Paragon a flight deck.  (I usually use non-bombers unless a build a dedicated carrier-based fleet.)  Although, if Odyssey got three, it might be a better Astral than the Astral, like when Odyssey had one deck and Astral only three in the old days.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 07:55:40 AM
Speaking of hull-melting, I have been at the receiving end of a Thumper after my Wolf was stripped of armor.  It did not end well for me.  Thumper looks like an alternative needler, instead of being merely junk with too many weaknesses and no redeeming qualities.  After I level up and get more ships and weapons, I may experiment with stuff more.  I am almost done with the tutorial system, and will soon go to Jangala to finish the tutorial.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 21, 2017, 07:59:51 AM
Two decks on Odyssey sounds reasonable.

The decision to make Advanced Optics built-in for the Astral is sound, but... what if I wanted to build a non-beam Astral? As stupid as that sounds. :-X
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 08:03:42 AM
Edit: All is good made a new game and skipped tutorial, :D Awesome update btw

That only works if you haven't deleted your previous saves, apparently. :/
Yes, it would be nice if the tutorial is optional from the start.  That is like forcing Easy difficulty on you until you have a save to unlock it.  Reminds me of the Hardcore unlock in Diablo 2, which I think Blizzard eventually abolished.

Two decks on Odyssey sounds reasonable.

The decision to make Advanced Optics built-in for the Astral is sound, but... what if I wanted to build a non-beam Astral? As stupid as that sounds. :-X
I only use beams as PD on Astral.  I favor three heavy blasters on Astral, and possibly leaving missiles empty if I do not have enough OP for blasters and PD beams.  Works out to be a slower and fatter Odyssey with more flight decks.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TJJ on April 21, 2017, 08:12:38 AM
By the way, do randomly-generated systems ever have markets? All I've encountered are lifeless systems, except for the one with REDACTED and the occasional bounty fleet.

I came across a lifeless planet with a market. :D
Had nothing on it to sell tho, so that's probably not what you were asking for..... and should probably be reported as a bug  ::)

https://www.dropbox.com/s/bx5ddqokfgzgcjc/screenshot097.png?raw=1

https://www.dropbox.com/s/cfc6xdbpnmzwt3c/screenshot098.png?raw=1
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Lictuel on April 21, 2017, 08:20:06 AM
Loving the new release so far. I just had a salvage opportunity that was way to good to pass up on:
http://imgur.com/a/6Pjhq (http://imgur.com/a/6Pjhq) a fully outfitted and undamaged Legion. I guess the crew of that ship died of hunger or something. I'm not complaining, my firepower just doubled with that thing ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 08:25:02 AM
Was there any rating required to get that free Legion?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Lictuel on April 21, 2017, 08:37:07 AM
Was there any rating required to get that free Legion?

Not as far as I remember, I did not really look for that honestly. I was too busy going "holy ***!" :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 08:42:07 AM
Hotfix is up - grab it here (http://fractalsoftworks.com/2017/04/20/starsector-0-8a-release/). Full list of bugfixes in OP.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 08:44:51 AM
Hotfix is up - grab it here (http://fractalsoftworks.com/2017/04/20/starsector-0-8a-release/). Full list of bugfixes in OP.
Should I restart (not quite finished campaign tutorial quite yet), or are the changes minor enough that I can proceed with saved game without problems?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 08:47:07 AM
Should be no problems to proceed w/ current save.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: FooF on April 21, 2017, 09:05:05 AM
Gotta say, about 5 hours in so far and this is unbelievable. Just found an officer on a derelict ship that had precisely the stats I was looking for to find a recovered Scarab(!) just floating around. The exploration/salvage mechanics have been wonderful because every time I'm out trying to survey something and running dangerously low on supplies/fuel, I end up finding a debris field or ship graveyard to pillage and keep on rolling. Bravo, sir.

I have not run across one yet but I'm hoping to find an active Comm Relay out in the remote regions because I've missed a few bounties (when I was in the system!) because I had no idea they were there. As bounty fleets are spawning "out there," if you are "out there," you never receive any messages. Not a big deal but annoying nonetheless.

Finally, I think it's been mentioned but I just went to a Tri-Tach world with 5 officers available and 4/5 had a carrier-based skills on them. Confirmation bias and all but it seems there is disproportionate weight on those skills.

Skills are also feeling pretty good but I have to admit I'd gotten used to the speed of .7 and .8 feels "slow" now. I'm still trying to figure out which skills I want because so many are good. I will say using a point to "advance a tree up" never feels all that satisfying, though I know it's a long-term gain. Even a token boost to some minor stat would give me less buyer's remorse.

Overall, great job and it's quite fun!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Blips on April 21, 2017, 09:55:43 AM
Been only playing the new version for a short while and so far I'm really impressed. The game is coming along so nicely Alex  ;D

Some small bits of feedback:
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 21, 2017, 09:57:08 AM
i just noticed Venture also has only a single fighter bay, with built-in Mining Pod wing. that seems really weak, even for a semi-civilian ship. i do like the Mining Pod(s) being built-in, but i don't think having two of those wings would be over the top at all. a single built-in Mining Pod wing actually seems worse than just getting a makeshift but customizable fighter bay through the hullmod. :/

also, i'd like if Mining Pods were a decent zero-OP alternative to Talons, at least sometimes, but from looking at their stats i doubt they can be. if they had more armor and/or hull, they might at least work as a decent distraction/screen, and i think awful firepower coupled with durability that lets them take a few asteroid hits would still fit their mining-drone theme.

if you wanna keep Mining Pods as clear trash-tier, some other zero-OP alternative would be nice (that's assuming there isn't one already, i haven't discovered all the fighters yet ^^). Talons are great as super-fast glasscannons, so having something with either a defensive/support focus or a bit of strike capability would allow for more variety on loadouts that don't have much/any OP to spare for fighters.

disclaimer: i've not really had time to test balance stuff myself yet, the above is just what i think from looking at the stats.

Hotfix is up - grab it here (http://fractalsoftworks.com/2017/04/20/starsector-0-8a-release/). Full list of bugfixes in OP.
thanks! :]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Fishbreath on April 21, 2017, 10:22:12 AM
The mission generation seems heavily tilted toward survey and scouting. I frequently see worlds with eight or ten missions, and only one of them will be cargo.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: oorek on April 21, 2017, 10:34:37 AM
I dig this update. You're putting some 10+ man teams to shame with this pace of content.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 21, 2017, 10:58:30 AM
I've run into a problem to finish a delivery mission...

Picked up a delivery contract in Asher in the Canaan system to deliver freight to Gilead in the same system.
When I reached Gilead all i could select was "Leave", there was no text for the planet info present.

I was shortly afterwards controlled by a Luddic fleet, retried after that, same result. I've also left the system and jumped back in, still only "Leave" available.

Right before I picked up the mission at Asher I visited Gilead and I was able to interact with normally.

Any idea what might cause the problem?

Edit: this was with RC 17, I've reloaded the save under RC 18 with the same result.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 21, 2017, 10:59:54 AM
What are the rewards of improved surveying and salvaging?  Unskilled, it seems viable targets are very limited.  

I've found up to Class IV survey data and it was worth 55,000 credits at Jangala! You can make bank from surveying valuable worlds.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 21, 2017, 11:02:45 AM
Class V data is worth 150,000. So are Alpha AI Cores. I've found two of each in my current playthrough so far.

I'm not sure about AI cores, but it's possible to get Class V planet data without any skills. You just get a lot fewer opportunities to roll the dice.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: noego on April 21, 2017, 11:16:18 AM
Oh ye wise and kind dev. Thanks for letting this drop on a Friday. Nothing better than to have the weekend to enjoy all the goodness. And possibly even report bugs!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 11:16:55 AM
I've run into a problem to finish a delivery mission...

Picked up a delivery contract in Asher in the Canaan system to deliver freight to Gilead in the same system.
When I reached Gilead all i could select was "Leave", there was no text for the planet info present.

I was shortly afterwards controlled by a Luddic fleet, retried after that, same result. I've also left the system and jumped back in, still only "Leave" available.

Right before I picked up the mission at Asher I visited Gilead and I was able to interact with normally.

Any idea what might cause the problem?

Edit: this was with RC 17, I've reloaded the save under RC 18 with the same result.

Could you mail me your save with the mission active? fractalsoftworks [at] gmail [dot] com.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 21, 2017, 11:30:02 AM
Could you mail me your save with the mission active? fractalsoftworks [at] gmail [dot] com.

Mail sent
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 11:33:12 AM
Sustained burn seems to trivialise sneaking into markets. It doesn't seem to increase your sensor profile by an appreciable amount and you can use it to get away from large fleets guarding the market fairly easily. They can eat my space dust as I supercruise through at burn 19 with my transponder off, (very briefly) stop to buy a ship off the black market, then continue powering away at high burn before they even get underway.

Good point - made doing something at the market stop your fleet.


I can see why you would think that, but when the options for three straight levels are "increase this skill or get strike commander", and strike commander was STILL an option when I had to select a new skill, it starts to get a little frustrating. I guess I just got a bad draw.

Yeah, that's some bad luck. I'd like to keep some randomness in the process, though, so that's a downside of it.

* you can't lay in course to a nebula from the system info screen, the button does nothing (which I suppose makes some kind of sense because there isn't a body selected, but in that case it should lay in course to a jump point, which is what it does when you lay in course to a nebula from the map)

Fixed!

* when you kill a bounty target but part of the fleet survives, it still has the yellow exclamation mark symbol even though you've killed the target and the bounty is complete.

Thanks, on my list.

While doing campaign tutorial, salvaging Domain Probes multiple times always guarantee a Gamma Core drop each time. I...don't think it's supposed to be happening?

Do you mean "scavenging", i.e. the ability? Possibly you just got lucky? I haven't been able to reproduce it - it's *possible* to get multiple cores, but it's not very likely.


For the mission log "Acquire jump-point data at Derinkuyu", the summary says "contact $dataContactName"... also in the very first transmission from the Ancyra commander, at one point he/she says something like "we're cut off from Sector like the Sector is cut off from the Domain", should probably be "we're cut off from the Sector".

Fixed, thank you.


Also, is there anything new to do to carriers or hullmods to get them into the game?

There's a new column for the number of fighter bays in ship_data.csv. Nothing else comes to mind immediately.


The supposedly abandoned station in Asharu seems to not be so abandoned, judging from it's description.

Fixed!

Question: is there any way to tell how many times a field has been salvaged? I ran into an issue where it was a field I had already salvaged, so I took hefty losses.

There's some text about how likely you're to find anything when you run "scavenge". For subsequent attempts, it should indicate there's not a lot to find. Also, the visual density of the field goes down significantly.

So far I'm loving .8! Marvelously done Alex!

Thank you!

Can you salvage /REDACTED/ ships guarding derelicts?

Can't, no. Not at this point, anyway :)

Quote
Flagship and ships with an officer in command nearly guaranteed to be recoverable if lost
Why nearly? And how is it determined?

It's actually 100%. The "nearly" is disinformation to keep a bit of a sense of suspense going. Don't tell anyone.

I would love to be able to tell my second-in-command to fight automated defenses. Beyond the first few times they really are just a stomp, and getting through that screen to the tasty tasty loot faster would be nice.

Hmm. Let me think about this - I think straight autoresolve would not be a great idea, but I do understand what you mean.

I think I figured out the problem. One of the ships (the cruiser) never entered the battle.

EDIT: Decided to try and retreat to see what happens... and the moment I unpause after ordering a full retreat, the rest of the enemies charge in. Weird.

Ahh, thank you, that's exactly it - fixed.


I found a rather gamebreaking bug. I can't load my savegame. This was after I had quit from a three fleet pirate ambush mid-battle and was trying to reload at the main menu. It just gave the standard error message.

Fixed in the hotfix, sorry! Save should load fine now.


Fought a Mudskipper MK2 with a hellbore. Killed it, got the Hellbore. Salvaged the wreckage, got ANOTHER hellbore. What.

Yeah, it's possible. They were carrying a backup. In case the first one broke.

i think i found a bug: with my first 4 skill points in the tutorial, i initially put 2 into Technology aptitude and 2 into Sensors, but then reset the points and went for something else rather than confirming the selection. however, it seems the 25% sensor-profile reduction from Sensors rank 2 was still permanently applied to my fleet, despite not having committed any points to that skill now. at least that's what the sensor-profile modifiers in the tooltip and the total number show, i can't say whether the actual numbers used in calculating detection ranges are affected as well.

Yep, this is fixed in the hotfix. It would indeed refund the points but keep the bonuses.


Are the Talon Interceptors really that good? They seem weak unless your stacking fighter skills for that -50% Damage Resistance.

It's not actually -50%, since reductions are multiplicative. It's .75 * .75 = ~.56, so 44%. Which is pretty close, but still.



Edit: I wanted to explore hyperspace right away but i need to do the tutorial right? Forced tutorials make me rage even though this one is really good :(

It's only required one time. Btw: in the hotfix, it also makes it so that it'll pick up that you started a game w/ the tutorial on and let you skip it next time around without you having to restart the game.

Edit: All is good made a new game and skipped tutorial, :D Awesome update btw

:) Thank you!


1) Can other fleets have these skills (eg. Hegemony Strike fleet)

Yes; which skills (if any) enemy commanders are likely to have is faction-dependent.

2) If you join a battle between Heg and pirates that has these skills, do u gain the bonus? do your ships count toward the bonus?

Yes and yes.

3) If you have the skill does it affect only ur ships or all allied ships?

Both yours and allied.

4) Do Nav bouy bonuses count towards the total coord manouvre bonus or is it separate? (does this mean that without the skill nav bouys do nothing?)
5) Do Nav relays count towards the total? (if not what is the max bonus for nav relays?)

A nav buoy adds +5%, up to the maximum. So w/o skill you benefit from up to 2 nav buoys. You can also benefit from the "Nav Relay" hullmod without having the skill.

6) Does ECM follow the above pattern?

Yes.



Fighters are absolutely unbelievable now. I expected them to be improved, but this is more than I ever dreamed of. Visually, fighter swarms are stunning! They function almost like a glue between ships and can bind a loose aggregation into a coherent entity, where now even the smallest frigate is not easy pickings any more. Tactically, they now dominate the battlefield. But not just with brute force, there is rhythm to them, and all other ships have to dance to the beat they provide. Their carrier performs as the conductor, controlling the ebb and tide of the music. Among them, the Astral is the most virtuous. Seriously,  I just played against and then as an Astral, it might be my favorite ship now.

... and they're probably a bit OP, but I'll let that slide for the moment :) Glad you're enjoying how they play!


What are the rewards of improved surveying and salvaging?  Unskilled, it seems viable targets are very limited.  I suppose in the full game, a good survey could let you find an ideal planet to build your base (and eventual war machine to take over the sector).  But, in 0.8, what is the ultimate benefit?  Merely more cash only?  If so, then that is not much different than the crew XP skill from pre-0.8, which the mean reason for me to get it would be to train more crew from green to elite quickly and sell for cash (although Making Do perk was good, but not as good as zipping around and killing everything with combat skills).

If I need salvaging to capture unusual Domain/alien ships or weapons, or even merely stupidly rare items like more Hyperions and Light Needlers, then I probably want to max the skill so I can get more goodies.  But, if all I get is more unusual but useless commodities or junk like metal to sell for more cash, then I may just pass on them so I can focus more on combat-related skills instead of convenient grind-less-in-the-campaign skills.  Same thing with surveying.  If all I get is datapads to sell, then it is just easier-way-to-get-cash at the expense of maximum combat potential.

Yeah, at the moment it's more of a "more cash and stuff" situation. Ultimately, they'll provide planets and items that you wouldn't have access to otherwise (or at least not in quantity), but for now it's not unreasonable to forgo them if you want to maximize your other skills. I'd say you'd be missing on a lot of the fun from the new update if you do, though.


The decision to make Advanced Optics built-in for the Astral is sound, but... what if I wanted to build a non-beam Astral? As stupid as that sounds. :-X

Then you can do that! As stupid as that sounds :)


I came across a lifeless planet with a market. :D

Should be fixed in hotfix!


Gotta say, about 5 hours in so far and this is unbelievable. Just found an officer on a derelict ship that had precisely the stats I was looking for to find a recovered Scarab(!) just floating around. The exploration/salvage mechanics have been wonderful because every time I'm out trying to survey something and running dangerously low on supplies/fuel, I end up finding a debris field or ship graveyard to pillage and keep on rolling. Bravo, sir.

Thank you!

I have not run across one yet but I'm hoping to find an active Comm Relay out in the remote regions because I've missed a few bounties (when I was in the system!) because I had no idea they were there. As bounty fleets are spawning "out there," if you are "out there," you never receive any messages. Not a big deal but annoying nonetheless.

They're all inactive - what you're describing does sound annoying, but there's also a neat feel to "coming back to civilization". Eventually it might be nice to be able to do more with all these relays etc.

Finally, I think it's been mentioned but I just went to a Tri-Tach world with 5 officers available and 4/5 had a carrier-based skills on them. Confirmation bias and all but it seems there is disproportionate weight on those skills.

Yeah, definitely confirmation bias. I think? 99% sure.

Skills are also feeling pretty good but I have to admit I'd gotten used to the speed of .7 and .8 feels "slow" now. I'm still trying to figure out which skills I want because so many are good. I will say using a point to "advance a tree up" never feels all that satisfying, though I know it's a long-term gain. Even a token boost to some minor stat would give me less buyer's remorse.

This is a tough one for me. Not having any bonus at all is a bit harsh, but it communicates the purpose much more clearly. If there was a tiny token bonus, I'm guessing there would be a number of threads to the tune of "aptitude X effect is underpowered".

Personally, I just wait until there's 2 points to spend, so I feel like I get something every time I spend points, whether it's for each point or not.


Been only playing the new version for a short while and so far I'm really impressed. The game is coming along so nicely Alex  ;D

Thank you!


  • When leaving stations or planets, etc, it would be nice if our fleet wasn't given an initial velocity. During the tutorial, I sneaked into the pirate mining station successfully but when I left, my fleet was pushed directly at the nearby pirates and I was detected.

The fleet actually just retains its previous velocity. I just (not in the hotfix) made it so that it'll stop if you open the trade or refit screens while at market.

  • Detection ranges / sensor ranges: I understand what the numbers mean, but I find the system unreliable. With the pirate mining base example, I had no idea how close I could be from the pirate fleet before being detected. I'm guessing this is intentional to make the system feel organic / exciting / etc.

Hmm - do you see the three arcs around the enemy fleet? Or is it with those that it's still feeling unreliable?

I dig this update. You're putting some 10+ man teams to shame with this pace of content.

It has been a bit over a year, but thank you anyway :)


Could you mail me your save with the mission active? fractalsoftworks [at] gmail [dot] com.

Mail sent

Thank you, looking at it now.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 11:34:17 AM
One thing:  The tutorial mentions something to the effect that I should try to sneak into the pirate base.  I went dark, but too late, and got caught by the enemy Hammerhead and goons.  It was not too hard to kill them anyway (although it took me two tries due to stupid mistake on first attempt).  Wolf and Shepherd are a good team.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 11:43:13 AM
Skills are also feeling pretty good but I have to admit I'd gotten used to the speed of .7 and .8 feels "slow" now. I'm still trying to figure out which skills I want because so many are good. I will say using a point to "advance a tree up" never feels all that satisfying, though I know it's a long-term gain. Even a token boost to some minor stat would give me less buyer's remorse.
I think some of speed skills may be mandatory on all of my characters just to make things not agonizingly slow.  Especially, now since the only speed hullmod guts shot range too much for some ships.  With Wolf, if I take Unstable Injector, my shot range is so short that I might as well use Safety Override too for even more speed, but Lasher is much better at that game.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Blips on April 21, 2017, 11:48:42 AM
  • Detection ranges / sensor ranges: I understand what the numbers mean, but I find the system unreliable. With the pirate mining base example, I had no idea how close I could be from the pirate fleet before being detected. I'm guessing this is intentional to make the system feel organic / exciting / etc.
Hmm - do you see the three arcs around the enemy fleet? Or is it with those that it's still feeling unreliable?

Oh yeah, I'm seeing those rings... do they represent the distance my fleet can be from another fleet before being detected? I for some reason thought the rings were an early indication of nearby objects.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 11:52:36 AM
Yep, that's exactly it. They show up when you're near the detection range threshold - either close within it, or close outside it. If you mouse over another fleet, they'll also show up regardless of range.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 21, 2017, 11:53:14 AM
Bug: If you have a course laid down but are currently in manual mode, crossing a jump point will make autopilot switch back on by itself. (This is usually not an issue because you'll override it immediately, but sometimes your fleet will try to jump back through the point you just came through, forcing you to click through the popup)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: FooF on April 21, 2017, 12:09:16 PM
Bug: If you have a course laid down but are currently in manual mode, crossing a jump point will make autopilot switch back on by itself. (This is usually not an issue because you'll override it immediately, but sometimes your fleet will try to jump back through the point you just came through, forcing you to click through the popup)

Happened to me quite a few times, too. Wasn't sure if it was a lay course thing or if I was clicking on the jump point by accident.

Also, does the "max skills for player" button on the mission refit screen do anything? It doesn't seem to in the simulator but I haven't tried it in the mission proper.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Tartiflette on April 21, 2017, 12:14:16 PM
Salvaged this in a near core system.
(http://i.imgur.com/XvTvIEFl.jpg) (http://i.imgur.com/XvTvIEF.jpg)
That is all, it's perfect.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 21, 2017, 12:28:23 PM
"A silent ring of adamantine material, derelict of a former age." Surrounded by half-working derelicts and dead debris.
>Fly through the gate
"Your (!) order your fleet to traverse the dead gateway. Your bridge crew is especially quiet during the passage."
Spoiler
"Nothing happens."
[close]
...
I know what they feel. It is not pretty.
But the narration is excellent.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Techhead on April 21, 2017, 12:46:40 PM
I can see why you would think that, but when the options for three straight levels are "increase this skill or get strike commander", and strike commander was STILL an option when I had to select a new skill, it starts to get a little frustrating. I guess I just got a bad draw.

Yeah, that's some bad luck. I'd like to keep some randomness in the process, though, so that's a downside of it.
With the higher number of available officer skills, and the increased specialization in skills (not every ship has fighters, or even missiles, and there are less "always nice to have" skills), maybe giving the option of three instead of two might be a simple fix.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 01:14:29 PM
Bug: If you have a course laid down but are currently in manual mode, crossing a jump point will make autopilot switch back on by itself. (This is usually not an issue because you'll override it immediately, but sometimes your fleet will try to jump back through the point you just came through, forcing you to click through the popup)

Happened to me quite a few times, too. Wasn't sure if it was a lay course thing or if I was clicking on the jump point by accident.

Noted - a fix would actually be quite thorny, so I'll hold off on that for the time being.

Also, does the "max skills for player" button on the mission refit screen do anything? It doesn't seem to in the simulator but I haven't tried it in the mission proper.

That's not supposed to show up on the mission screen at all, a dev thing to test ships with maxed out skills.

Salvaged this in a near core system.

!!

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 21, 2017, 01:24:27 PM
...

Question: is there any way to tell how many times a field has been salvaged? I ran into an issue where it was a field I had already salvaged, so I took hefty losses.

There's some text about how likely you're to find anything when you run "scavenge". For subsequent attempts, it should indicate there's not a lot to find. Also, the visual density of the field goes down significantly.

...

Thanks for the response! In the tutorial at least this was not the case - the debris fields looked the same and the text did not change. I will keep an eye out and try to verify.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on April 21, 2017, 01:24:50 PM
Just thought I might say, but the new fighter mechanics are downright awesome!  As a carrier commander, the Engage and Regroup toggle allows you to have nearly 100% control of where my fighters go, what they do, and how they do it - it's a beautiful way to give the commander control, whether you want your fighters to attack or escort a ship.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Uomoz on April 21, 2017, 01:28:47 PM
Installing right now. Also streaming. Will be fun!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Carabus on April 21, 2017, 01:32:24 PM
Salvage Rig description may need updating.
It says "requires ample supply to maintain", while it requires only 3 supplies/month.


"Terminator Drone" ship system description also needs updating as it no longer has phase cloak.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 21, 2017, 01:38:28 PM
"A silent ring of adamantine material, derelict of a former age." Surrounded by half-working derelicts and dead debris.
>Fly through the gate
"Your (!) order your fleet to traverse the dead gateway. Your bridge crew is especially quiet during the passage."
Spoiler
"Nothing happens."
[close]
...
I know what they feel. It is not pretty.
But the narration is excellent.

That was my favorite thing ever
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 21, 2017, 01:48:38 PM
Thanks for the response! In the tutorial at least this was not the case - the debris fields looked the same and the text did not change. I will keep an eye out and try to verify.

Same here. I actually had a number of accidents, because I came across debris fields that, apparently, some else had already scavenged.



Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 21, 2017, 02:39:50 PM
A question about black market trading: is it supposed to be so lenient? I almost always buy supplies and fuel on the black market, and I sell everything from my exploration runs and planet surveys there, too. The patrols always intercept and scan me, but of course they don't find anything suspicious - I just sold it, after all. Or it is just supplies and fuel. I think only once so far I got a reputation hit, when I bought particularly many supplies. But even here I'm not sure what happend, because the patrol captain didn't specify which of my wares he found suspicious, and didn't take anything from me.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: borgrel on April 21, 2017, 02:42:39 PM
it seems that if u learn 1 mod spec in the market screen, u are unable to learn another till u close the screen?

buy 2 mod specs, learn 1, right click on the 2nd and nothing happens? has happened to me twice now.
u can learn the 2nd 1 later without trouble.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 21, 2017, 02:45:26 PM
Devastator Cannon doesn't have a role set ("no description... yet"). is it actually PD, or just anti-fighter?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 21, 2017, 03:00:22 PM
A question about black market trading: is it supposed to be so lenient? I almost always buy supplies and fuel on the black market, and I sell everything from my exploration runs and planet surveys there, too. The patrols always intercept and scan me, but of course they don't find anything suspicious - I just sold it, after all. Or it is just supplies and fuel. I think only once so far I got a reputation hit, when I bought particularly many supplies. But even here I'm not sure what happend, because the patrol captain didn't specify which of my wares he found suspicious, and didn't take anything from me.

Working as intended. Buying food from a shady source isn't illegal for an individual unless he's bought food on a large enough scale to claim that that person is conducting an unlicensed business illegally
So buying heavy machinery from an individual who isn't licensed to bend industrial equipment isn't illegal & they can't arrest you for that, salvaging an abandoned debris field without a business license isn't illegal & selling what you found back to your machinery dealer isn't illegal, but if you keep doing it enough to make a living off of it then you ARE illegally running an unlicensed salvaging operation.
Mechanical notes: a faction doesn't 'catch' you doing shady deals immediately, it takes time for their people to figure out who sold what to a gang they've busted so if you illegally sold a shipment of untracked food crates to a human trafficking ring, what you did won't get figured out for a while and after it does it doesn't warrant a patrol shooting you down, until you've done it enough for them to make a case that you are doing enough business with them that you are, in every way that matters, an associate of said trafficking ring
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Barracuda on April 21, 2017, 03:06:43 PM
Adding to the bug that allows you to speed through a market with the new "cruise" ability, you might want to add a warning AND make it so contacting a person at the market also slows you down. Shouldn't be able to drop off your drugs at the speed of sound can ya?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 21, 2017, 03:13:34 PM
A question about black market trading: is it supposed to be so lenient?

Working as intended.

That might be true for buying stuff, but it doesn't make sense for sales. I'm selling 100ks worth of of survey data and AI cores on the black market, without any ramifications. So paying tariffs on those would just be me being stupid? That doesn't seem right.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 03:16:08 PM
You should be getting a general rep hit for those, though. The patrols might not find anything, but that's not all of it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 21, 2017, 03:40:11 PM
A question about black market trading: is it supposed to be so lenient?

Working as intended.

That might be true for buying stuff, but it doesn't make sense for sales. I'm selling 100ks worth of of survey data and AI cores on the black market, without any ramifications. So paying tariffs on those would just be me being stupid? That doesn't seem right.

I've recieved a rep hit of -1 for selling AI cores and survey data worth 2 million on the black market...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Shiolle on April 21, 2017, 03:42:20 PM
It seems I've been able to break tutorial campaign twice.
1. After you defeat the first pirate and level up, if you assign those points immediately, you won't get a dialog telling you about skills and the campaign wouldn't progress. If you approach Hegemony world after that you will be asked to turn on your transponder, which you can't do because you don't have this ability yet and they will attack you immediately afterwards.
2. While salvaging the ship graveyard, if you decline one of the ship for some reason (I decided I didn't need a crappy carrier with 3 negative mods), you will never be able to complete the quest. Now I need to start the campaign over.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 03:43:54 PM
1. After you defeat the first pirate and level up, if you assign those points immediately, you won't get a dialog telling you about skills and the campaign wouldn't progress. If you approach Hegemony world after that you will be asked to turn on your transponder, which you can't do because you don't have this ability yet and they will attack you immediately afterwards.

Thanks, I'll check that out.

2. While salvaging the ship graveyard, if you decline one of the ship for some reason (I decided I didn't need a crappy carrier with 3 negative mods), you will never be able to complete the quest. Now I need to start the campaign over.

Do you have the hotfix? It's supposed to have fixed that. And there's also a new one, which I was about to post about here.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 03:45:33 PM
Another hotfix is up! List of fixes in OP.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 21, 2017, 03:47:33 PM
Good timing Alex - I just got home from work. :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 03:49:21 PM
I knew there was some reason I was trying to get it out quickly :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 21, 2017, 03:51:12 PM
Something is screwy with the Heavy Mortar sprite—the one seen in actual combat is strangely elongated and pretty obviously doesn't match up with the sprite seen in the shop/inventory/Codex.

Was there a revision to the sprite that wasn't properly updated? I like the look of the one seen in icon form, as said the one seen mounted in combat has a strangely long base, but so long as the two sprites are made consistent I don't care.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 03:52:48 PM
Hardpoint vs turret sprite, I think.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 21, 2017, 03:53:51 PM
thanks for all those quick fixes! :]

oh, and i think i've only posted some questions and complaints so far, so i just wanna say that overall i love 0.8!! ^_^
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 03:57:12 PM
oh, and i think i've only posted some questions and complaints so far, so i just wanna say that overall i love 0.8!! ^_^

Thank you :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 21, 2017, 03:57:33 PM
Hardpoint vs turret sprite, I think.

Oh geez, I didn't even know there were separate sprites based on that. Are there other weapons with two sprites based on mounting?

I do indeed have them mounted on my Hammerhead so the longer sprite would be the hardpoint sprite, eh? Gotcha.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 03:58:16 PM
Oh geez, I didn't even know there were separate sprites based on that. Are there other weapons with two sprites based on mounting?

Only every single weapon in the game.

Ahem.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 21, 2017, 03:59:11 PM
Haha...AHEM indeed. >_>
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 04:05:04 PM
I made a test save after cheating up max level to see if I can get everything I want at level 40 and... there are not quite enough to get all of the most desirable skills (maybe a few short).  So far, Gunnery Implants 3, Power Grid Modulation 3, Evasive Maneuvers 1, and Helmsmanship 2 are must-take for every character for me, because I got to have my speed (max speed, maneuverability, and venting) and shot range.  Then, I get to a variety of skills I very much like to take.

And this is ignoring damage boosts, heavy armor, command points, navigation, and fighter skills.

In a way, I am glad that the neutrino ability is annoying.  (I will not bring along another fuel to power a dubious ability that kills Sustained Burn and consume cargo space and money.)  That saves me the trouble of considering the sensor skill.

I did this to see if I can get by with max skills minus high Industry (for max surveying and salvaging).  I do not think I can do this without giving up stuff.

So far, Leadership is the least useful for me if I do not focus on fighters.  Fleet Logistics and more officers look very nice, but I do not think I can afford it all.  Just Leadership 1 to get Coordinated Maneuvers 1 (more speed!) and six officers is what I can settle for.

Technology 3 is non-negotiable.  Must have shot range and max dissipation regardless who I play.  Combat 2 will be a given due to more speed (Helmsmanship 2)!  Industry 2 seems like a minimum.  I really like Safety Procedures 2, and I suspect I need at least 2 for surveying and salvaging to explore the game.

While level 40 max seems okay for now, despite coming up a little short to get everything I deem necessary, I shudder to think how lack of points will hurt if more skills fill out the attributes.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 21, 2017, 04:06:29 PM
Thanks for the response! In the tutorial at least this was not the case - the debris fields looked the same and the text did not change. I will keep an eye out and try to verify.

Same here. I actually had a number of accidents, because I came across debris fields that, apparently, some else had already scavenged.


Just started a new game with the tutorial and I can verify that, at least for the starting debris field, there is not change to the text on multiple attempts, but the salvage goes down and losses go up. I'll see what happens in the game proper.

I made a test save after cheating up max level to see if I can get everything I want at level 40 and... there are not quite enough to get all of the most desirable skills (maybe a few short).  So far, Gunnery Implants 3, Power Grid Modulation 3, Evasive Maneuvers 1, and Helmsmanship 2 are must-take for every character for me, because I got to have my speed (max speed, maneuverability, and venting) and shot range.  Then, I get to a variety of skills I very much like to take.

And this is ignoring damage boosts, heavy armor, command points, navigation, and fighter skills.

In a way, I am glad that the neutrino ability is annoying.  (I will not bring along another fuel to power a dubious ability that kills Sustained Burn and consume cargo space and money.)  That saves me the trouble of considering the sensor skill.

I did this to see if I can get by with max skills minus high Industry (for max surveying and salvaging).  I do not think I can do this without giving up stuff.

So far, Leadership is the least useful for me if I do not focus on fighters.  Fleet Logistics and more officers look very nice, but I do not think I can afford it all.  Just Leadership 1 to get Coordinated Maneuvers 1 (more speed!) and six officers is what I can settle for.

Technology 3 is non-negotiable.  Must have shot range and max dissipation regardless who I play.  Combat 2 will be a given due to more speed (Helmsmanship 2)!  Industry 2 seems like a minimum.  I really like Safety Procedures 2, and I suspect I need at least 2 for surveying and salvaging to explore the game.

While level 40 max seems okay for now, despite coming up a little short to get everything I deem necessary, I shudder to think how lack of points will hurt if more skills fill out the attributes.

I think we've gotten spoiled... I thought one of the main design features of skills is that we can't have everything.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: gruberscomplete on April 21, 2017, 04:08:41 PM
I just beat a "domain era survey mothership", but when I killed it and all its allies, the battle didn't end. My ships just sit there around the mothership (which also has no description).

edit: nvm, just took enemy fleet a minute to finish deploying other ships...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 04:11:13 PM
I just beat a "domain era survey mothership", but when I killed it and all its allies, the battle didn't end. My ships just sit there around the mothership (which also has no description).

edit: nvm, just took enemy fleet a minute to finish deploying other ships...

That should be fixed in the very-latest hotfix (as of a half hour ago).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 04:11:43 PM
@ Thaago:  That's right, and it (fast-paced and high-power) was fun!  FUN!

Skilless Starsector was slow and underpowered... and boring.  I refused to play missions.

All I am getting is speed, endurance, and convenience stuff.  I feel like my character is specializing in one or two tricks among a wide variety of stuff.

And with Unstable Injector making energy unviable for energy-based ships (except maybe for Paragon), ships really feel slow without every skill that boosts speed, and then it feels a bit slow instead of very slow.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 21, 2017, 05:12:25 PM
(http://i.imgur.com/oiqyDBf.png)

MAXHYPE!

And yes, that's the default path 'grandfathered in'. :P
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Nighteyes on April 21, 2017, 05:16:51 PM
It would be nice if putting skill points into one of the 4 main categories gave something. It's not very enjoyable getting that sweet level up only to invest it in upgrading a main category skill but get nothing directly out of it.

Doesn't even need to be major. Small things like more command points, better scavanging/post-fight looting results, and the sort. Just something to make it feel like it's not a lost point.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on April 21, 2017, 05:22:56 PM
Starsector feels more polished and coherent with 0.8, especially the map is a nice touch. The tutorial is rewarding and not too much of a pain. I usually don't read the dialogue, so well done there Alex.

I'd switch the 'info' and 'lay in course' map options for practicality's sake.

Glad the skills have been toned down a notch. However, if you consider the skill categories to be overhead, Salvage gets the worst of it while Combat is the best. The # of skills could be evened out a tad. Looking at how many +armour and +resist Combat skills there are now, one could be axed in favour of the other tree. But for now I'm gonna play the game some more. ;)

TBH, I'm glad the skill categories don't give bonuses anymore. Puts the game more towards the baseline which was always the most fun. Sure, late-game carnage is fun too, but I'm looking forward to how that'll play with a more somber skill tree. What's important is that every category will have its playstyle and its rewards.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: WKOB on April 21, 2017, 05:30:32 PM
It would be nice if putting skill points into one of the 4 main categories gave something. It's not very enjoyable getting that sweet level up only to invest it in upgrading a main category skill but get nothing directly out of it.

Doesn't even need to be major. Small things like more command points, better scavanging/post-fight looting results, and the sort. Just something to make it feel like it's not a lost point.
I agree, I've thought the same.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 21, 2017, 05:41:05 PM
Have to say, I love the update so far. Salvaging is a lot much fun, and man, I got lucky and found a dominator class cruiser in a debris field. Though, it seems sort of odd, that I can outright recover it without any losses with only the first skill in salvaging. I'm certainly not complaining though.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TartarusMkII on April 21, 2017, 06:01:42 PM
Heya Alex, I bought this game some time ago, and I think I already spent my money's worth in time played, and then some. I have yet to play this update, but even aside the content, I am so happy to see this game is still being developed, as I absolutely love the premise. I'm sure it would not take much for me to have that adventure all over again, and I'm so grateful for the work of FSW!

Also I know I'm late to the party, but to our modders who might read this, you contributed so much to my love of this game, and I very much hope that our so-talented modders will have fun expanding this awesome game even further once again!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 21, 2017, 06:35:36 PM
Salvaged this in a near core system.
(http://i.imgur.com/XvTvIEFl.jpg) (http://i.imgur.com/XvTvIEF.jpg)
That is all, it's perfect.
Meanwhile I have yet to see a single damn REDACTED fleet in my game. Maybe it is because of the smaller sector?
Edit: Hey Alex, are hull mods supposed to be stupid rare drops from fleets? Out of the hundreds of normal and drone ships I faced, I have gotten like two MOD drops. Fighters are fine though
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 21, 2017, 06:54:28 PM
If "redacted" you mean Remnant, then it could be luck.  I just went to the nearest named bounty a short distance away from the tutorial system, and after killing the bounty, the first Remnant frigate I saw found me.  Later, I found a wreckage pile with more dormant Remnants and some (D) ships I could salvage.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 21, 2017, 06:58:32 PM
I'm thinking it might be because I set my system to small. I've explored around 20% of my systems and have not seen a single one of these new enemies...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 07:02:12 PM
Have to say, I love the update so far. Salvaging is a lot much fun, and man, I got lucky and found a dominator class cruiser in a debris field. Though, it seems sort of odd, that I can outright recover it without any losses with only the first skill in salvaging. I'm certainly not complaining though.

Heya Alex, I bought this game some time ago, and I think I already spent my money's worth in time played, and then some. I have yet to play this update, but even aside the content, I am so happy to see this game is still being developed, as I absolutely love the premise. I'm sure it would not take much for me to have that adventure all over again, and I'm so grateful for the work of FSW!

Also I know I'm late to the party, but to our modders who might read this, you contributed so much to my love of this game, and I very much hope that our so-talented modders will have fun expanding this awesome game even further once again!

Thank you guys!


Meanwhile I have yet to see a single damn REDACTED fleet in my game. Maybe it is because of the smaller sector?

Just checked (made a quick "small" game) and they're definitely there.

Edit: Hey Alex, are hull mods supposed to be stupid rare drops from fleets? Out of the hundreds of normal and drone ships I faced, I have gotten like two MOD drops. Fighters are fine though

I should probably turn it up, hmm. salvageHullmodProb in settings.json is set to 0.01 - a 1% chance for a ship to drop any of the (droppable, i.e. not-built-in etc) mods it has. I'd expect that to be more than what you've been seeing, though, but it matches with stuff others have mentioned here, I believe.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: DaLagga on April 21, 2017, 07:41:37 PM
Hey Alex, loving the update!  But I've got an issue that I think might be a bug.  Whenever I salvage a Falcon, it's always missing the two middle small energy hardpoints in the middle of the ship.  If I pay to remove all the D mods, it doesn't fix the issue.  And if I exit the interface and re-enter it after fixing the ship, it gives me the option to remove D mods again and pay another hefty 68k which does nothing.  This can be repeated forever with no effect.  And yes, I am running the latest version.  Thanks!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 21, 2017, 07:44:27 PM
Hey Alex, loving the update!  But I've got an issue that I think might be a bug.  Whenever I salvage a Falcon, it's always missing the two middle small energy hardpoints in the middle of the ship.  If I pay to remove all the D mods, it doesn't fix the issue.  And if I exit the interface and re-enter it after fixing the ship, it gives me the option to remove D mods again and pay another hefty 68k which does nothing.  This can be repeated forever with no effect.  And yes, I am running the latest version.  Thanks!
Does it have something like "destroyed/ damaged/ downsized weapon mounts"?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: DaLagga on April 21, 2017, 08:05:20 PM
Does it have something like "destroyed/ damaged/ downsized weapon mounts"?

No.  It has no D mods at all.  Nor are any listed on the info screen that I can see unless I'm missing something.  Here's a couple of screenshots I took through Steam where you can see the lack of mounts without any D mods listed.  In the first shot you can even see that it lists the total number of small energy mounts as 2 but it should be 4.  In the second shot, you can also see that I can pay to "Restore" the ship even though it isn't damaged.  Finally, in the 3rd shot you can see another Falcon that I bought from a shop (yes, I love Falcons) that does have a couple of D mods and yet those 2 middle mounts are operational. 

https://steamuserimages-a.akamaihd.net/ugc/811054860947735510/46B183F52EADDC10AF0DAFEC5DCE039E6F7B2DD4/
https://steamuserimages-a.akamaihd.net/ugc/811054860947735994/2E7C1A41AC35C20ECDCA47A5BFA819F7BA400DC9/
https://steamuserimages-a.akamaihd.net/ugc/811054860947752848/06D5367B5735266859DFCB7C5FCFA8B42FB7FCE1/
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 21, 2017, 08:11:53 PM
Does it have something like "destroyed/ damaged/ downsized weapon mounts"?

No.  It has no D mods at all.  Nor are any listed on the info screen that I can see unless I'm missing something.  Here's a couple of screenshots I took through Steam where you can see the lack of mounts without any D mods listed.  In the first shot you can even see that it lists the total number of small energy mounts as 2 but it should be 4.  In the second shot, you can also see that I can pay to "Restore" the ship even though it isn't damaged.  Finally, in the 3rd shot you can see another Falcon that I bought from a shop (yes, I love Falcons) that does have a couple of D mods and yet those 2 middle mounts are operational. 

https://steamuserimages-a.akamaihd.net/ugc/811054860947735510/46B183F52EADDC10AF0DAFEC5DCE039E6F7B2DD4/
https://steamuserimages-a.akamaihd.net/ugc/811054860947735994/2E7C1A41AC35C20ECDCA47A5BFA819F7BA400DC9/
https://steamuserimages-a.akamaihd.net/ugc/811054860947752848/06D5367B5735266859DFCB7C5FCFA8B42FB7FCE1/
I know why. The first two are premade ones I think while the last one is a generated one. You also might want to try the latest hotfix as well
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 21, 2017, 08:20:39 PM
Issues/remarks of my first hour hands on with the new (and hotfixed) version :

- Once you get dumped into combat for the first time during the tutorial, i didn't see any big mention going 'push tab to go to ship view and leave map/command view', and if it was, it should have been a lot more clearer. Would suck for someone to think that's how the combat looks like. Also, it'd be nice to integrate the combat tutorial into this larger one. (Maybe allow the tutorial combat missions to be played from the Simulator? That'd be great.)

- I really love the skill system. It has 'chunky' perks which are within reach without 'farming'. Each category has some things you'd think to invest points in. Feels well balanced, if interesting how Fighters, being still a weapon system, falls under Leadership.

- Uhm.. the click-and-hold in the interface @ system map is a no-no. It doesn't seem to be used anywhere else so far (aside from trading) so makes it unnatural. This isn't mentioned by the tutorial either. Just 'clicking' (falsely taking the first option) takes you to 'show planetary info', which sure, has Lay In Course, but then i ask why do we have the alt-click menu? Also 'In-system'... doesn't really work as a button. It's a status, you don't expect it to be clickable. "(Click to) focus on system map" would be better.

- Regarding the system map, reversing the controls might work better, left click to drag, as that's the generally used command, and leave right click to take over the 'alt-menu' function like it usually does, and pop up the above mentioned control.

- Also regarding the system map. It'd be nice to have a bit of line-vector traces/trails, at the very least on planets and such, so we know which way they're going.

- lol, i can right click hold and spin the planet. Sure, i'll take it. I like the inertia it has too. :P

- Given 'priming', i'm not sure why that can't be extended to all the active abilities? With a toggle in the options menu or somewhere to completely disable? I'm sure misclicking Emergency Burn sucks as much or even more. Also, since Going Dark turns off the transponder anyway, shouldn't that be under a priming system as well? Just think this is an all-or-none kind of option.

- Still think an unsticky drag is better than click-click trading/looting between places but eh.

- Minimap could use some hover-over tooltip functionality, to take over the constant tabbing into and out of the map which was a series staple.

- Clicking minimap to set course, right now it clicks through. (also a way to 'unplot' a course?(LE: saw above minimap), maybe even some visual indicator of where we manually clicked?)

- Inhabited/Names is kind of a bad filtering system.. Wouldn't it be best to have a marker for inhabited places? Like asterixes around its name or something like that? And keep a single filtering option?

- It's great the game pushes you to quicksave often.

- Autopilot isn't very smart. That's good. You can suck in the cost of repairing corona damage with autopilot when you don't care, and be careful when you do. Nice.

- The world tutorial is fantastic, with its tiny storyline and how it threads all the mechanics together. Really brilliant. Could use a bit more atmospheric entry though.. with the salvaging bit. Feels gamey compared to the rest of the tutorial.

- Damage per shot statistic for energy weapons? It's there for ballistics.

- Hybrids slots have the same color as ballistics. (to be fair, coming back to the game after a while, the icons for the hull slots just seem like they could use a revamping)

- After i got the initial 'large' fleet, i got worried that i won't be able to supply it but after a few battles, on Normal, i found that to be not that large of an issue as i was used to. The balance so far seems to give enough supplies as to not "kill yourself with victories" as was the way before, which is great. Also, it's great we get to skip the 'hound vs wolf' 'hound vs reaper' 'hound vs buffolo' phase of the start game, as well as pushing enough ships on the player as to actually make it appear as a 'fleet game' instead of a 'solopilot' game.

- Sensors and the 'ducking' mechanics work pretty nicely and add dynamics to the galaxy map, and the added geography via the various backgrounds is fantastic.

- Borderless fullscreen? It is 2017. :)

-------

So that's where i left it for the moment. Just done the tutorial and flew around the initial system a bit making fits and blowing up fleets. I have to say, the game really does seem a lot more streamlined and balanced. We've been hammering at it for so long, it's clear the feedback was put to good use, and that really shows in what we got here. Well-done Alex.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: DaLagga on April 21, 2017, 08:20:58 PM
I know why. The first two are premade ones I think while the last one is a generated one. You also might want to try the latest hotfix as well

Why would premade vs generated matter?  It just seems to me that if two of my mounts are permanently damaged or whatever that it should show that somewhere.  Although, I've salved a dozen or more other ships and never had this problem.  It's only the Falcon's and it's on every single one that I've salaved (4 in total).  And I am using the latest hotfix (RC19).  
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 08:30:57 PM
@Cosmitz: Thanks for your feedback!

Why would premade vs generated matter?  It just seems to me that if two of my mounts are permanently damaged or whatever that it should show that somewhere.  Although, I've salved a dozen or more other ships and never had this problem.  It's only the Falcon's and it's on every single one that I've salaved (4 in total).  And I am using the latest hotfix (RC19). 

The "restore" function doesn't restore weapon mounts, and the restore dialog mentions this. The problem is that the Falcon (D) doesn't have the "destroyed weapon mounts" marker hullmod, so I can see how that's confusing. (It needs to work this way for... internal reasons. Weapons with missing mounts are a bit of an edge case.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 21, 2017, 08:31:39 PM
You're welcome. Do a re-read since i've just finished re-editing it constantly for the past 10 minutes. :P
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 08:35:18 PM
Haha, will do. (Sorry about the lack of a point-by-point reply.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Xeroshiva1029 on April 21, 2017, 08:47:13 PM
Hey alex, big fan of the game and i give it tunnnns of play time for a indy sandbox game =)

gald to see the updates are still churning out, you are doing great work keep it up dude, honestly if you went main stream like steam id rep ya ++++ stats =)

thanks for being a good dev to us fans
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 21, 2017, 08:57:27 PM
Alex is there a use-case in which auto-fit is supposed to put your OP in the red? Went to refit after finally finding my second hammer rack for my Kite_A, popped over to my Mora to double check it doesn't need a mod upgrade & it's at 102 out of 70-- I think my autofit put safety overrides back on after I had removed it to add on the two base mods that I then marked as "always prioritize", maybe there's a conflict between the two behaviors?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 09:01:04 PM
Hey alex, big fan of the game and i give it tunnnns of play time for a indy sandbox game =)

gald to see the updates are still churning out, you are doing great work keep it up dude, honestly if you went main stream like steam id rep ya ++++ stats =)

thanks for being a good dev to us fans

Thanks for your support!

Alex is there a use-case in which auto-fit is supposed to put your OP in the red? Went to refit after finally finding my second hammer rack for my Kite_A, popped over to my Mora to double check it doesn't need a mod upgrade & it's at 102 out of 70-- I think my autofit put safety overrides back on after I had removed it to add on the two base mods that I then marked as "always prioritize", maybe there's a conflict between the two behaviors?

It's not supposed to do that, no. Could you mail me a save?

fractalsoftworks [at] gmail [dot] com

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 21, 2017, 10:15:42 PM
I seem to be constantly getting pulled over by a hegemony patrol, with neutral interaction. I have had my transponder on for a decent while so 'm not sure whats going on.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 10:25:33 PM
Do you have the hotfix? Fairly sure that should be resolved by it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 21, 2017, 10:26:47 PM
Do you have the hotfix? Fairly sure that should be resolved by it.
...Nope. I'm a dork. My bad, once again. Will I need a new fresh save?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 21, 2017, 10:27:21 PM
Should be fine - they'll nag you twice, and on the second nag it should kick off a cargo scan; then you'll be good to go.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 21, 2017, 10:28:25 PM
Alright, Thanks!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on April 21, 2017, 10:30:11 PM
I'm really enjoying the rebalance to ship fitting with the latest update.  Higher starting OP pools, cheaper mods, and adjustments to make less mandatory upgrades (I can fly a frigate without Unstable Injectors!) make it much easier to get down the basics, and when I do run out of room it feels more like making compromises than just being starved for ordinance.  I'm also enjoying the return of combat to a more reasonable pacing.

A few criticisms (SPOILERS AHEAD):

There desperately needs to be a way to segregate officers between fighter and combat skills.  It's one thing to get stuck with a suboptimal roll for a combat skill, but fighter skills do stone nothing for most officers and getting a permanent dead level on one feels bad.  Prospective hires also seem prone to generating with these kind of frankenskills, which makes finding decent officers harder than it's meant to be.  Top of the head suggestion:  the game goes into some detail already about how fighter command and combat piloting are entirely different skillsets, so make them into two different kinds of officer.  Making traditional officers is pretty easy; they just roll picks from the same pool as 0.72 plus Power Grid Modulation.  Carrier commanders are a bit harder, since in addition to wanting fighter skills you could also make a reasonable argument for them wanting any of the skills on the previous list, especially now that the Mora means there is a carrier that cares a whole lot about guns.  I'm not sure exactly what to do for them yet.

Fighting the automated defenses on Domain wrecks gets tedious very quickly.  The fact that they behave differently than regular ships is initially interesting and helps emphasize that you aren't fighting against human crews who value their own survival over victory, but their simple behavior means there just isn't a whole lot going on when you fight them, and combined with the lack of risk for most of the encounters it feels more like a chore than gameplay.  I'm at level 20 on an exploration run and I'm already at the point where I will probably deal with them by turning the ship over to autopilot and going to get a drink or something.

Exploration probably needs some more refined progression.  You can buy a Dram take a 100,000+ credit mission to the edge of the sector right out of the gate and generally have more money than you can spend, but the rewards don't progress from there and eventually the smaller missions on offer will barely cover your fuel costs (you can still explore profitably, but there's not much point to the missions).  Exploration contracts should probably start smaller and grow larger, with missions that demand a more developed fleet and offer commensurate payouts.


I had more to post but I spent too much time playing the update instead and now it's really late!

EDIT:  also I will literally never remember to turn my transponder back on when I'm coming back from the black.  Is this a problem with other people or am I just an idiot?  If it's the former, it might be nice to have the game give you some sort of reminder that you're about to commit a minor crime.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 21, 2017, 10:51:57 PM
I'm loving the switch of ships from 'i cannot lose THIS EXACT ONE' to a more gradiented approach. Ships are somewhat plentiful. Not the best, but enough to do the job, and it pays out to get prime ships. Adding a bit of RNG loot mechanics in this is turning out for the best too. Found a Falcon derelict, 'part of the 14th battlegroup' which has bonus stats, even if with a lot of D mods, but i think i've heard i can fix those eventually. Woop woop, store the loot.

All of this makes me more confident to lose ships as they won't be that critical.

--- In that regards, wouldn't it be recommended to have ships you freshly loot be 'mothballed'? I don't think anyone wants repairs to start up ASAP on salvaged, not-your-own-previously-owned ships.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on April 21, 2017, 11:08:41 PM
Final thoughts:  the background of the REDACTED and their surrounding lore, the overall atmosphere of the game, and Alex's views towards risk vs reward and encouraging the player to make ethically questionable decisions for a quick buck suggests that selling all your AI cores to the Tri-Tachyons is going to prove to be an extremely good idea in future versions of the game and I cannot wait to find out how right I am.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 21, 2017, 11:57:39 PM
On one hand a third AI war seems inevitable at some point. On the other hand... it feels rehashed if it becomes the main plot point (assuming SS ever will have such a thing as "main plot points") unless it ends with something decisive (unlikely for a Sandbox game). Plus there are other plot threads to follow, and the tutorial mission kind of changes things by making the dead gates something people are still actively investigating, rather than "backstory for how the Sector went to *** and no one important cares anymore".

I'm also interested in how the Persean League fits into this: we know they're at odds with the Hegemony, and their support of the Sindrian Diktat is probably based on this. They're likely actively courting the Diktat to join the League, though based on what little we know of Andrada he's unlikely to accept. I'd like to know more about their history though: what conflicts have they had directly with the Hegemony, and how did they fit in to the AI wars, if at all? We know they're not just a passive, defensive power, based on how they handled Mazalot.

(Bear in mind I haven't actually gone through all the new lore yet so much of this may already be answered for all I know.)

... Extending from the above, I wonder what direction faction conflicts will take in the future. Is what we have what we can expect more-or-less at release? Will markets be able to change hands (some market conditions suggest "yes", but personally I'm a bit doubtful it will happen)? We know small-scale changes to the Sector will be possible with Outposts, but what of medium-to-large scale changes... and not just creation but destruction as well?

What about granularity to factions? The Persean League's description suggests there's at least some minor in-fighting, ditto for the Independents. I doubt this will be represented in-game, but it would be nice to feel there's other smaller groups around the block instead of just you (what with the Independents and Pirates being non-granular blobs). And are the Ko Combine still planned to be a thing, or are they axed? Personally I'd like to see them as a separate faction, even if they're minor.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Lictuel on April 22, 2017, 12:59:53 AM
Not sure if this was posted already but there is a minor bug with distress calls:
When you get rescued you have the option of paying for the stuff you get, it was always 20k for me so far. If you select that option you pay 20 (not 20k) and get relation bonuses. That sounds like it can be cheesed really easily.
The flip side is that reacting to distress calls also only pays 1/1000th of what it should pay if you read the log.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on April 22, 2017, 01:05:10 AM
Oh my. Look at these new portraits.
There are seven in particular that are of special note.

I know who I'll be using for my first run.
It is every citizen's final duty to go into the tanks.
*kicks crew into the fuel tank*
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 22, 2017, 01:45:09 AM
I've only recently realised that once in a system where I have e.g. the location of a ship in my logs I can go to the log, click the black window saying "In-System" and then it will reveal the location on the system map.

For me that seems not really intuitive. Wouldn't it be easier to just add an according marker to the system map?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 22, 2017, 02:57:21 AM
Ok, this has happened four times already. It's so easy to undock with super-overfilled cargoholds/people  and then lose -40 cargo/day until you can IIIINCH yourself, milimeter by milimeter back to the station. There should be a flat out warning or a denial of undock if you're overfilled like, 100%+.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 22, 2017, 03:18:16 AM
Ok, this has happened four times already. It's so easy to undock with super-overfilled cargoholds/people  and then lose -40 cargo/day until you can IIIINCH yourself, milimeter by milimeter back to the station. There should be a flat out warning or a denial of undock if you're overfilled like, 100%+.
You can always throw stuff away. Also, in the lower left corner is cargo bar and it goes red when overfilling.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 22, 2017, 03:37:36 AM
Sure, but when you're switching between ships in your fleet, you sometimes just exit with 600 extra crew. I wouldn't exactly want to vent 500 crew for 20 meters to dock back (at 1m/s ) which would mean i'm going to lose -666 supplies/second. :P Lose-lose either way.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 22, 2017, 03:41:59 AM
There desperately needs to be a way to segregate officers between fighter and combat skills.  It's one thing to get stuck with a suboptimal roll for a combat skill, but fighter skills do stone nothing for most officers and getting a permanent dead level on one feels bad.  Prospective hires also seem prone to generating with these kind of frankenskills, which makes finding decent officers harder than it's meant to be.  Top of the head suggestion:  the game goes into some detail already about how fighter command and combat piloting are entirely different skillsets, so make them into two different kinds of officer.  Making traditional officers is pretty easy; they just roll picks from the same pool as 0.72 plus Power Grid Modulation.  Carrier commanders are a bit harder, since in addition to wanting fighter skills you could also make a reasonable argument for them wanting any of the skills on the previous list, especially now that the Mora means there is a carrier that cares a whole lot about guns.  I'm not sure exactly what to do for them yet.

Fighting the automated defenses on Domain wrecks gets tedious very quickly.  The fact that they behave differently than regular ships is initially interesting and helps emphasize that you aren't fighting against human crews who value their own survival over victory, but their simple behavior means there just isn't a whole lot going on when you fight them, and combined with the lack of risk for most of the encounters it feels more like a chore than gameplay.  I'm at level 20 on an exploration run and I'm already at the point where I will probably deal with them by turning the ship over to autopilot and going to get a drink or something.


EDIT:  also I will literally never remember to turn my transponder back on when I'm coming back from the black.  Is this a problem with other people or am I just an idiot?  If it's the former, it might be nice to have the game give you some sort of reminder that you're about to commit a minor crime.

I agree with those statements, either make them 2 different officer types or maybe increase the number of skills to choose from on skillups to minimize that problem.
The automated defenses were interesting at the beginning but after having cleared 3 systems in a row with 10+ probes/ships in each I'd also love to have the option for an automated fight.

As for the transponder, I also tend to forget to turn it on. Annoying, but where would you place the reminder? Within a inhabited system? Might be too late already when entering too close to a station/fleet and there are faction patrols in hyperspace as well. And when it triggers whenever you get close to a fleet it would get tedious really fast.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: borgrel on April 22, 2017, 03:45:19 AM
I just got a medusa named "Balor One-eye"

......... so which one of you read the golden torc series? Alex/David??
is Jack the Bodiless also available as a ship name??
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: DatonKallandor on April 22, 2017, 05:22:53 AM
--- In that regards, wouldn't it be recommended to have ships you freshly loot be 'mothballed'? I don't think anyone wants repairs to start up ASAP on salvaged, not-your-own-previously-owned ships.

I think mothballing reduces ship CR to 0, while someone with industry spec will get newly recovered ships starting at significant CR. If they were mothballed, they'd be throwing money away.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Nighteyes on April 22, 2017, 05:24:06 AM
Tutorial feedback

My friend who just bought this game for 0.8a experienced this early on in the tutorial that has caused him to basically fail the tutorial.

Quote
I guess I messed up, economically.
You do like, a starter quest... and it says you have to go salvage these ships.
So I go to salvage one of them.
It's total crap, so I go back to base to buy crew and supplies to heal it up.
That cleaned out all my money though.
But the quest didn't continue. I guess I have to salvage all the ships for the quest.
So I go salvage the rest of the ships.
Bring them back to base... maybe to sell or whatever.
But then the quest guy is like "yeah, we will upgrade and repair them for free for you"
"But you have to buy the crew"
So like... I wasn't supposed to use all my money for the first ship I salvage... the quest was going to give me free repairs, and let me just buy the crew.
Anyway, I can't beat the mission, so I am stuck there. So... I guess I gotta start the tutorial over.

Basically he didn't realize he needed to salvage all the ships and would get free repairs. So he wasted all of his supplies and money fixing up the first salvaged ship, only to find out that it would have been free and now he has nothing.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 05:55:54 AM
Quote
On one hand a third AI war seems inevitable at some point. On the other hand... it feels rehashed if it becomes the main plot point (assuming SS ever will have such a thing as "main plot points") unless it ends with something decisive (unlikely for a Sandbox game). Plus there are other plot threads to follow, and the tutorial mission kind of changes things by making the dead gates something people are still actively investigating, rather than "backstory for how the Sector went to *** and no one important cares anymore".
It feels like it could erupts into another world war, with or without DBZ-style escalation as done in some anime/manga with the world war plot.

Browsing through the game files reveals a flag for the Domain, which is like Hegemony's except it is blue and has a gold star instead of a phoenix.  I do not remember seeing the Domain before (aside from lore as precursors to Hegemony).  Looks like there is a possibility of seeing them in a future version, most likely as an endgame enemy.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Inventor Raccoon on April 22, 2017, 06:00:22 AM
Megas is right. There are actually two flags, one for the Domain and another for the Domain Explorarium. Both are below.

Spoiler
(http://i.imgur.com/odNkb1Y.png)
(http://i.imgur.com/Da3gd48.png)
[close]

These were not in the files previously. Aside from the flag of the [REDACTED] and Persean League, the file is the same except for those two.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cycerin on April 22, 2017, 06:03:14 AM
Really enjoying the game so far. :) One thing I've noticed is that if you set your destination to a jump point and then jump through it, you will still keep trying to go towards that jump point once you get out on the other side by default. Would be a good QoL feature to clear that once you go through or something, it's annoying those times you forget to do it.

I also think Transverse Jump should have a charge-up time, it's way too trivial to escape using it right now, makes Navigation a must-have. Navigation is back to being one of the absolute best skills in the game between that and the Sustained Burn bonus.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on April 22, 2017, 06:06:46 AM
Some things I found. May have been noted previously. May or may not be worth doing anything about.

Salvaged ships are not set to "mothballed" when recovered.
99% of the time I have to mothball ships when picking them up because I don't have the resources on hand to do anything about it.
And why would an only just recovered ship have any combat readiness anyway?

Restoring (D) variant ships is all or nothing.
Being allowed to pick and choose which garbage hullmods to fix would be p. helpful.
Eg: I don't care at all about glitched sensors on a dustbin Wolf, but I very much care about degraded engines.

Can no longer click on the <tab> map to set a course to an arbitrary destination, such as an asteroid or empty space.

The <tab> map defaults to "show data" when hold-clicking on a planet. Would be nicer if the default were "set course".

Making derelicts and debris more distinct on the scanner would be helpful.

The game seems FAR harder than previously due to the crippling lack of money, and having most avenues of making said money being out of reach without significant investment. Catch 22.
Procurement contracts seem to be entirely composed of 100+ unit requests which are not really useful for a starting player. Both with the space and the upfront cost of goods required.
System bounties seem to be much less frequent. And when they do appear there is seldom any pirate activity with which to claim said bounty.
Low level named bounties are now quite difficult to get to without a non-trivial investment in fuel and supplies as they all seem to appear in distant unmapped systems.
This essentially removes bounty hunting from the activities a new player will consider viable as a typical starter fleet has an effective range of ~3-5ly. Bounties appear at 10+ ly.
Suggest allowing any named bounty to spawn anywhere, but vastly skew the low-end bounties toward appearing in a "core" systems and larger ones in the wilds.

Even with several decent survey results pulling in nearly 60k I've had little ability to travel beyond the core systems to pursue bounties with a meaningful fleet. I could ditch my fleet and go forth with a couple of frigates, but what would be the point? I certainly couldn't take on a bounty with that.
So I've managed to get myself into a position where I am trapped in a system becasue I cannot afford fuel, and have no means of getting it elsewhere. I don't have enough crew to man my ships, and I have barely enough supplies to run them. Essentially game over.

I'll try a new start and stick to frigates and surveys, see if that helps.
Stars above how I LOATHE flying frigates.

[e]
Lumen are tedious.

Sabot are, once again, utterly underwhelming.
They don't hit hard enough to make a shielded ship back off unless it soaks the full shot.
But most of the shards miss anything smaller than a cruiser.
And now the 1st stage moves even slower than they used to, giving them a tiny range.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Clockwork Owl on April 22, 2017, 06:23:55 AM
Looks like there is a possibility of seeing them in a future version, most likely as an endgame enemy.

For derelicts, [REDACTED] fleets or codex use, I'd say...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 06:26:59 AM
I also think Transverse Jump should have a charge-up time, it's way too trivial to escape using it right now, makes Navigation a must-have. Navigation is back to being one of the absolute best skills in the game between that and the Sustained Burn bonus.
And worst of all, I cannot afford it with my planned character skills.

The worst skill for must-have may be Surveying.  If you want to explore planets to fill up your map, you must have it maxed.  I guess so far, the only relevant thing you get is datapads to sell.  I do not care about petty cash that I can get from grinding endgame fleets (and get rare ships and weapons in the process) or cheating in devmode to get.  I probably would get it just so that the map UI gets complete, and you must have max Surveying to do it.  Bringing specialized ships seems to bump it +25%, which is peanuts compared to +125% or more so many planets require to survey.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SafariJohn on April 22, 2017, 06:40:04 AM
So Alex/David, is the Sindrian Diktat part of the Persean League now? That's my take from their allied status.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 22, 2017, 06:46:22 AM
So Alex/David, is the Sindrian Diktat part of the Persean League now? That's my take from their allied status.

Doubt it. Andrada's ego won't let Sindria be second to Kazeron: he needs to be king of his own little playground. Kazeron on the other hand would likely be wary of letting a power like Sindria join and potentially usurp its status as "first amongst equals". Plus Sindria as a power is young and volatile (with at least two powerful rebel factions in its home system and a likely *** off Hegemony on its borders), the League would probably want to wait and see how things settle before they extend an invitation (that Andrada won't accept anyway).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Pimpio on April 22, 2017, 08:09:56 AM
At first I thought you were whining for nothing with officers fighter skills. Now my aggressive close combat officer wants only to learn fighter command skills. It makes the officer kind of useless for my fleet.

I'd also like that in the map screen default left click would always be 'goto' command. Not the information screen which is currently the default. The amount of wasted clicks is staggering.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 22, 2017, 08:49:07 AM
derelicts are ez pz

Spoiler
(https://i.imgur.com/5YJs9r5.png)
[close]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: David on April 22, 2017, 09:11:44 AM
I just got a medusa named "Balor One-eye"

......... so which one of you read the golden torc series? Alex/David??
is Jack the Bodiless also available as a ship name??

My line of reference for that is to the Fomorian hero in Dominions 4. In one game (which involved Alex, Stian, my brother, and a bunch of other devs) I was super lucky and got Balor (who is amazing- a magical giant with a death-beam eye) and then lost him in an extremely stupid battle versus independents and basically tanked my expansion.

*sigh* It was the worst. To recover from crushing invasions from my brother and Stian - who were on a team - I built an underwater fortress and ran an in-game kickstarter via twitter wherein I wrote propagandistic haikus and drew leader portraits to get other players to give me the gold and gems required to keep fighting and at least be annoying 'til the end of the game.

So that's why I put it in the ship names file.

Ahem, so it also connects to like Irish mythology and there's a whole lot going on there (https://en.wikipedia.org/wiki/Balor). You may notice some familiar names in the Hybrasil system after reading about the figures around Balor.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 22, 2017, 09:34:40 AM
So glad the REDACTED frigates had their speed lowered—they are so damn annoying to chase around. Shouldn't drones/REDACTED fight like a "Reckless" officer and not back off all the time?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Talkie Toaster on April 22, 2017, 09:36:03 AM
Has anyone else successfully pulled off a scan mission with the target 'in the heart of the X system'? Every one I've been on has had stuff near the star, but hasn't given me the option to scan it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Offensive_Name on April 22, 2017, 09:36:45 AM
Why the flares for the apogee? It has 360 degree shields so its not like a missile will sneak up its tailpipe, wouldn't a different system make more sense? Doesn't have to be something like sensor drones(though I'd love you if it was). Just something that effects it's engines or shields or something.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 22, 2017, 09:51:05 AM
Has anyone else successfully pulled off a scan mission with the target 'in the heart of the X system'? Every one I've been on has had stuff near the star, but hasn't given me the option to scan it.

That's a bit weird sometimes - "in the heart" just means within something like 5000 units from the center. Which for a small system can be the outskirts; I've got a todo item to adjust that.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 22, 2017, 09:57:33 AM
Anyone else feels that terran worlds are undervalued? You'd think they'd be precious given how much of the Sector's population lives in hive cities on barren rock and how food seems to be always in short supply but a terran planet with decent farmland and nothing else is a Class II survey.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 22, 2017, 09:59:42 AM
Why the flares for the apogee? It has 360 degree shields so its not like a missile will sneak up its tailpipe, wouldn't a different system make more sense? Doesn't have to be something like sensor drones(though I'd love you if it was). Just something that effects it's engines or shields or something.

Its shield is Frontal, so there is a point to the flares if you're caught with your shields down. Plus even if it were Omni you don't always want to eat a torpedo to your shields. And overall the Apogee was too good (still a bit too good I'd argue), it needed a nerf.

Speaking of drones, the Prometheus still uses PD drones for its system.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: borgrel on April 22, 2017, 10:01:36 AM
every "in the heart of [xxxx]" mission ive had so far i found the target in the sun's corona



the solar shielding has value now me thinks ......
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dwarfslayer on April 22, 2017, 10:07:47 AM
every "in the heart of [xxxx]" mission ive had so far i found the target in the sun's corona



the solar shielding has value now me thinks ......

try inside the event horizon of a black hole, i agree the dangerous terrain missions add some depth for the terrain and solar shielding as well  :P
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: stormbringer951 on April 22, 2017, 10:26:02 AM
I built an underwater fortress and ran an in-game kickstarter via twitter wherein I wrote propagandistic haikus and drew leader portraits to get other players to give me the gold and gems required to keep fighting and at least be annoying 'til the end of the game.

I'm going to need to try this if I ever get reduced to a rump state but not finished off. I think that only really happens for underwater-capable nations that get booted off the land though.

Also I'm now tempted to name my next overgunned ship "Rain of Stones"...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 10:26:47 AM
Some feedback on a few things while they are fresh in mind and not weeks or month later before full feedback post.

Atropos:  This is a disappointment now.  At 2 OP and only 1000 damage.  It is barely stronger than a Harpoon, but only half the range, and possibly an arming delay (to prevent point-blank strikes).  I thought maybe it is still significantly faster than the Harpoon.  After trying both Harpoon and Atropos, I noticed both have the same speed and flight path.  In other words, Atropos is just a Harpoon with a little more damage, half the range, and costs double OP.  It is not a strike weapon anymore, just an overpriced Harpoon substitute.  The Atropos in 0.72 was perfect, or maybe slightly underpowered for its cost, but the 0.8 version is too similar to Harpoon, and overall inferior for what the player pays for.  Harpoon is the better bargain.

Astral:  It got two more medium weapons on the right side, and best of all, a very powerful ship system.  Fighter recall combined with fighters-as-missiles, this is much like the unlimited Fast Missile Racks and infinite Salamander exploit that Venture and Doom used to kill everything offscreen.  However, unlike that exploit, fighters are much slower and the Astral is too big and slow to run from much of anything.  It was amusing giving Astral PD beams and six (Dagger) bomber wings.  After they unload their Atropos, recall them, vent, and repeat.  Rather evil against a variety of small targets.  Not much use against an Onslaught that can burn drive toward Astral and kill it fast.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 22, 2017, 10:47:24 AM
I agree that the Atropos should at least have 1250 damage (the flippin' Hammer has 1500) if it's going to keep the slower speed...

I feel this weapon was nerfed purely because the Trident bombers have them.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 10:52:17 AM
Not just Tridents.  Daggers use them now.  I have the feeling they were weakened for Daggers' sake.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 22, 2017, 10:53:09 AM
@Voyager I: Thanks for the feedback, made some notes. Re: officer types, as well.

EDIT:  also I will literally never remember to turn my transponder back on when I'm coming back from the black.  Is this a problem with other people or am I just an idiot?  If it's the former, it might be nice to have the game give you some sort of reminder that you're about to commit a minor crime.

Same here (though in later playtesting, I've gotten into the habit of triple-tapping "1" when I get to a jump-point leading to a populated system - 1 to jump, 2 more to activate the transponder). I have a todo item to add some sort of visual to the transponder being on, perhaps that'll help.



Final thoughts:  the background of the REDACTED and their surrounding lore, the overall atmosphere of the game, and Alex's views towards risk vs reward and encouraging the player to make ethically questionable decisions for a quick buck suggests that selling all your AI cores to the Tri-Tachyons is going to prove to be an extremely good idea in future versions of the game and I cannot wait to find out how right I am.

:-X


Not sure if this was posted already but there is a minor bug with distress calls:
When you get rescued you have the option of paying for the stuff you get, it was always 20k for me so far. If you select that option you pay 20 (not 20k) and get relation bonuses. That sounds like it can be cheesed really easily.
The flip side is that reacting to distress calls also only pays 1/1000th of what it should pay if you read the log.

Thank you! I believe this is due to a different locale having different formatting for numbers (i.e. 20,000 vs 20.000) but that still doesn't quite explain why it wouldn't work. Even so, should be fixed.



I've only recently realised that once in a system where I have e.g. the location of a ship in my logs I can go to the log, click the black window saying "In-System" and then it will reveal the location on the system map.

For me that seems not really intuitive. Wouldn't it be easier to just add an according marker to the system map?

If you mean that it's revealing the location of an entity you haven't yet discovered: that's a bug! Made a note.

Sure, but when you're switching between ships in your fleet, you sometimes just exit with 600 extra crew. I wouldn't exactly want to vent 500 crew for 20 meters to dock back (at 1m/s ) which would mean i'm going to lose -666 supplies/second. :P Lose-lose either way.

You *can* drop stuff off into cargo pods, which'll stick around for a while so you can get it back later. This includes crew.

Tutorial feedback

My friend who just bought this game for 0.8a experienced this early on in the tutorial that has caused him to basically fail the tutorial.
Spoiler
Quote
I guess I messed up, economically.
You do like, a starter quest... and it says you have to go salvage these ships.
So I go to salvage one of them.
It's total crap, so I go back to base to buy crew and supplies to heal it up.
That cleaned out all my money though.
But the quest didn't continue. I guess I have to salvage all the ships for the quest.
So I go salvage the rest of the ships.
Bring them back to base... maybe to sell or whatever.
But then the quest guy is like "yeah, we will upgrade and repair them for free for you"
"But you have to buy the crew"
So like... I wasn't supposed to use all my money for the first ship I salvage... the quest was going to give me free repairs, and let me just buy the crew.
Anyway, I can't beat the mission, so I am stuck there. So... I guess I gotta start the tutorial over.
[close]
Basically he didn't realize he needed to salvage all the ships and would get free repairs. So he wasted all of his supplies and money fixing up the first salvaged ship, only to find out that it would have been free and now he has nothing.

Hmm. Given that the tutorial asks you to quicksave, I think this is ... not ideal, but maybe alright?

I guess it could always be made a bit more clear, but different things are clear to different people, and putting the tutorial on strict rails is tricky given how much you can actually do.

Really enjoying the game so far. :) One thing I've noticed is that if you set your destination to a jump point and then jump through it, you will still keep trying to go towards that jump point once you get out on the other side by default. Would be a good QoL feature to clear that once you go through or something, it's annoying those times you forget to do it.

I also think Transverse Jump should have a charge-up time, it's way too trivial to escape using it right now, makes Navigation a must-have. Navigation is back to being one of the absolute best skills in the game between that and the Sustained Burn bonus.

Noted.


@Serentis: Thanks for your feedback!

This essentially removes bounty hunting from the activities a new player will consider viable as a typical starter fleet has an effective range of ~3-5ly. Bounties appear at 10+ ly.
...
I could ditch my fleet and go forth with a couple of frigates, but what would be the point? I certainly couldn't take on a bounty with that.

I would ditch the fleet, yes. You can definitely take on the early bounties with 3-4 frigates. I'm not sure what's going wrong for you, though - I've been able to even go on a salvage expedition right off the bat with the post-tutorial fleet, somewhere 20 LY distant or thereabouts. Keep in mind that when you do defeat a bounty fleet, you'll get some fuel etc so you don't *have* to have enough to get back when you set off.

So I've managed to get myself into a position where I am trapped in a system becasue I cannot afford fuel, and have no means of getting it elsewhere. I don't have enough crew to man my ships, and I have barely enough supplies to run them. Essentially game over.

Distress Call ability! Slot 10 by default.

Lumen are tedious.

Hotfix #2.


Why the flares for the apogee? It has 360 degree shields so its not like a missile will sneak up its tailpipe, wouldn't a different system make more sense? Doesn't have to be something like sensor drones(though I'd love you if it was). Just something that effects it's engines or shields or something.

Its shield is Frontal, so there is a point to the flares if you're caught with your shields down. Plus even if it were Omni you don't always want to eat a torpedo to your shields. And overall the Apogee was too good (still a bit too good I'd argue), it needed a nerf.

That just about covers it, yeah - those exact reasons.


I agree that the Atropos should at least have 1250 damage (the flippin' Hammer has 1500) if it's going to keep the slower speed...

I feel this weapon was nerfed purely because the Trident bombers have them.

More about the Daggers, but yeah. May make sense to reduce the OP cost, I'll take a look.

(It had 1250 damage at one point during testing, and it was *insane* on Daggers.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 22, 2017, 10:58:30 AM
Hold up do torps get affected by flares? And while we're at it, ECM?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 22, 2017, 10:59:22 AM
Ah, Daggers were swapped to have Hammers in earlier patch notes. I guess the complaint that having a super low-tech torpedo for a high-tech bomber was heard, heh...

Or maybe even 1500 damage Hammers were still too OP for Daggers. >_>
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 22, 2017, 11:04:29 AM
Hold up do torps get affected by flares? And while we're at it, ECM?

I noticed Reapers magically swerving away from ships for some reason so... maybe? They really shouldn't even have the capability to turn though, so bug?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 22, 2017, 11:09:19 AM
I've seen it too. 8 pirates vs my kite_A with 8 hammers, smash & cripple the first 7 then the last Cerberus is magically saved by my precision snipe (see: full helms, double engine boost mods & 0 flux ramming it in the face) because of, I guess, flares
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 11:12:15 AM
If Atropos evolves into elite Harpoon, such that a singleton will cost 1 OP, then the dual rack should cost 3 OP.  With Atropos being a Harpoon clone now, I rather pick Harpoon for more total damage for similar strike capability, plus more range or point-blank strike capability.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 11:26:00 AM
Another thing I remember:  Helmsmanship 3, 0-flux speed at 1% flux.
This not very practical.  Before, I could have shields up and flux-efficient weapons fire at fleeing ships.  Now, with limited skill points, the benefit seems too marginal for the cost.  25% from before may be excessive, but 1% is very limiting.  Maybe I can have the shield up before I make first contact, but as soon as something sneezes on it or the ship opens fire, the bonus is gone.

Overall, it probably is not the worst perk, but with the 42 point max budget, I will probably leave Helmsmanship at 2 (which I consider must-get for all of my characters since I like a faster-paced game).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 22, 2017, 11:27:46 AM
i'd rather Atropos are reverted back (mostly, they were a little too fast/maneuverable in 0.7.2) to being a high-tech alternative to Reapers, and Daggers and Tridents get something else instead. even if that something else is exactly the same as what they have now. i don't think basically removing one weapon that was in a decent spot just so fighters can have something that uses the same name and sprite is a good idea.

and on the topic of torpedos, i'd also still quite like to see some torpedo that isn't a pure HE strike weapon, whether those are also used on some fighter wing or 'just' for putting on ships. an unguided or very-poorly-guided missile with energy damage and/or EMP would be neat.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 11:32:28 AM
And maybe turn Daggers into a wing of four with Harpoons.  Tridents get a Harpoon rack.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 22, 2017, 11:48:34 AM
Hold up do torps get affected by flares? And while we're at it, ECM?

I noticed Reapers magically swerving away from ships for some reason so... maybe? They really shouldn't even have the capability to turn though, so bug?

Guided ones do. The Reaper probably hit something (engine-disabled fighter or just a disabled fighter, perhaps?) before it was in flight long enough to be "armed". Or could've been hit by enemy graviton beams.

Another thing I remember:  Helmsmanship 3, 0-flux speed at 1% flux.
This not very practical.  Before, I could have shields up and flux-efficient weapons fire at fleeing ships.  Now, with limited skill points, the benefit seems too marginal for the cost.  25% from before may be excessive, but 1% is very limiting.  Maybe I can have the shield up before I make first contact, but as soon as something sneezes on it or the ship opens fire, the bonus is gone.

Overall, it probably is not the worst perk, but with the 42 point max budget, I will probably leave Helmsmanship at 2 (which I consider must-get for all of my characters since I like a faster-paced game).

I think what you're describing is rather "as intended", though perhaps it might make sense to switch levels 2 and 3 for Helmsmanship.

i don't think basically removing one weapon that was in a decent spot just so fighters can have something that uses the same name and sprite is a good idea.

I really don't think they were in a decent spot, though. Definitely felt too strong for me.

Ah, Daggers were swapped to have Hammers in earlier patch notes. I guess the complaint that having a super low-tech torpedo for a high-tech bomber was heard, heh...

Or maybe even 1500 damage Hammers were still too OP for Daggers. >_>

It wasn't about the "feel" of it (though that's a valid point as well) as much as it was about effectiveness. Hammers missed too much.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 22, 2017, 12:00:44 PM
I really don't think they were in a decent spot, though. Definitely felt too strong for me.
with vanilla stats, i would agree. the Starsector+ mod changed them a bit, reducing speed to make them easier to dodge or shoot down, while keeping their 2500 damage. that felt pretty good, to me.

with only 1000 damage, they just aren't a reasonable Reaper-alternative anymore. more like Harpoon-alternative. not that i mind having the latter, but i still would like to also have the former in some way. Hammers are alright at the lower-end, but i feel also have a rather different focus than Reapers.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 22, 2017, 12:06:20 PM
with only 1000 damage, they just aren't a reasonable Reaper-alternative anymore. more like Harpoon-alternative. not that i mind having the latter, but i still would like to also have the former in some way. Hammers are alright at the lower-end, but i feel also have a rather different focus than Reapers.

That's fair. On reflection, my feeling is that a "reasonable Reaper alternative" that's guided is... well, not going to say it's impossible, but that's just a dicey premise to start from.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 22, 2017, 12:19:45 PM
Updated the javadoc.

http://fractalsoftworks.com/starfarer.api/index.html?overview-summary.html
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 22, 2017, 12:24:50 PM
On reflection, my feeling is that a "reasonable Reaper alternative" that's guided is... well, not going to say it's impossible, but that's just a dicey premise to start from.
hmm, yeah. how about something that's also unguided, but trades damage and durability for speed? better for hitting smaller/faster targets or exploiting short windows of opportunity, but 1. not quite as devastating when it hits, 2. still needs proper aiming, and 3. doesn't just dash right through mediocre PD screens.

Hammers are slightly faster than Reapers, but not to the point where that little advantage would justify their much lower damage. they're a Reaper alternative more in the sense of "use this when you don't have access to the good stuff".
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 22, 2017, 12:25:08 PM
A long time ago Atropos had 2000 damage and slow speed. It was considered underpowered then: I think it has a place as a Reaper-alternative by tweaking its mobility stats.

If the reason Hammers weren't used for Daggers was because they missed too much, then how about half-strength Reapers? Extra boom to compensate for lower accuracy. I don't mind if they aren't 100% accurate/reliable: it could add another layer to Daggers vs Tridents too. Do you want more potential damage, or more reliable damage?

(I just want Reaper bombers is all, really.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 22, 2017, 12:53:54 PM
with only 1000 damage, they just aren't a reasonable Reaper-alternative anymore. more like Harpoon-alternative. not that i mind having the latter, but i still would like to also have the former in some way. Hammers are alright at the lower-end, but i feel also have a rather different focus than Reapers.

That's fair. On reflection, my feeling is that a "reasonable Reaper alternative" that's guided is... well, not going to say it's impossible, but that's just a dicey premise to start from.

Maybe if it was a unique missile, mechanically, to not just be an alternative to the reaper but a foil? Costs a good chunk of flux to fire, has a charge-up time, uses energy damage (not worthless against shields, implies high tech, but still not a good investment wasted on hard flux so it still works like a missile use-case wise), has competitive-with-hammer damage and tracks and has high op cost for a single use weapon. Like a missile version of the railgun; an antimatter blaster downgraded slightly and strapped to the tip of a harpoon with its playload removed to make room for armor and a more powerful torpedo-like booster. It's easy to justify and works thematically. I think that's a niche counter to the reaper's "this ship is built around me" pure strike quality that could really use filling imo
It wouldn't interfere with the harpoon cause it has no staying capacity, the hammer beats it out on budget in multiple ways, like the reaper with the hammer it wouldn't pair well with the sabot because it needs to be charged ahead of time & the sabot is hit-or-miss and costing flux to use leaves the high-tech large-only kinetic missiles alone because it's not cost effective at penetrating shields. It would just compete with the reaper, only from the extreme other end of the design theory spectrum
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Abradolf Lincler on April 22, 2017, 01:13:26 PM
Why the flares for the apogee? It has 360 degree shields so its not like a missile will sneak up its tailpipe, wouldn't a different system make more sense? Doesn't have to be something like sensor drones(though I'd love you if it was). Just something that effects it's engines or shields or something.

Its shield is Frontal, so there is a point to the flares if you're caught with your shields down. Plus even if it were Omni you don't always want to eat a torpedo to your shields. And overall the Apogee was too good (still a bit too good I'd argue), it needed a nerf.

Speaking of drones, the Prometheus still uses PD drones for its system.

Tried out the tempest today, those active flares are actually pretty decent, so that's nice
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 22, 2017, 01:13:51 PM
Greetings
I just come out here to tell that its really great update and post some POSITIVE FEEDBACK.

Few things that I noticed:
>price for AI cores and planetary survey logs correlate with Stability of the planet/base you sell it
So Gamma core can be sold for 5k(0 stability) or 20k(10 stability)
Beta core from 15k to 60k, Class V planetary survey log from 75k to 300k.
Also surveying and scavenging is really great.
Only things that is bad is that you can not tell the risk or profitability of debris field.  But other stuff is really well done.

Some feedback.
-combat feel really slower,
-fighters are really strong and fun to use but I do not see sense in using other better/more costly types, Talons are great
-some burn speed do not make sense, Gemini for example have 8 burn but why?, mule or condor have 9 and they have similar combat speed, Gemini is also supposedly be better but its slower
No Vulture. Me sad.

Anyway some questions.
-can you find some abandoned habitats/space bases in unknown sectors - to make some sort of forward base for storing loot/fuel ships etc?
-can you find non marked bases/habitable planets with markets in the unknown?
-also is there some way to see the markets info, last time prices somewhere or I need to note it?

Anyway thanks for update, great job and great fun.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Abradolf Lincler on April 22, 2017, 02:07:35 PM
WHY DID YOU GIVE THE TALONS MISSILES!!!?!?!?!

(http://static.tvtropes.org/pmwiki/pub/images/300_rain_of_arrows1.jpg)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Wyvern on April 22, 2017, 02:14:25 PM
My suggestion for Atropos would be increased ammunition - give even the (non-fighter) single-shot version an internal magazine of three shots (albeit with a slow firing rate), and make the two-shot version more like the old harpoon pods: launching two missiles at a time from a magazine of six or maybe eight.  That would strongly differentiate the systems from harpoons, and give them a bit more value for their current OP costs.

And my suggestion for transponder re-activation: this really needs to go into the 'jump into system' dialog; you don't need to change the current options, just add a third one for "jump into system and turn transponder on" - and color it red; that way even if the player is just clicking through those, simply seeing that red line will serve as an immediate reminder.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 22, 2017, 02:20:21 PM
That second idea about the transponder is great, Wyvern. Numerous times I've taken a rep hit from patrols because I simply forgot to turn the transponder back on when jumping back into a system. >_<

From Wyvern: And my suggestion for transponder re-activation: this really needs to go into the 'jump into system' dialog; you don't need to change the current options, just add a third one for "jump into system and turn transponder on" - and color it red; that way even if the player is just clicking through those, simply seeing that red line will serve as an immediate reminder.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 22, 2017, 02:33:57 PM
And my suggestion for transponder re-activation: this really needs to go into the 'jump into system' dialog; you don't need to change the current options, just add a third one for "jump into system and turn transponder on" - and color it red; that way even if the player is just clicking through those, simply seeing that red line will serve as an immediate reminder.

Yeah, that sounds like a good idea.


I also think that Talons are a bit OP, probably better than some more expensive alternatives. Their swarming behavior makes it impossible for frigates to defend against them.



Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 22, 2017, 02:45:18 PM
trying to activate the Neutron Detector while out of Volatiles still deactivates Sustained Burn, even though nothing else happens. it probably shouldn't.


I also think that Talons are a bit OP, probably better than some more expensive alternatives. Their swarming behavior makes it impossible for frigates to defend against them.
agreed. i think they should either lose the Swarmers, or get some mini-Vulcan that doesn't have as high dps as the normal one.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 22, 2017, 02:59:05 PM
Something I noticed about the officer level system: In 0.7, it was so that you had to commit to a skill, putting just one or to points in it was ineffective. That's why one of the two upgrade options was always an already learned, but incomplete skill. Now spending single points does often make sense, but you still get these "incomplete" skills as a choice again and again, so you have to eventually take them. For example, I wanted +50% maneuverability from evasive action for my high-tech ship pilot, but he didn't need armor improvement form the same skill. Now it was offered so often that he eventually got it because at some point the alternatives were worse.

Maybe account for this new flexibility of meaningful skill point distribution with three choices instead of two, and only one of them influenced by already learned skills?


Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Abradolf Lincler on April 22, 2017, 03:11:28 PM
And my suggestion for transponder re-activation: this really needs to go into the 'jump into system' dialog; you don't need to change the current options, just add a third one for "jump into system and turn transponder on" - and color it red; that way even if the player is just clicking through those, simply seeing that red line will serve as an immediate reminder.

Yeah, that sounds like a good idea.


I also think that Talons are a bit OP, probably better than some more expensive alternatives. Their swarming behavior makes it impossible for frigates to defend against them.
Watching my tempests getting swarmed by them was horrifying.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 22, 2017, 03:28:24 PM
Talons are op, my mora does more damage with two talons than a broadsword warthog mix, even two kopeshes against a buffalo mk 2 are less effective than just two talons
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: FooF on April 22, 2017, 03:35:49 PM
Maybe account for this new flexibility of meaningful skill point distribution with three choices instead of two, and only one of them influenced by already learned skills?

This exact idea occurred to me, as well. +1.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 22, 2017, 03:38:58 PM
Maybe account for this new flexibility of meaningful skill point distribution with three choices instead of two, and only one of them influenced by already learned skills?
i think it needs more flexibility in general, yeah. 3 choices at the least, with 1 guaranteed to be a new one, and 1 guaranteed to be an already known one.

the old system already felt too inflexible to me, and the new system has both more skills and way more choice in how points can viably be distributed between them. plus there are now 3 skills that have literally zero benefit to a ship that doesn't have any fighters or drones. being offered even just 1 of those on an officer that you don't want to be piloting a carrier means it takes choice away entirely if there is only a single other choice. that could be a problem with more than 2 choices in total as well, but at least then the chance is a lot smaller.

it would also help if a choice that was not taken on one level isn't immediately offered again on the next level. that probably happens less often now due to the increased number of skills, but maybe the system should still try to prevent the same not-taken skill to pop up again for one or two levels.

Talons are op, my mora does more damage with two talons than a broadsword warthog mix, even two kopeshes against a buffalo mk 2 are less effective than just two talons
tbf, Buffalo MK.II have no shield at all, awful armor for a destroyer (despite what their codex description implies) and usually poor PD. it makes sense that tons of frag damage + a stream of light HE would be more effective against them than pretty much anything else.

i imagine you'll fare better with Broadsword + bomber combo than with Talon swarm against something like a Dominator or Aurora. :P
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 22, 2017, 03:53:02 PM
Maybe account for this new flexibility of meaningful skill point distribution with three choices instead of two, and only one of them influenced by already learned skills?

This exact idea occurred to me, as well. +1.

That would be great. Because currently I get something like that on my destroyer captain. Not good, not good at all.
http://i1116.photobucket.com/albums/k561/Sarissofoi/java%202017-04-23%2000-29-53-60.png

Anyway Mora is really hard to kill. Damper field always and just spawning fighters.
I think some of the fighters should be cheaper in OP or fly in bigger numbers  as Talons currently are best(because share number)

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 22, 2017, 04:02:42 PM
Apparently, one of the
Spoiler
domain probes defense drones
[close]
became a floating derelict. It mentioned a possiblity to be recoverable, but it wasn't an option later. I'm wondering if it should even be able to become a derelict ship floating off on its own.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 22, 2017, 04:24:53 PM
If you take the Swarmers away then the Talons are gonna be back to utter trash tier.

Remember, the Vulcans are badly nerfed by the 5% minimum armor change!

Yes, they are dangerous to frigates but you shouldn't be trying to fight a carrier (which are all at least destroyer-sized) + full compliment of fighters with a single frigate! Fighters are back boys, and if they swarm you, you dead. Don't let your past preconceptions futz with the here and now.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 22, 2017, 04:35:26 PM
If you take the Swarmers away then the Talons are gonna be back to utter trash tier.
hardly. they're still the only zero-OP fighters, aside from the Mining Pods.

and 5% minimum armor reduction is not a huge change for something that doesn't have a good amount of armor to begin with, namely other fighters, some of the more fragile frigates, and small civilian ships. Talons are supposed to be interceptors, aka good vs other fighters and bombers, not ship-killers.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 04:37:18 PM
I like to see officers get to pick skills like the player.  List all of the skills an officer can pick, then pick it.  No more pain, no more save-scumming (or firing officers if you cannot bring yourself to save-scum).

Another thing I remember:  Helmsmanship 3, 0-flux speed at 1% flux.
This not very practical.  Before, I could have shields up and flux-efficient weapons fire at fleeing ships.  Now, with limited skill points, the benefit seems too marginal for the cost.  25% from before may be excessive, but 1% is very limiting.  Maybe I can have the shield up before I make first contact, but as soon as something sneezes on it or the ship opens fire, the bonus is gone.

Overall, it probably is not the worst perk, but with the 42 point max budget, I will probably leave Helmsmanship at 2 (which I consider must-get for all of my characters since I like a faster-paced game).

I think what you're describing is rather "as intended", though perhaps it might make sense to switch levels 2 and 3 for Helmsmanship.
It would make sense, but it will hurt.  Either way, it still would not make 0-flux speed a 1% any less of a lemon, just an annoying near-dead level barely better than an aptitude increase or skill point tax.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 22, 2017, 04:40:44 PM
If you take the Swarmers away then the Talons are gonna be back to utter trash tier.
hardly. they're still the only zero-OP fighters, aside from the Mining Pods.

and 5% minimum armor reduction is not a huge change for something that doesn't have a good amount of armor to begin with, namely other fighters, some of the more fragile frigates, and small civilian ships. Talons are supposed to be interceptors, aka good vs other fighters and bombers, not ship-killers.

Personally I think that for most carrier the real cost is the slot, not the OP. Talons also die really easy - they really falter against intense fight or beams. I think its ok for carriers to have a good anti-frigate option, considering it is a slot that can't be used as a bomber.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 05:03:49 PM
One thing I noticed but did not mention earlier:  Avoid order no longer penetrates fog-of-war.  If such a marked ship disappears off the screen, you cannot find it on the map.  I am not sad to see that exploit gone; it was rather cheesy.  Definitely made solo fighting easier by making priority targets visible at all times as soon as you spotted them (then promptly Avoided as many as necessary).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Nighteyes on April 22, 2017, 05:10:57 PM
Quote
Tutorial feedback

My friend who just bought this game for 0.8a experienced this early on in the tutorial that has caused him to basically fail the tutorial.
Spoiler
Quote
I guess I messed up, economically.
You do like, a starter quest... and it says you have to go salvage these ships.
So I go to salvage one of them.
It's total crap, so I go back to base to buy crew and supplies to heal it up.
That cleaned out all my money though.
But the quest didn't continue. I guess I have to salvage all the ships for the quest.
So I go salvage the rest of the ships.
Bring them back to base... maybe to sell or whatever.
But then the quest guy is like "yeah, we will upgrade and repair them for free for you"
"But you have to buy the crew"
So like... I wasn't supposed to use all my money for the first ship I salvage... the quest was going to give me free repairs, and let me just buy the crew.
Anyway, I can't beat the mission, so I am stuck there. So... I guess I gotta start the tutorial over.
[close]
Basically he didn't realize he needed to salvage all the ships and would get free repairs. So he wasted all of his supplies and money fixing up the first salvaged ship, only to find out that it would have been free and now he has nothing.

Hmm. Given that the tutorial asks you to quicksave, I think this is ... not ideal, but maybe alright?

I guess it could always be made a bit more clear, but different things are clear to different people, and putting the tutorial on strict rails is tricky given how much you can actually do.

He mostly just wanted to rush through the tutorial because he didn't want to do it in the first place. So he probably wasn't reading everything so carefully and figured the game would hold his hand like most modern tutorials. You might want to consider a more hand-holdy tutorial if you are going to force everyone to do it because this kind of player will be prevalent. Or have more checks for a failed state that then recommend the player reload... or something? Basically, make a tutorial that people cannot fail.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 22, 2017, 05:12:18 PM
Restoring (D) variant ships is all or nothing.
Being allowed to pick and choose which garbage hullmods to fix would be p. helpful.
Eg: I don't care at all about glitched sensors on a dustbin Wolf, but I very much care about degraded engines.


So how DO you restore them? Haven't stumbled over that knowledge in game yet.

The game seems FAR harder than previously due to the crippling lack of money, and having most avenues of making said money being out of reach without significant investment. Catch 22.
Procurement contracts seem to be entirely composed of 100+ unit requests which are not really useful for a starting player. Both with the space and the upfront cost of goods required.
System bounties seem to be much less frequent. And when they do appear there is seldom any pirate activity with which to claim said bounty.
Low level named bounties are now quite difficult to get to without a non-trivial investment in fuel and supplies as they all seem to appear in distant unmapped systems.
This essentially removes bounty hunting from the activities a new player will consider viable as a typical starter fleet has an effective range of ~3-5ly. Bounties appear at 10+ ly.
Suggest allowing any named bounty to spawn anywhere, but vastly skew the low-end bounties toward appearing in a "core" systems and larger ones in the wilds.


I don't know about that. I feel a lot more comfortable not putting myself into a losing situation now than before. Dropping off the fleet at station and picking up 2-3 salvaging/cargo hauling ships, to do those 40-50-100 cargo transports from 2-3 LY away at roughly 15-25k each (out of which i get 10-15k) is quite resonable. Salvage a ship or two along the way and you even pay for your fuel and supply cost for running it, even going above. If nothing else, if you're based in an active combat system you'll always have a few salvage spots to grab 20-30 supplies so you don't starve yourself with one bad choice.

While before you literally survived on raw money from bounties and food shortages, since nothing else really brought in anything for you to subsist, right now, i can get into a tangle with an enemy fleet, lose a ship or two with D mods at worst, which i consider expendable (which in previous versions i didn't), and i'll get a decent amount of supplies back if i don't take too much armor/hull/crew damage with the remaining ships.

Sure, it makes the path to 'rawr perfect superfleet' longer, but i got myself in a position of 'hey, decent fleet, not the best but its usable' a lot faster, and i'm using a lot of ships i wasn't before. Feels a lot more natural and it's amazing how subtly crafted the experience is now.


Even with several decent survey results pulling in nearly 60k I've had little ability to travel beyond the core systems to pursue bounties with a meaningful fleet. I could ditch my fleet and go forth with a couple of frigates, but what would be the point? I certainly couldn't take on a bounty with that.
So I've managed to get myself into a position where I am trapped in a system becasue I cannot afford fuel, and have no means of getting it elsewhere. I don't have enough crew to man my ships, and I have barely enough supplies to run them. Essentially game over.


I don't know about you, but with a semidecent fleet, a cruiser, maybe two destroyers and some support, plus salvaging ships, i can run on a shoestring 10k budget buffer. The differences we're talking about probably stem from remote systems. I've made my living so far around the main civilised areas, where combat is plentiful, i've always got a system with general per-ship bounties up within 5 LY, and i can grab enough supplies/fuel off derelict ships/salvage fields. I'm surprised you're running out of fuel though, given any fleet drops fuel, and you don't use it in-system, i'm always dropping 30 fuel or so back at base. Fuel is actually a sellable commodity for me.



I'll try a new start and stick to frigates and surveys, see if that helps.
Stars above how I LOATHE flying frigates.


I haven't flew frigates-only after leaving tutorial. This literally has been the least 'hound vs the world, one at a time' experience i've ever had in SS. Destroyers and cruisers, even triple D's are often found, and they can be suited for combat easily. Almost right out of tutorial you get settled with a Hammerhead, which i still have as part of my main combat fleet right now. (2 hammers, 2 condors, 1 enforcer, 4kites and 1 eliminator for special occasions)

Sabot are, once again, utterly underwhelming.
They don't hit hard enough to make a shielded ship back off unless it soaks the full shot.
But most of the shards miss anything smaller than a cruiser.
And now the 1st stage moves even slower than they used to, giving them a tiny range.

Man, yeah, sabots are underwhelming. The 'range' it gets shown via the UI? Psht, it's almost like 500-600u. And it takes SO long for them the activate the second stage.


----------------------------

Now, moving to my own things, Sustained Burn is a primary means of transport, but it'd feel better if the 'stalling to charge' period would allow more sector movement, right now it's 10% or 20% or something. 50% would make the game feel more dynamic while not losing much. I also dislike how active sensor has a long 'stalling' debuff after you get the pings. Either let the pings later on in the animation/stalling or put the stalling period shorter. (also, can it please not turn off Sustained Burn, feels like so much of a downside for it, and even if you see ships around you, by the time you get sustained burn on again, you might as well not have done active scanning)

Inertia maintaining during travel is also something. If i dock/salvage field or such, when i leave it, i should have 0 inertia. I think this also applies to combat and it would be only natural for us to leave 'from a standstill' instead of blitzing away on the previous course. Also, the 'maneuvrability' of the fleet is about the same? Didn't see an improvement in flying a small fleet or a large fleet.

PS: Can the sector map icon for your location /not/ be a star? A circle or something, maybe a triangle, just not the same type of graphic as the rest of the stars around you.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 22, 2017, 05:23:21 PM
Restore is on the refit screen.  Some of the options that used to be there for years have (finally) changed.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on April 22, 2017, 05:59:41 PM

So how DO you restore them? Haven't stumbled over that knowledge in game yet.


At any dockyard where you can refit ships. There's a "Restore" button along with the Weapon Groups/Autofit/Strip/etc. options. Super expensive, and only really worth it for mega-rare ships.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 22, 2017, 06:00:22 PM
Well, that's not mentioned anywhere. Personally i thought it was more involved, getting some AI cores or something for them. Just throwing money at the problem.. eeh. Though what, broken weapon mounts don't get fixed?

Either way, there should be a bit more improvement on this system. It works as is, but given the depth of the D ships mechanic, it can be worked in further. Fixing specific damages, allowing damages to stack (2x defective engines like), repairing them maybe, cash per item, or some sort of exploratory/AI Core/mission thing, (the hegemony will fix selected ship up to prime condition upon doing X mission).

Though, Megas, in that case, i guess the discrepancy is solved, most of my ships have at least 2 damaged systems. That supply cost discount does stack up nicely for after-battle.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on April 22, 2017, 07:12:47 PM
Yeah, you could go mega-in-depth with the mechanics, but in reality you might end up with a super-intense procedure that no-one would ever be bothered to go through. It's an unneccessary complication, avoided by the statement of "Oh, you found a damaged ship that you can't repair back to its original condition? Send it to a professional shipyard and they'll fix it up good as new." The fact that it costs way more than just buying a new ship is circumstantial, and extremely realistic.

Being able to remove only certain D-mods for a reduced price feels a little bit cheaty, and also hugely impractical. You would never go to a repair shop with your car and say "Yeah, fix the broken windshield, but leave the tyres flat - I like 'em that way." Think about the looks you'd get.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: frag971 on April 22, 2017, 07:17:31 PM
I'm not going to read through 70 pages of comments so sorry if i repeat some stuff:

- I somehow managed to fail the tutorial. The hegemony fleet just killed me for no reason, nothing i could do. After a few tries the tutorial managed to trigger for some reason and i got the transponder button. Are the triggers actual areas in the map?

- I couldn't Restore D ships' penalty hullmods one by one, having to do all at once. Let me do one at a time please.

- Salvaging seems like a waste of time, i barely get anything worthwhile. Is it possible for salvage points to be a single event with the entire loot given at once?

- Is it possible to get the TLDR of patch notes?

- Readiness is still annoying to deal with. Any way to disable it or turn it to 9999?

- Clicking on anything on the map automatically goes into Show Info, i have to hold the mouse to Lay in a Course. Any way to swap those two around so it lays a corse by default?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 22, 2017, 07:22:52 PM
- Salvaging seems like a waste of time, i barely get anything worthwhile. Is it possible for salvage points to be a single event with the entire loot given at once?

I... want that as a mod. If the current meta is setup to be 3 salvages is the maximum profitable, one could potentially make a mod that makes one salvage rolls 3 at the same time, then destroys the debris? For those of us with Problems?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on April 22, 2017, 07:39:13 PM
Re: torpedoes on bomber wings. Just give Daggers and Tridents miniaturized versions of the respective weapons? If you can't shoehorn a decent ship-sized weapon and a sufficiently balanced bomber weapon into one, make 'em different!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 22, 2017, 08:24:20 PM

Being able to remove only certain D-mods for a reduced price feels a little bit cheaty, and also hugely impractical. You would never go to a repair shop with your car and say "Yeah, fix the broken windshield, but leave the tyres flat - I like 'em that way." Think about the looks you'd get.

It's a game. Perhaps i want the negatives of Structural damage on a shield ship to get the lowered cost of supplies needed to repair. Or maybe it'd be nice to have a sense of progression in repairing a ship? 'I don't have the money to fully repair it now, but i can get off the engine mod and see about the rest later.' Either way you slice it, given we get varied amount of D-mods as a standard on ships, don't know why we should not have the option of also removing them one by one. Plus, yeah, it gets /terribly/ expensive to get a 'brand new' cruiser in one fell swoop, or say nothing of a battleship.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Histidine on April 22, 2017, 09:07:12 PM
Talons aren't just good against frigates; I've seen a Condor with two wings of these handily defeat an SO Hammerhead-D (IIRC the sole D-mod was damaged engines) in close combat.

I also feel that the Atropos got overnerfed. It was ridiculously killy before, but halving a key stat is often an excessive move when balancing things. It also needs more differentiation from the Harpoon.
I'd raise the damage again and reduce its maneuverability. This sets clear roles for it and Harpoon: one general-purpose that can be used against large targets if needed, and one specialized for killing large ships (while still being more forgiving with the aiming than Reaper).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on April 22, 2017, 09:45:10 PM
Talons aren't just good against frigates; I've seen a Condor with two wings of these handily defeat an SO Hammerhead-D (IIRC the sole D-mod was damaged engines) in close combat.

I also feel that the Atropos got overnerfed. It was ridiculously killy before, but halving a key stat is often an excessive move when balancing things. It also needs more differentiation from the Harpoon.
I'd raise the damage again and reduce its maneuverability. This sets clear roles for it and Harpoon: one general-purpose that can be used against large targets if needed, and one specialized for killing large ships (while still being more forgiving with the aiming than Reaper).
Talons are the bane of all REDACTED ships.  All of them, high and low.  The swarms of Talons with their Swarmers can kill just about every variant, even some of the bigger ones.  A Drover, a pair of talons, and an escort frigate or two are all you need to explore the system.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 22, 2017, 09:51:51 PM
Talons aren't just good against frigates; I've seen a Condor with two wings of these handily defeat an SO Hammerhead-D (IIRC the sole D-mod was damaged engines) in close combat.

I also feel that the Atropos got overnerfed. It was ridiculously killy before, but halving a key stat is often an excessive move when balancing things. It also needs more differentiation from the Harpoon.
I'd raise the damage again and reduce its maneuverability. This sets clear roles for it and Harpoon: one general-purpose that can be used against large targets if needed, and one specialized for killing large ships (while still being more forgiving with the aiming than Reaper).
Talons are the bane of all REDACTED ships.  All of them, high and low.  The swarms of Talons with their Swarmers can kill just about every variant, even some of the bigger ones.  A Drover, a pair of talons, and an escort frigate or two are all you need to explore the system.
Sounds like you haven't faced a station yet then.
Speaking of which, do the Remnant battle stations respawn?
And I feel like they should have a fleet with them as no military would leave a station like that completely unguarded
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on April 22, 2017, 09:58:07 PM
Sounds like you haven't faced a station yet then.
Speaking of which, do the Remnant battle stations respawn?
And I feel like they should have a fleet with them as no military would leave a station like that completely unguarded
"Some of the larger ones" being the destroyer-sized ones. :) And yea, I still haven't found a station yet.  Annoying since I've practically searched every corner of the sector and I haven't found a single Red Beacon - just a lot of the less-impressive ones.

EDIT:
And as a completely random side note, Alex has 10k posts!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 22, 2017, 10:36:25 PM
Sounds like you haven't faced a station yet then.
Speaking of which, do the Remnant battle stations respawn?
And I feel like they should have a fleet with them as no military would leave a station like that completely unguarded
"Some of the larger ones" being the destroyer-sized ones. :) And yea, I still haven't found a station yet.  Annoying since I've practically searched every corner of the sector and I haven't found a single Red Beacon - just a lot of the less-impressive ones.

EDIT:
And as a completely random side note, Alex has 10k posts!
Dev mode (console is semi updated) and go into hyperspace. Then do Control D I think to disable sensors and be able to see ALL the becons. I had 9 in my small mixed sector.
Also, does the composition of the sector change how many Warning beacons there are?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on April 22, 2017, 10:40:37 PM
Dev mode (console is semi updated) and go into hyperspace. Then do Control D I think to disable sensors and be able to see ALL the becons. I had 9 in my small mixed sector.
Also, does the composition of the sector change how many Warning beacons there are?
Yea, saw that post about it a little while ago.  A bit meh to do that because this is still my first ever game from 0.8a release day. :/ Spoil the exploration a bit.

I think the sector age changes the type of stars and planets, so more Blue Giants and Volcanic worlds if it's younger, for example.  Not nessesarily the number of warning beacons.  Not sure if that's changed from when Alex did it, though.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on April 22, 2017, 10:52:39 PM
I'm not going to read through 70 pages of comments so sorry if i repeat some stuff:

- I somehow managed to fail the tutorial. The hegemony fleet just killed me for no reason, nothing i could do. After a few tries the tutorial managed to trigger for some reason and i got the transponder button. Are the triggers actual areas in the map?


You may not have noticed the prompts to do things just above your Ability bar. The tutorial asks you to "Press F5 to quicksave" several times, and only progresses once you do. The "triggers" for tutorial stages seem to be mixed - some locations reached, some actions by the player, etc.


- I couldn't Restore D ships' penalty hullmods one by one, having to do all at once. Let me do one at a time please.


Already had this discussion. It's a balancing act to stop the player from building a stupidly powerful fleet from practically nothing. That's also the reason that restoring ships is super-expensive.

Remember too, you don't have to restore D-mod ships, not by any means. They're still combat capable.


- Salvaging seems like a waste of time, i barely get anything worthwhile. Is it possible for salvage points to be a single event with the entire loot given at once?


Umm... Define "worthwhile"? Supplies, fuel and heavy machinery are incredibly useful, even more so in the current version where you need extra supplies in order to recover/repair/refit ships on the fly, machinery to reap better rewards more safely, and fuel to fly out to the outer systems without running dry. If you were hoping to be finding gems under every stone you turned, I think you misunderstood the point of salvaging.


- Readiness is still annoying to deal with. Any way to disable it or turn it to 9999?


I still don't get why so many people have such an issue with Combat Readiness.   :-\


- Clicking on anything on the map automatically goes into Show Info, i have to hold the mouse to Lay in a Course. Any way to swap those two around so it lays a corse by default?


I believe this has been discussed elsewhere, but I agree. "Lay in course" needs to be the initial option, because majority of the time the player clicks on a location, it's because they want to go there.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 22, 2017, 10:54:29 PM
Dev mode (console is semi updated) and go into hyperspace. Then do Control D I think to disable sensors and be able to see ALL the becons. I had 9 in my small mixed sector.
Also, does the composition of the sector change how many Warning beacons there are?
Yea, saw that post about it a little while ago.  A bit meh to do that because this is still my first ever game from 0.8a release day. :/ Spoil the exploration a bit.

I think the sector age changes the type of stars and planets, so more Blue Giants and Volcanic worlds if it's younger, for example.  Not nessesarily the number of warning beacons.  Not sure if that's changed from when Alex did it, though.
Well I was thinking of like how recent the AI war was
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 23, 2017, 02:19:19 AM
I get few contracts for a analyzing Probe that I can not find it at all.
I check all Point of Interests like stars, planets, moons, asteroids and other suspicious stuff but I can not find it. There is no hint all I get that its located in the star system.
I am supposed to fly all over star system and scan it or something?
Because its time wasting, boring, annoying and frustrating.
\Or there is no probe at all?
In current one I find few in the system but none was the right one.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Vind on April 23, 2017, 02:31:41 AM
For probes check all system planets and jump-points using active sensor bust on top of them. Check star close orbit too.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Harmful Mechanic on April 23, 2017, 02:36:15 AM
Logging on OS X: will now produce Contents/starsector.log, which gets overwritten with every game run

As best I can tell, this doesn't happen, and attempting to get log files the old way doesn't work either.

EDIT: It does work, it just wasn't showing up in Contents; it was inside the application package.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 23, 2017, 02:39:19 AM
For probes check all system planets and jump-points using active sensor bust on top of them. Check star close orbit too.
I did it and its not like I didn't find any probes. Few small ones and one big but none that fulfill the contract.
I think it could be related to that I take 2 probe contracts at once.
I now flying over darkness and use sensor but there is nothing and it just no  fun at all.
So I am asking if there is always probe for contract or sometimes there is none?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 23, 2017, 03:04:34 AM
Ok, more advice.

- We still need a way to remember which goods were last found in a certain station/planet. We have a nice planet view in the intel channel, we could also use it for 'last goods for sale at this station'. (while we're here, can we get a little icon attached to the planet to remember that it was 'that one with that named station'?)

- The Neutrino Detector is really cool as a gameplay element and useful in those 'i need to find ancient probes'/bounty target situations... however... it really should be a free/unskilled ability, and it really doesn't need the Volatiles cost. Maybe make it ignore planets/suns/bogus sigs with Volatiles or something like that, but the fact that you're scanning without Sustained Burn is enough of a pressure on resources and generally, it's a decent mechanic hidden behind the skill three which doesn't outright make stuff 'easier', like jumping out of gravity wells.

- Scavenging relics/Surveying planets. I really dislike the 'you must put skills in these things to be able to even do them'. I can do combat without any skill in any combat skills, even if it's harder and i'll take losses. Allow the same for scavenging/surveying. Get poorer results/accidents to ships/make my time be worth less than it would be if i had the skills. Don't just cut it off outright. (I can understand 'smashing' as a 'weaker' result, but for surveying?)

Especially if it's behind the Industry tree. I can understand if these are the first prongs to playing the game as a non-combat/industrialists/explorer, but even so, combat still is the core of the experience and with the limited points and how the game in the end is still a combat focused game, it'll do more to push people off them than into trying them.

I did it and its not like I didn't find any probes. Few small ones and one big but none that fulfill the contract.
I think it could be related to that I take 2 probe contracts at once.
I now flying over darkness and use sensor but there is nothing and it just no  fun at all.
So I am asking if there is always probe for contract or sometimes there is none?


It flags one of the probes in that system for the mission. You just need to find that specific one. The neutrino detector can help, and if not, check each solar body, haven't seen them spawn in 'empty' space. Survey ships /do/ spawn 'out there'.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 23, 2017, 04:18:13 AM
Quote
- Scavenging relics/Surveying planets. I really dislike the 'you must put skills in these things to be able to even do them'. I can do combat without any skill in any combat skills, even if it's harder and i'll take losses. Allow the same for scavenging/surveying. Get poorer results/accidents to ships/make my time be worth less than it would be if i had the skills. Don't just cut it off outright. (I can understand 'smashing' as a 'weaker' result, but for surveying?)

You can survey 0% hazard rating planets with no skill. Those are fairly uncommon but also easy to identify at a glance so you can go around looking for them.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on April 23, 2017, 04:22:20 AM
Adding market stability to the information available in the planet info and intel screens would be helpful now things depend on this. Even if it's just a "it was like this when you saw it last" snapshot of a thing.
Hunting around for a stable enough market to warrant selling some things is quite dull.

Scavenging relics/Surveying planets. I really dislike the 'you must put skills in these things to be able to even do them'.
This.
I can guarantee you the first 6 skill points I will set are 3x industry and 3x surveying. Every single game.
Salvaging has the same issue, but is less noticable and has less pressure due to the dearth of "difficult" wrecks in easy reach.
This is even less of a choice now all the combat and OP related skills have been nerfed into almost irrelevance.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 05:13:46 AM
Adding market stability to the information available in the planet info and intel screens would be helpful now things depend on this. Even if it's just a "it was like this when you saw it last" snapshot of a thing.
Hunting around for a stable enough market to warrant selling some things is quite dull.
i'd like to see something like that as well.

currently, clicking on a market in the planet/system info shows the planetary conditions that are relevant for surveying (and in the future, outpost building). but for inhabited markets, they're entirely irrelevant. nice fluff, like the various planet description texts, but not something that needs to be shown in a place that's supposed to allow quick and easy access to important info.

even without showing current stability and temporary events, the survey related planetary condition icons could easily be replaced with permanent market conditions. being able to check which market is a freeport or where i'm likely to get a decent price for a specific good (through production/consumption market conditions) could be quite useful. like so:

(http://i.imgur.com/xJwLNEw.jpg)

(http://i.imgur.com/R0iOECV.jpg)

temporary events could also be shown either as how they were on the last visit, or when there's a sector-wide intel update on a food shortage or some such. these update messages could include an update for current stability as well (just as updating the stability shown in market info, if it's shown at all, not as part of the intel message text).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 05:20:08 AM
I agree with Cosmitz 100% with Surveying.  Currently, I am traveling with at least six unspent skills so I can survey a planet, then reload the game.  I do not care much about the cash now.  I just want to grow in power so I can kill things later.

One more quick comment on Helmsmanship skill.  I value the level 3 perk the least.  Level 1 perk is just as mandatory as the level 2 perk.  I dislike driving slow-as-molasses ships, and Helmsmanship alieves that suffering.  Same thing with Evasive Maneuvers 1.  I will take that perk - always.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 23, 2017, 06:27:11 AM
Quote
- Scavenging relics/Surveying planets. I really dislike the 'you must put skills in these things to be able to even do them'. I can do combat without any skill in any combat skills, even if it's harder and i'll take losses. Allow the same for scavenging/surveying. Get poorer results/accidents to ships/make my time be worth less than it would be if i had the skills. Don't just cut it off outright. (I can understand 'smashing' as a 'weaker' result, but for surveying?)

You can survey 0% hazard rating planets with no skill. Those are fairly uncommon but also easy to identify at a glance so you can go around looking for them.
I kind of disagree on the matter. If alex's intention is to have different play styles, it's not like being a salvager/surveyor is required for bounty hunting and what not. Seems neater to me to make the player choose between how they want to play.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 06:32:43 AM
I experimented with Converted Hangar hullmod more in the Missions, and it seems better than I thought (partly because old Missile Specialization is gone).  It is really nice for even a destroyer to bring a wing of interceptors to pick off weakened ships, especially during pursuit, despite slower redeployment.  I tried a wing of Wasps on a Medusa and it felt good.  It was very tight on OP, such that the +10% OP perk may be mandatory for that option.

I have a feeling Converted Hangar can be a power hullmod.  Just need to get stronger and more loot in the campaign first.  A good wing of interceptors is the best regenerating missile in the game.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 07:04:04 AM
I can do combat without any skill in any combat skills, even if it's harder and i'll take losses. Allow the same for scavenging/surveying. Get poorer results/accidents to ships/make my time be worth less than it would be if i had the skills. Don't just cut it off outright.
i don't think turning salvage and especially survey skills into "you can do it, but you may not be able to do it well" would be a good idea, for the reasons Alex explained in the blog post (http://fractalsoftworks.com/2016/06/09/planetary-surveys/). it would encourage the player to either tediously surveying the same planets multiple times at multiple stages in the game (if the player gets higher survey skill at some point, and the game allows re-surveying to improve previous results) or not doing any surveying at all until late-game in order to not 'waste' planets (if the player is thinking about maybe getting the skill at some point, and the game doesn't allow improving previous results).

but i do think the current system is a too strict in how much impact the skill has. imo, something like maybe 20% to 30% of all planets should be surveyable without any investment in the skill. the skill could still unlock a large amount of additional (and generally more valuable) planets, as well as the hullmod and ability bonuses.

and i think the difference in survey data value is too extreme as well. yeah, it feels awesome to find level-IV data during the early game. so much money, yay! but it also makes profit (or lack thereof) extremely RNG-reliant. getting lucky and finding a couple level-IV or even a level-V trivializes large parts of early game progression. and investing a bunch of money and skill points into getting your fleet ready for lots of surveying, and then getting unlucky, can feel rather frustrating -- especially during a stage of the game where buying Supplies, Heavy Machinery, Crew and maybe a couple related civilian ships can very quickly drain a player's entire bank.

some RNG in results is obviously very much a good thing, it does feel nice to get a lucky find every now and then. i just think the difference between getting lucky and getting unlucky is currently too extreme.


on a somewhat related not, i feel the difference in how much credits the various factions pay for AI cores is too extreme as well, especially since the reputation gain seems pretty low in general (for gamma-level cores, anyway). a tiny bit more reputation from Hegemony doesn't justify getting only 10k credits for what you could turn into 30k at Tri-Tachyon. 20k difference for a single core is massive in early-game, so much so that taking a Hegemony commission early on seems like a terrible idea if the player wants to do some exploring.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Toxcity on April 23, 2017, 07:14:11 AM
Don't be afraid to blow stuff up to get some salvage. You obviously won't get as good a haul as salvaging, but you will still get similar loot. I blew up a station and got a great deal of organics and volatiles in addition to the usual stuff. The only thing sort of exclusive to an industry player is planet data, which can still be found exploring.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 08:04:34 AM
I can do combat without any skill in any combat skills, even if it's harder
and i think the difference in survey data value is too extreme as well. yeah, it feels awesome to find level-IV data during the early game. so much money, yay! but it also makes profit (or lack thereof) extremely RNG-reliant. getting lucky and finding a couple level-IV or even a level-V trivializes large parts of early game progression. and investing a bunch of money and skill points into getting your fleet ready for lots of surveying, and then getting unlucky, can feel rather frustrating -- especially during a stage of the game where buying Supplies, Heavy Machinery, Crew and maybe a couple related civilian ships can very quickly drain a player's entire bank.
I have a lucky class V planet a short distance away from the tutorial system (found it with my first bounty fleet), but I need to max Surveying to get that easy one-time six-figure payday.  I cannot bring myself to sink six points into Surveying when I want my max combat speed, vents, and shot range NOW!  There are few Industry skills I like to get eventually (like Safety Procedures 2 and maybe 3 and a few others that enable Industry-style combat), but those will wait.  I do not like sacrificing skills for a short term one-time payday.  That is what I mean by "crutch cash skill".  I will grind for the cash the slow way so I can have more skills for combat later.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 23, 2017, 08:48:01 AM
Is there any other way to reduce fuel consumption other than navigation lvl 2?

I've got a prometheus with me but my fleet is eating up about 110 fuel per day which is really discouraging me from venturing to the edges of the map.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 23, 2017, 08:56:53 AM
110 fuel? Are you using Ox tugs? They burn a HELL of a lot.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Igncom1 on April 23, 2017, 09:01:14 AM
How do I download the hotfix?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 23, 2017, 09:04:38 AM
Redownload the entire game installer from the main site.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 23, 2017, 09:04:49 AM
Question. With the neutrino scanner, do low emission things always end up being stuff, or can they be false positives?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 09:06:27 AM
game says lots of false positives
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 23, 2017, 09:09:08 AM
False positives are about 2-3 per map, and you can kind of notice which they are since they never 'change' position, nor get closer/further. I think there's some trickery and art to it, how they respond to buzzing, how they're constantly buzzing in and out while other stuff is more intermittent.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 23, 2017, 09:12:37 AM
Question. With the neutrino scanner, do low emission things always end up being stuff, or can they be false positives?

"Low-emission" means the pings will be intermittent rather than regular.


Re: surveying - how it works now is entirely placeholder in terms of rewards. Ultimately the idea is that the main reward for surveying is finding a planet to *use*, with lower survey skill limiting your pool of available planets.

Survey data may go away entirely, or it may take on a different form. It's just there now so there's a reason to do surveying. It sounds like it could use a bit of a nerf in value for the .1 release.

I fully recognize that "spend skill points to get more money" is not a good idea in the long term, since you can always get more money in other ways, but not more skill points. Just wanted to do *something* to keep surveying in the game. With a reduction in survey value, perhaps it'll be in a slightly better (but still temporary) place - worth a few points that you won't miss *too* much if you've already gone into industry, but not so much that it could be the reason for getting industry in the first place.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 23, 2017, 09:17:29 AM
Question. With the neutrino scanner, do low emission things always end up being stuff, or can they be false positives?

"Low-emission" means the pings will be intermittent rather than regular.


I ask, because I'm in a system with intermitten pings, but they go way off the system map. I'm wondering if it's actually something I should look for, or not bother.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 23, 2017, 09:18:40 AM
If it goes way off the system map, it's got to be a false positive.

Haven't gotten around to hiding anything there (yet?).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 09:22:32 AM
If it goes way off the system map, it's got to be a false positive.

Haven't gotten around to hiding anything there (yet?).

Unless it's...
Spoiler
THE KSP KRAKEN
[close]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 23, 2017, 09:29:12 AM
Question: Is there any point in repeating distress calls? Can a distress call stay unanswered?


e/ And is it possible this is related to how much fuel you have left? I send a distress call with 50 fuel left (1000+ capacity) and nothing happened for weeks now.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 23, 2017, 09:30:38 AM
Random idea for eventual replacement of survey data: missions that task you with finding a planet that matches specific criteria, e.g. "find a planet that's not extremely cold or extremely hot and has rich ores or better". It would have the player use their knowledge about what kind of planets have what conditions to narrow down the search and I think it'd be more interesting than surveying everything in sight hoping for a good roll.

Maybe they could be long-term bounties instead of missions, so that you don't have to commit to finding a needle in a haystack within a time limit or face a penalty... just keep an eye out for it.

As for balancing: the worst offenders right now, IMO, are planets near blue supergiants. They're almost all Class IV and V because of their massive ore deposits. Once you have enough resources and surveying 3 it's very easy to make a quick hop around a few blue supergiant systems and come back with millions' worth of data. (Maybe really dangerous conditions should have bigger negative impact on the planet's data class - ultrarich ore deposits are great and all but 24/7 firestorms and earthquakes would make exploiting them awkward)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 23, 2017, 09:35:13 AM
Can someone tell me why do these ships have different OP?

https://snag.gy/T8p06P.jpg

https://snag.gy/20wkMi.jpg

The one at 104 has glitched sensor array and compromised hull and also a more 'damaged' texture.

The one at 93 has degraded engines, faulty powergrid and compromised armor, and the 'healthy' texture.

None of the mods mention OP. Same character, no skill changes inbetween, just took one screenshot after another.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dragon239 on April 23, 2017, 09:36:45 AM
Wait, does the sun type actually matter for the average survey data levels you can expect from the planets in its system, as well as the actual planet types?

The most I've noticed is that Volcanic planets are seemingly always about class 4 because of tons of ore and rare ore, but I haven't been paying a great deal of attention to it all.
I tried one time to see if I could find any patterns, and I noted an orange star's (I think it was) description mentioned habitable planets being extra common BUT (if I recall correctly) I didn't notice anything particularly good around the 2 Orange Stars I checked - but then I only checked like two, so not worth much.
Need more data.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 23, 2017, 09:39:40 AM
Well I'm not sure if volcanic planets around blue supergiants have more ore than volcanic planets elsewhere (it sure feels like it, but I don't keep records to know) but blue supergiants have tons of volcanic planets.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 23, 2017, 09:43:55 AM
110 fuel? Are you using Ox tugs? They burn a HELL of a lot.

No tugs, the prometheus 2 atlas, 1 legion make up the bulk of that consumption (90 of the 110).
It is a bit irritating that the ship info lists fuel consumption per ly but but the info on the lower left side displays twice that value (as that is fuel/day and you make 2 ly per day)....

While running around with those ships ain't cheap, I earn enough to afford it. The real pain is that there are not that many markets selling 4k+ of fuel.

So I was hoping I've been missing out on a ship module or so to further reduce the consumption. After all you you can reduce supply use by 50% but fuel use only by 25%.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 09:46:12 AM
Survey data may go away entirely, or it may take on a different form. It's just there now so there's a reason to do surveying.
just wanna mention that i really appreciate the placeholder being there. even with outposts, surveying is a fun new thing to do, and it'd be a shame if there was no actual reason to ever do it or use any of the related skill, ability, hullmod, etc for the next year+. the visuals and sound effects of discovering planetary conditions through a full survey are also really satisfying. :]


Can someone tell me why do these ships have different OP?
one of them is a normal Hammerhead that got some d-mods pasted on when it was recovered, the other is a (D)-specific Hammerhead variant, mostly used by pirates. if you look closely, the sprites are a bit different.

it does seem rather confusing though. i still think the two versions shouldn't share the exact same (D) designation in their names, even if they use the same d-hullmods.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on April 23, 2017, 09:47:36 AM
After all you you can reduce supply use by 50% but fuel use only by 25%.

For supply it's maintenance only, recovery costs remain full. For fuel it's 25% of the only way to use it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 09:48:31 AM
Well I'm not sure if volcanic planets around blue supergiants have more ore than volcanic planets elsewhere (it sure feels like it, but I don't keep records to know) but blue supergiants have tons of volcanic planets.

Blue giants are definitionally young stars, which means their planets are younger, less likely to have had time for their metal core to be covered up by sediment
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 23, 2017, 09:56:00 AM
it does seem rather confusing though. i still think the two versions shouldn't share the exact same (D) designation in their names, even if they use the same d-hullmods.

Yeah, that was it, but still, the one with the BETTER/pristing texture is the /worse/ one. The more messed up one is the one with 100+OP. I think the issue at core is that some are (D) damaged, others probably should be/are (P)/pirate/hulks of junkier than normal ships. Kind of like the Brawler has a (TT) version and a few ships the Luddic Path versions.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 23, 2017, 10:03:44 AM
The issue is that some D skin changes are done directly to the skin, and not through D-mods. If this is going to remain then yeah they should probably be distinct from battle-damaged ships.

Or perhaps D skins should be completely replaced with the dynamic D-mod system, although that can be dicey when designing variants for NPC (and inexperienced player) use. Then there's the issue of non-D damaged skins like Pirates and Pathers...

Probably easier for it to remain as it is but make dynamic D-modded ships distinct from D-skins.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 10:04:46 AM
i have to say, i don't like the Drover's overall design. :/


it is however certainly effective at what it does; 2 bays + Reserve Deployment can put out some serious firepower for a destroyer. and the decent speed makes it a lot better suited to be used as flagship, compared to Condor.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 23, 2017, 10:08:54 AM
David said he was determined not a draw another brick when designing the Mora. Then we got the Drover and, possibly the most brick-like ship of all, the Colossus. :D (Seriously though, when I first saw the Colossus in the Codex I thought it was a bugged low-res sprite.)

Speaking of off-centre weapon mounts, one of the Astral's small turrets (2nd from the top on the left) isn't aligned with the mounting.

As for the Drover's PD coverage, could just angle the small ballistics so they provide full coverage.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 23, 2017, 10:13:22 AM
Question: Is there any point in repeating distress calls? Can a distress call stay unanswered?

e/ And is it possible this is related to how much fuel you have left? I send a distress call with 50 fuel left (1000+ capacity) and nothing happened for weeks now.

The first couple of times you use it you always get an answer. Fuel doesn't factor into whether it's answered, but does factor into the reaction of a rescue fleet. No point in repeating within... 20 days, iirc?

There's also always the "scuttle stuff, dump crew and cargo into pods, stabilize 'em, and strike for the core worlds" option.

Random idea for eventual replacement of survey data: missions that task you with finding a planet that matches specific criteria, e.g. "find a planet that's not extremely cold or extremely hot and has rich ores or better". It would have the player use their knowledge about what kind of planets have what conditions to narrow down the search and I think it'd be more interesting than surveying everything in sight hoping for a good roll.

Yeah, I like that. Was thinking about something similar, actually! Just didn't have time to flesh it out like that. And with stuff around this possibly changing...

(Seriously though, when I first saw the Colossus in the Codex I thought it was a bugged low-res sprite.)

Heresy! I love that sprite.

Speaking of off-centre weapon mounts, one of the Astral's small turrets (2nd from the top on the left) isn't aligned with the mounting.

Thank you, fixed that up. Nudged the left small missile slot on the Drover one pixel to the right, too.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 23, 2017, 10:18:41 AM
(Seriously though, when I first saw the Colossus in the Codex I thought it was a bugged low-res sprite.)

Heresy! I love that sprite.

 :-[ Wait, I'm not a heretic! I do like the sprite. The rectangular patches and it's relatively ungreebled surface made me think it was made of blobs of pixels for a second.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 23, 2017, 10:19:47 AM
Alright, we'll let it pass this time - but I'll be watching you, citizen.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 10:21:05 AM
David said he was determined not a draw another brick when designing the Mora. Then we got the Drover and, possibly the most brick-like ship of all, the Colossus. :D (Seriously though, when I first saw the Colossus in the Codex I thought it was a bugged low-res sprite.).

Oh my god I'm not the only one! I found a Colossus abandoned in a redacted & I actually minimized my game to make sure I didn't have any mods installed yet lol
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 23, 2017, 10:24:41 AM
Re: surveying - how it works now is entirely placeholder in terms of rewards. Ultimately the idea is that the main reward for surveying is finding a planet to *use*, with lower survey skill limiting your pool of available planets.

Survey data may go away entirely, or it may take on a different form. It's just there now so there's a reason to do surveying. It sounds like it could use a bit of a nerf in value for the .1 release.
I knew that there was mechanical reason for all these modifiers! If that wasn't obvious anyway... Please make outposts (when they happen) end-game money/resource sinks. Along with multi-fleet control and all that...
Re: metal boxes: It may be just me, but Colossus feels the most un-Starsector-ish from all... Actually it's the only ship (besides drover) that feels as if it was from a mod.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 23, 2017, 10:29:42 AM
Despite being a brick I think the Drover fits the existing art pretty well (although what's with the green flight deck lighting? Yellow/white is pretty standard, red gives off a low-tech/battlestations feel... what's green supposed to make the deck crew feel?), and the Colossus only stands out because it's a lot less greebly than existing ships (which is what David's moving towards).

Personally I think the ship that seems most at-odds with existing art is the Khopesh. It looks a bit, I dunno... cartoonish. Also the Legion's paintjob's a bit pale (almost pinkish), doesn't really complement the Onslaught that well.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 10:34:22 AM
I like the drover, personally, it feels appropriately off-kilter looking for it's odd function, but the collosus, while not bad looking, looks like it fits into a metelson fleet more than a domain one.
Which isn't that bad of a thing, metelson is one of the few vanilla friendly mods imo, it just doesn't look like any of the vanilla factions made it lol
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 10:36:42 AM
(Seriously though, when I first saw the Colossus in the Codex I thought it was a bugged low-res sprite.)
i was actually thinking the same... <_<

on closer inspection, the details look alright, and i quite like the shape -- a massive brick, to be sure, but an interesting brick. but at first glance, it looks very blocky and flat. and the color and style of what looks to be heavy armor plating doesn't match other vanilla ships, nor does the ship actually have high armor/hull stats, even for a non-combat ship. it has only about as much durability as a Tarsus.

i love that we finally have a cruiser sized freighter in vanilla now though, and even more so that it doesn't suffer from the usual civilian sensor penalties! :]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 23, 2017, 10:41:20 AM
(Seriously though, when I first saw the Colossus in the Codex I thought it was a bugged low-res sprite.)
i was actually thinking the same... <_<

on closer inspection, the details look alright, and i quite like the shape -- a massive brick, to be sure, but an interesting brick. but at first glance, it looks very blocky and flat. and the color and style of what looks to be heavy armor plating doesn't match other vanilla ships, nor does the ship actually have high armor/hull stats, even for a non-combat ship. it has only about as much durability as a Tarsus.

i love that we finally have a cruiser sized freighter in vanilla now though, and even more so that it doesn't suffer from the usual civilian sensor penalties! :]

Inb4 patch notes: fixed bug where the Colossus-class heavy freighter did not have the "Civilian-grade hull" hullmod.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 10:41:54 AM
Inb4 patch notes: fixed bug where the Colossus-class heavy freighter did not have the "Civilian-grade hull" hullmod.
i was already a bit scared to mention it. xD
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ahrenjb on April 23, 2017, 11:31:06 AM
So I'm well into a fresh vanilla campaign in the new version now. Level 19, 4 officers levels 5-10, and a small but tough little fleet built around destroyer class vessels.

So far, really loving this release. All the new content (that I've encountered so far) is great, it's nice to see the sector "blooming" into a real living world. Tankers and freighters are almost mandatory for most fleets now, which is great. The new ships that I've used are all interesting and balanced. Seriously, the fact that it's as hard as it is to choose between Condors, Drovers, and Gemini's is a good sign. All depends on how you want to set up the rest of your fleet to fit the individual capabilities of each, etc.

I was skeptical about the new fighter mechanics when I read the patch notes, but withheld judgement until I could actually try it myself. I'm totally convinced now it was a move in the right direction. Early game, light salvage and small bounties were my bread and butter. Right now, survey and sensor missions have been the best way for me to make a living. As I build relationships and funds, I'm going to transition to a more combat oriented fleet and start looking for fights.

As for the art, it's definitely apparent that Davids art style has developed over the years. That said, nothing feels out of place. The old repair gantry sprite was one of the few that felt like it didn't fit, and even that's been replaced now. It's developing into a gorgeous, but still "cute" game.

I'll probably post some final impressions once this campaign has run its course and I'm fairly confident I've rooted out all the new content.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hazard on April 23, 2017, 11:34:13 AM
Gotta love the new portraits, excellent job. I especially like the pirate-style red helmet with a cracked visor and skull painted on top, and the red and white version of the topmost full face helmet with only nose visible.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 23, 2017, 11:35:15 AM
There seems to be a display bug for the salvage rig:

Crew complement: 20/20
Maximum crew: 2
Skeleton crew required: 20
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 11:36:11 AM
There seems to be a display bug for the salvage rig:

Crew complement: 20/20
Maximum crew: 2
Skeleton crew required: 20


Iirc that's correct, salvage rig isn't self-sustainable
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 23, 2017, 11:41:46 AM
Irl that's correct, salvage rig isn't self-sustainable

In that case ignore my post.  ::)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 11:50:32 AM
Irl that's correct, salvage rig isn't self-sustainable

In that case ignore my post.  ::)
No that's okay, it's the only ship that's like that and I really think there should be more to justify shuttles
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 23, 2017, 11:59:07 AM
There's also always the "scuttle stuff, dump crew and cargo into pods, stabilize 'em, and strike for the core worlds" option.

That doesn't work out, unfortunately:

(http://i.imgur.com/jgI3C5O.png)

the supplies that scuttling my ships brought me are not enough to stabilize the ships' cargo (only the valuable parts btw).  I can barely stabilize the crew (cost 45), but then I don't have enough to get home. So, this could need some re-balancing, I think. Uh, is there any point in going back for un-stabilized pods?

I really wish there were other options, like leaving intact ships behind or converting other cargo into supplies/fuel.


Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 23, 2017, 12:11:25 PM
Unstabilised work well enough for enough time if you don't have to go system to system. In-system it works well enough, like after a fight or such. But yeah, stabilising takes a load of supplies. I'd rather it use token mats, like the useless Metals.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 12:12:29 PM
Unstabilised work well enough for enough time if you don't have to go system to system. In-system it works well enough, like after a fight or such. But yeah, stabilising takes a load of supplies. I'd rather it use token mats, like the useless Metals.

Lol welding a pair of wings onto the cargo pod  :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 23, 2017, 12:23:38 PM
the supplies that scuttling my ships brought me are not enough to stabilize the ships' cargo (only the valuable parts btw).  I can barely stabilize the crew (cost 45), but then I don't have enough to get home. So, this could need some re-balancing, I think. Uh, is there any point in going back for un-stabilized pods?

I really wish there were other options, like leaving intact ships behind or converting other cargo into supplies/fuel.

Made stabilizing 2x cheaper, it was indeed a bit much.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 12:28:25 PM
Recovered vessels should be auto mothballed when you recover them, unless you've got enough supplies to fully recover their CR without docking (factoring in the maintenance of your fleet and recovery time) and weapons enough for the autofit to fill all its weapon slots. Otherwise it's robbing the player of supplies
Could even add a sub-option of the bulkheads option in the autofit menu that includes your own recovered ships in this
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 23, 2017, 12:46:49 PM
Made stabilizing 2x cheaper, it was indeed a bit much.

Thanks :)


Um, are you considering another hot fix? Or will things like the permanent faction war and non-functional pulsars have to wait for 8.1?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 23, 2017, 12:52:53 PM
Um, are you considering another hot fix? Or will things like the permanent faction war and non-functional pulsars have to wait for 8.1?

Was thinking .1, yeah. Neither seems particularly game-breaking.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 23, 2017, 12:58:27 PM
Regarding distress signals. Er... Which jump point is closest, Fringe, or Outer? They're at opposite sides of the star, and I can't tell. Kind of important, since the help is supposed to come via the closest to the star jump point.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 23, 2017, 12:59:30 PM
Regarding distress signals. Er... Which jump point is closest, Fringe, or Outer? They're at opposite sides of the star, and I can't tell. Kind of important, since the help is supposed to come via the closest to the star jump point.

Inner - outer - fringe.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 01:05:18 PM
Colossus looks like something that crept out of the Atari 2600 or 8-bit NES.  Drover looks weird too.  Remnant looks like something that came out of Knights Templar, at least for the faction color.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 23, 2017, 01:09:54 PM
Regarding distress signals. Er... Which jump point is closest, Fringe, or Outer? They're at opposite sides of the star, and I can't tell. Kind of important, since the help is supposed to come via the closest to the star jump point.

Inner - outer - fringe.
Thanks!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on April 23, 2017, 01:17:02 PM
Finally.
I've managed to pass this ridiculous RNG hurdle and acually find some money.
A fluke of a cluster on the edge of core territory with 3 class IVs spread between 4 systems. Which gave me enough to buy a huge pile of supplies and fuel, and go wandering.
Several systems later I've got maybe 1M worth of survey data, 2 maybe 3M worth of AI cores, and some very funky looking blue fighters.
Still no decent ships though.
Seen lots of good derelicts, but none were recoverable except for a ratty old Mora that has so many faults it costs almost nothing to run.
(D)s are actually desirable now. Who'd have thought.

I've had several items added to the fleet log regarding points of interest, but nothing seems to be there when I've finished what I was doing and gone to look.
Is there a time limit for these being shown in the log? If so, would it be possible to remove that and just have fleet logs sit there until each place is visited (or manually removed)?

Perhaps in the future, when a survey turns up ruins there could be some possibility of salvagable materiel there.
I've been mildly disappointed that ruins are just decorative.

Gonna repeat that recovered ships really need to be mothballed on acquisition, like boarded ships in 0.7.
All it takes is one rushed moment, one forgotten thing, and you're reverting a save.

The game is much easier to play and most enjoyable now the early game hurdle has been jumped.
It seems every version makes the game harder and harder early on. :P
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 01:25:47 PM
There is also a perk that halves (D) penalties, which looks very good.  While (D) is not crippling like it used to be, some of them are really annoying.  (Degraded Engines would probably be a deal-breaker if not for Sustained Burn.)  But, that half penalty perk looks very nice.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: facc00 on April 23, 2017, 01:27:16 PM
@ Devs when will outpost features be added in?  Is there a roadmap someone that I missed up to and beyond release?

What are the plans on steam will there be a workshop feature?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 23, 2017, 01:46:01 PM
@facc00
1. IIRC not a roadmap, but Alex spoiled here and there some future plans.
2. Will go to Steam when "OMG NO UPDATE IN X MONTHS THIS GAME IS DEAD" will not be a threat.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: facc00 on April 23, 2017, 01:49:52 PM
@facc00
1. IIRC not a roadmap, but Alex spoiled here and there some future plans.
2. Will go to Steam when "OMG NO UPDATE IN X MONTHS THIS GAME IS DEAD" will not be a threat.

As far as number 2 people *** about anything Ive seen devs that release huge patches and people *** about no updates the same day as that.  Ive seen a way to get rid of alot of that is people can only comment if they own the game.  Seems to cut down on the have nothing better to do looking for F2P game players that bandwagon bash games.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 23, 2017, 02:00:51 PM
The game is much easier to play and most enjoyable now the early game hurdle has been jumped.
It seems every version makes the game harder and harder early on. :P

Step 1) Finish tutorial and put all SP into Navigation, you should get at least level 2 Nav
Step 2) Sell everything aside from a frigate and a Dram, 100 fuel and 40 supplies.
Step 3) Get closest 20LY or so mission that requires you to sensor scan a Remnant thing
Step 4) Do it while laughing at 0.1 supplies/day and ridiculously low fuel usage
Step 5) Do mission, get 50-70k.
Step 6) Repeat ad nauseum until 10 paragons.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 02:01:29 PM
@ Devs when will outpost features be added in?  Is there a roadmap someone that I missed up to and beyond release?
i'm not one of the devs, but i think i can answer these anyway:

there is no clear roadmap, and what time specific parts get implemented depends very much on how things go while actually working on those parts, as well as any connected features. there's only a single dev working on the game full-time, Alex, and he takes a lot of care to make sure features are working well (both by themselves and in context of the game as a whole) before releasing them, which often means that it's rather unpredictable when and how these features make it into the game.

that said, i believe the current plan is to make industry/outposts the main focus of the next big update -- which means it'll probably be at least a year until we get to play with those. we did just have the biggest update yet released only a couple days ago. ^^

Quote
What are the plans on steam
there will most likely be a steam release eventually, once the game is 'done'.

Quote
will there be a workshop feature?
probably not, as almost all the important mod authors have said they would not want to put their mods onto the steam workshop. that has several reasons, but mainly it's about steam's terms of service being rather unfair to those who actually put their time and effort into creating the mods.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 02:28:26 PM
Has anyone tried to dock at Pirates while they are Vengeful (-100 rep) and your transponder is on?  I tried that twice recently and they let me land.  I remember that they refuse clearance unless your transponder is off.  My fleet could land with transponder on.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 23, 2017, 02:36:08 PM
Before I go to bed, I just want to say this: I've been spending most of my weekend with Starsector, and it was a great weekend. The update is everything I hoped for, and in many respects more. Bravo, Alex!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SafariJohn on April 23, 2017, 02:40:35 PM
I did see at least one case where a fringe jump point generated closer in than the outer jump point.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 02:47:16 PM
One quick comment:  Unstable Injector is not worth it for many, if not all, combat ships anymore, at least for those that do not have ITU available.  The range penalty hurts too much.  Player either gets to choose speed or shot range.  Shot range is superior, at least because he does not waste OP.

I tried Hammerhead with Mauler, HVD, and beams (plus Gunnery Implants 3, but no ITU), thinking that 1000+ range before the penalty might be enough to kite the enemy (Hammerhead).  It was not.  Downgraded Mauler and HVD felt like attacking enemy with Heavy Mortars and Arbalests.  On the other hand, my Hammerhead could kite better without Unstable Injector.

So far, Unstable Injector is basically for civilians that cannot fight.  Unless player has Converted Hangar available to turn civilians into killer Talon or Wasp factories, Unstable Injector is a no-brainer for civilians (because they cannot fight and need to leave the map as soon as possible).

For combat ships that really want speed, Safety Override is their best option.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 23, 2017, 02:50:35 PM
@Megas
Sounds good to me!

I've found unstable injector very useful on my Drovers - they don't really have any guns and the extra speed lets them get out of dodge.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 02:55:13 PM
Has anyone tried to dock at Pirates while they are Vengeful (-100 rep) and your transponder is on?  I tried that twice recently and they let me land.  I remember that they refuse clearance unless your transponder is off.  My fleet could land with transponder on.
yeah, i noticed that. seems they now have a few settings in their faction file that make them willing to deal with the player regardless of reputation or Transponder status:

"willTradeWhenHostile":true,
"ignoreTradeWithEnemiesForReputation":true,
"offerMissionsWhenHostile":true,
"allowsTransponderOffTrade":true


all Independent markets now also allow for normal trade with disabled Transponder.


I've found unstable injector very useful on my Drovers - they don't really have any guns and the extra speed lets them get out of dodge.
yep, UI seems like a no-brainer on most carriers. maybe it should actually give some small fighter-specific penalty.

btw, @Alex: does the range penalty also apply to missiles?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 02:56:53 PM
@ Thaago:  Yes, missile boats (i.e., carriers plus Gryphon) that have no business firing guns at another ship are good candidates too.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 23, 2017, 03:46:14 PM
I give civilians (like tankers and freighters) Survey Equipment hullmod— far more useful than Unstable Injector since your civies should almost never be in combat anyways. It costs basically 5 supplies for me to survey any non-gas giant planet now and Class V survey data can sell for ~quarter million at a high stability market like Sindria!

You can make bank with Surveying.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 23, 2017, 03:54:20 PM
Not sure how hard this would be to code, but what if Unstable Injector made it so when an engine flames out, it explodes (potentially causing a chain reaction, heh)? Cut the cost if it's too prohibitive.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 23, 2017, 03:58:11 PM
Before I go to bed, I just want to say this: I've been spending most of my weekend with Starsector, and it was a great weekend. The update is everything I hoped for, and in many respects more. Bravo, Alex!

Thank you :)


btw, @Alex: does the range penalty also apply to missiles?

It does not.


Not sure how hard this would be to code, but what if Unstable Injector made it so when an engine flames out, it explodes (potentially causing a chain reaction, heh)? Cut the cost if it's too prohibitive.

The issue with that kind of approach is it's punishing during a failure scenario ("engines disabled"), which isn't very meaningful as it can be avoided entirely through more skillful piloting, which is also made easier by having UI in the first place.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 23, 2017, 04:02:48 PM
Alex I want to ask about scan derelict missions.
Are there sometimes no object to scan or find?
Because I get few missions where i can not find a quest object.
I could find some other derelicts in expected places but none of the quest ones even if I start scanning empty space.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 23, 2017, 04:08:34 PM
Alex I want to ask about scan derelict missions.
Are there sometimes no object to scan or find?
Because I get few missions where i can not find a quest object.
I could find some other derelicts in expected places but none of the quest ones even if I start scanning empty space.

Shouldn't be, but sometimes it could be on a pretty far orbit (a bit beyond the outermost entity) so it's hard to find.

Also: if you take two missions targeting the same type of entity in the same system, and they happen to be the *same* entity, only one mission will be completable. Which is a bug.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 23, 2017, 04:18:20 PM
Alex I want to ask about scan derelict missions.
Are there sometimes no object to scan or find?
Because I get few missions where i can not find a quest object.
I could find some other derelicts in expected places but none of the quest ones even if I start scanning empty space.

Shouldn't be, but sometimes it could be on a pretty far orbit (a bit beyond the outermost entity) so it's hard to find.

Also: if you take two missions targeting the same type of entity in the same system, and they happen to be the *same* entity, only one mission will be completable. Which is a bug.

Thanks to clarification.
I find it at last far away in empty space thanks to neutrino detector.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 04:22:21 PM
I give civilians (like tankers and freighters) Survey Equipment hullmod
i think that's actually a bit of an issue with that hullmod. i like that there are non-combat-benefit hullmods, but it's too easy to reduce survey cost to almost nothing by stacking it on non-combat ships.

can even put it on every ship in the fleet at a market, survey all planets in the system, then fly back to refit back to combat loadouts... it's tedious, but there is no real downside to doing this.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 04:27:03 PM
I give civilians (like tankers and freighters) Survey Equipment hullmod
i think that's actually a bit of an issue with that hullmod. i like that there are non-combat-benefit hullmods, but it's too easy to reduce survey cost to almost nothing by stacking it on non-combat ships.

can even put it on every ship in the fleet at a market, survey all planets in the system, then fly back to refit back to combat loadouts... it's tedious, but there is no real downside to doing this.

Increases fuel cost, which is a multiplicative based on the length of your haul and disproportionately affects survey fleets
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 04:29:32 PM
I give civilians (like tankers and freighters) Survey Equipment hullmod— far more useful than Unstable Injector since your civies should almost never be in combat anyways. It costs basically 5 supplies for me to survey any non-gas giant planet now and Class V survey data can sell for ~quarter million at a high stability market like Sindria!

You can make bank with Surveying.
But that only works if you can survey the planet in the first place.  You can only get +25% from ships (right?), which is a drop in the bucket compared to 75+% many planets demand.  If I still need max Surveying to scan most of the planets, that does me no good (if I have no points in surveying).

Unstable Injector is meant for ships that are forced to deploy in a pursuit.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 23, 2017, 04:31:48 PM
Increases fuel cost, which is a multiplicative based on the length of your haul and disproportionately affects survey fleets
that doesn't do anything to discourage the 2nd issue i mentioned though. makes it even worse, actually, as you're further encouraged to avoid having the hullmod on your ships while traveling through hyperspace.


But that only works if you can survey the planet in the first place.  You can only get +25% from ships (right?), which is a drop in the bucket compared to 75+% many planets demand.
the hullmod doesn't increase survey ability, it only reduces cost by a flat amount.

you're probably confusing it with the Salvage Gantry hullmod, which also only increases loot gained, not ability to survey something in the first place, but it is capped at whatever rating your target has. so a derelict with a difficulty rating of 25% can't benefit from more than 25% total increase in loot from the hullmod.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: DatonKallandor on April 23, 2017, 04:37:27 PM
I've been getting a lot of use out of Unstable Injectors. Between better retreats for civilians, better kiting for carriers and missile boats and even more speed for my speed demon Safety Override Lasher I got a ton of Unstable Injectors in my fleet. (I love SO+UI Lasher, it is SO FAST)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 23, 2017, 04:41:35 PM
There are vastly more systems to explore that have no markets. Also, you'd have to be some kind of turbo min-maxer to go through that kinda hull-mod swapping nonsense when just toodling around the Core Worlds. >_>
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 23, 2017, 04:45:47 PM
Increases fuel cost, which is a multiplicative based on the length of your haul and disproportionately affects survey fleets
that doesn't do anything to discourage the 2nd issue i mentioned though. makes it even worse, actually, as you're further encouraged to avoid having the hullmod on your ships while traveling through hyperspace.


But that only works if you can survey the planet in the first place.  You can only get +25% from ships (right?), which is a drop in the bucket compared to 75+% many planets demand.
the hullmod doesn't increase survey ability, it only reduces cost by a flat amount.

you're probably confusing it with the Salvage Gantry hullmod, which also only increases loot gained, not ability to survey something in the first place, but it is capped at whatever rating your target has. so a derelict with a difficulty rating of 25% can't benefit from more than 25% total increase in loot from the hullmod.

It's not a cost at all if you're already dragging around a civilian ship anyway. If you're minmaxer then you're not, and adding five shuttles to your fleet just to make scanning cheaper makes hyperspace cost more fuel. Which is enough inherent balance for me to declare a mod balanced
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 23, 2017, 04:46:20 PM
@ Sy: I know about supply and heavy machinery discounts, but that only helps me if I can scan the planets in the first place.  If I have 25% or less due to no points in surveying, then the aforementioned discounts are irrelevant.  If I max Surveying, then sure, that will be great to make scanning almost free.  I have no points in Surveying (because I do not want to waste skill points on easy paychecks).

I have already seen what surveying does.  If I get so impatient with grinding for cash, I will load the game in devmode and cheat more cash in instead of wasting skill points for it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 23, 2017, 05:22:06 PM
Fair enough, if you aren't surveying/salvaging then obviously you ain't gonna have multiple tankers/freighters which are needed to do those jobs effectively.

A single habitat station can have several hundred units of food/volatiles/organics/supplies and of course the asston of metal you end up with (sell that metal at Chicomoztoc!). I've found that around 1500-2000 cargo capacity is needed to clear out some of the more bountiful systems and it's really nice to have a hullmod that can be put on the necessary civilian ships to support that high of a cargo capacity!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on April 23, 2017, 07:14:55 PM
Survey Equipment is in a good place; it's a useful bonus to hand out to the noncombat ships your fleet will be dragging along anyways, but you do have to make fitting compromises with other utility hullmods that would be attractive for noncombat ships (like the aforementioned unstable injectors for the times you have to run away) and you're definitely not going to bring along a stack of superfluous survey shuttles because their fuel consumption would vastly outweigh anything they might save you in supplies.  As-is a midsized exploration fleet will already have enough support ships to drop most planets down to the minimum survey cost, so trying to munchkin a bunch of survey dorks on top of that would just be *** away fuel for no benefit aside from the odd gas giant.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 23, 2017, 10:22:27 PM
I had strange bug recently.
Scavenger fleet was shown red and when I attacked them they were marked as pirates.
But I reload and let them go do their buisness and when I trun my drive on they chase me demand transponder on and when I agree then greet me as independent.
So I go look for a derelict and they find me again and these time were on red and aggressive and attack me as pirates.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 23, 2017, 10:24:54 PM
I had strange bug recently.
Scavenger fleet was shown red and when I attacked them they were marked as pirates.
But I reload and let them go do their buisness and when I trun my drive on they chase me demand transponder on and when I agree then greet me as independent.
So I go look for a derelict and they find me again and these time were on red and aggressive and attack me as pirates.

Thanks! This was reported the other day and is fixed for the next release.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Vind on April 23, 2017, 10:37:01 PM
Survey equipment on colossus freighter makes venture totally unneeded. Venture got OP of an destroyer slow speed small cargo hold and ONE mining wing. It is like bad destroyer with cost higher than eagle cruiser and insane fuel consumption.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 24, 2017, 01:05:49 AM
Spoiler
(http://i.imgur.com/2gxMawn.jpg)
[close]
Does changing maximum damage reduction in setting file to 1 breaks the game or just makes this skill less useful?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: tuz on April 24, 2017, 01:06:18 AM
are any more hotfixes being worked on?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 24, 2017, 03:07:42 AM
Alex now works on 0.8.1 version, so we're gonna wait a little longer for fixes (and possibly balance changes).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 24, 2017, 04:46:24 AM
Are there technical or gameplay reasons that stabilized cargo pods only stay that way for 100 days? I'd love to put down permanent emergency stashes in far away systems, for when I get in trouble later. Which, inevitably, will happen :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 24, 2017, 04:52:10 AM
Are there technical or gameplay reasons that stabilized cargo pods only stay that way for 100 days? I'd love to put down permanent emergency stashes in far away systems, for when I get in trouble later. Which, inevitably, will happen :)

You go back to it, only to find that bunch or [redacted] drones have found it and are harvesting your supplies? :) I'd be down for that.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Baqar79 on April 24, 2017, 07:25:20 AM
Seems the AI is ignoring some high damage attacks and leaving it's shields down when it has the flux to keep it up.

For example, I recently found an Apogee (never used them before) and was playing with different loadouts in the combat simulator.  I sent it against the two Sunder's on the opponents roster.

Things were ok for a while, but then while my AI controlled Apogee focused on one Sunder (the Autopulse laser version); the AI thought to drop the shields, ignoring the other Sunder with the High intensity laser frying my left flank.

It was almost like the second Sunder wasn't there; and the damage didn't register with my AI controlled Apogee (it didn't try to turn to avoid further damage in that region).  I was under half flux at the time, so there was no reason to drop the shields then.

I've noticed strange behaviour like this elsewhere with different ships.  For example in a real battle, I found my Tempest ignoring the huge damage being done to it by another ship to focus on something else.

I also tried the Aurora earlier on today and found similar behaviour with the AI dropping the shields at reasonably low flux levels and taking heavy damage that could of been avoided by leaving the shields up.  

You can see this pretty easily, just loadout another Aurora yourself and start the combat simulator selecting the Aurora on the opponents roster.  In this case the shield was being switched off with a solitary opponent and as a result, quite a few shots from the Heavy blaster get absorbed by the hull that could of easily been absorbed by the shield.

EDIT: Sorry, I forgot to mention that there was no officer on board (ie the slot was empty, just the normal AI)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 24, 2017, 07:45:33 AM
Aurora's Strike variant uses a small PD Laser in the rearward medium mount, which shouldn't be possible anymore, with it now being synergy. using that little PDL instead of a Heavy Burst is also the only thing distinguishing it from the Fire Support variant, so one of those should probably just be removed.

could replace it with some new variant that uses the new synergy mount for a missile. like a proper support variant:

(http://i.imgur.com/LCUJYWJ.jpg)



You go back to it, only to find that bunch or [redacted] drones have found it and are harvesting your supplies? :) I'd be down for that.
would be a shame if someone had strapped a few Reapers to that "emergency stash". :3
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Wyvern on April 24, 2017, 09:03:17 AM
Things were ok for a while, but then while my AI controlled Apogee focused on one Sunder (the Autopulse laser version); the AI thought to drop the shields, ignoring the other Sunder with the High intensity laser frying my left flank.

It was almost like the second Sunder wasn't there; and the damage didn't register with my AI controlled Apogee (it didn't try to turn to avoid further damage in that region).  I was under half flux at the time, so there was no reason to drop the shields then.
Yeah, it looks like the AI doesn't recognize that an un-shielded HIL is actually dangerous - I'm guessing this is the code that prevents the AI from getting locked into shields-up by one tactical laser that doesn't properly distinguish between a tactical laser and an HIL... but who knows, it could be something else entirely.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 24, 2017, 09:09:19 AM
Are there technical or gameplay reasons that stabilized cargo pods only stay that way for 100 days? I'd love to put down permanent emergency stashes in far away systems, for when I get in trouble later. Which, inevitably, will happen :)

Didn't want it to step on potential hypothetical things. I mean, if it's permanent it's basically an outpost.


@Baqar79: when you say heavy damage, is it mostly armor damage with some hull, or is it actually losing the fight because of it? The AI is now much more willing to take some damage on armor (and a bit on hull) to avoid costing itself flux, so unless it's actually losing these fights, this may be normal.

Even if it *could* raise shields and block the damage, that'd still cost it a bunch of dissipation, so it's not a super-obvious decision. It should also get more careful once armor is stripped/hull starts going down.

If this is indeed an issue: seeing your specific loadout would help so I can run it against the 2 sim Sunders and take a look.


@Sy: yep, reported earlier and fixed.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 24, 2017, 09:25:31 AM
I was using gryphon in battle and game crashed.
Get some message about missiles in combat environments.
Is there a easy way to report bugs and is there some logs that I can attach to this(and if they are where I can find them)?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 24, 2017, 09:29:38 AM
Log's directory is starsector-core/starsector.log
There's a bug hunting subforum for that. (http://fractalsoftworks.com/forum/index.php?board=4.0)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 24, 2017, 09:39:53 AM
Didn't want it to step on potential hypothetical things. I mean, if it's permanent it's basically an outpost.

Not if passing by ships yoink your loot or at least destroy your stash. They can do that right? At least yoinking loot.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on April 24, 2017, 09:42:11 AM
Not if passing by ships yoink your loot or at least destroy your stash. They can do that right? At least yoinking loot.
Seen that happen, yea.  Dropped some Harvested Organs I picked up while exploring so I wouldn't lose rep with the patrol that was stopping me.  Of course they stopped me, then went right ahead and picked up my dropped organs soon as the dialogue exited.  Damn.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 24, 2017, 09:44:12 AM
@Baqar79: when you say heavy damage, is it mostly armor damage with some hull, or is it actually losing the fight because of it? The AI is now much more willing to take some damage on armor (and a bit on hull) to avoid costing itself flux, so unless it's actually losing these fights, this may be normal.

Even if it *could* raise shields and block the damage, that'd still cost it a bunch of dissipation, so it's not a super-obvious decision. It should also get more careful once armor is stripped/hull starts going down.

If this is indeed an issue: seeing your specific loadout would help so I can run it against the 2 sim Sunders and take a look.

Does the AI maybe focus more on armor/hull status when it does the assessment to drop shields, and not so much on how good its armor is in the first place? I'm asking because I just hunted a Monitor in with two Wolfs, and it kept dropping it shields occasionally. Long enough actually so I could hit it twice with a blaster, bringing it down to 30% hull integrity (and almost killing it). After that it kept its shield up, and almost made it off the map.

The Monitor is one of the most extreme examples of shield/armor strength disparity, though.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 24, 2017, 09:54:33 AM
I once saw a Hammerhead with ~65% flux levels dropping its shields with a constant stream of heavy mortar rounds inbound (single gun, no other weapons). It kind of looked like it thought the rounds were kinetic and it wanted to save its flux pool. I haven't seen this behavior repeated so haven't reported it, but it does seem relevant.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 24, 2017, 10:01:19 AM
I was using gryphon in battle and game crashed.
Get some message about missiles in combat environments.
Is there a easy way to report bugs and is there some logs that I can attach to this(and if they are where I can find them)?

The full logfile would be in:
C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\starsector.log

If you could email it to me (fractalsoftworks [at] gmail [dot] com), I'd really appreciate it.

Not if passing by ships yoink your loot or at least destroy your stash. They can do that right? At least yoinking loot.

Yeah - that's just a lot more detail (code-wise) than I want to get into before figuring out how all the related stuff works.

Does the AI maybe focus more on armor/hull status when it does the assessment to drop shields, and not so much on how good its armor is in the first place? I'm asking because I just hunted a Monitor in with two Wolfs, and it kept dropping it shields occasionally. Long enough actually so I could hit it twice with a blaster, bringing it down to 30% hull integrity (and almost killing it). After that it kept its shield up, and almost made it off the map.

The Monitor is one of the most extreme examples of shield/armor strength disparity, though.

They look at the incoming damage compared to their defenses, so for example an Onslaught with full armor won't care that much about a bunch of Broadswords, where a Buffalo would. Probably doesn't consider fortress shield unless it's already on, though.

Seen that happen, yea.  Dropped some Harvested Organs I picked up while exploring so I wouldn't lose rep with the patrol that was stopping me.  Of course they stopped me, then went right ahead and picked up my dropped organs soon as the dialogue exited.  Damn.

Ah, I'm so glad someone ran into that. (Also, sorry. But not sorry.)

I once saw a Hammerhead with ~65% flux levels dropping its shields with a constant stream of heavy mortar rounds inbound (single gun, no other weapons). It kind of looked like it thought the rounds were kinetic and it wanted to save its flux pool. I haven't seen this behavior repeated so haven't reported it, but it does seem relevant.

It's not so much whether those are kinetic or not, right? They can still deal appreciable shield damage, and the flux situation may make taking some HE hits on armor necessary. I don't know whether it was the right call in that particular situation - but, well, how did it play out?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 24, 2017, 10:07:39 AM
a pirate fleet i killed just dropped a Flux Distributor Modspec, which is already known from the start. is that supposed to happen?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 24, 2017, 10:17:51 AM
a pirate fleet i killed just dropped a Flux Distributor Modspec, which is already known from the start. is that supposed to happen?

Yes. You can still sell it!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 24, 2017, 10:31:26 AM
I once saw a Hammerhead with ~65% flux levels dropping its shields with a constant stream of heavy mortar rounds inbound (single gun, no other weapons). It kind of looked like it thought the rounds were kinetic and it wanted to save its flux pool. I haven't seen this behavior repeated so haven't reported it, but it does seem relevant.

It's not so much whether those are kinetic or not, right? They can still deal appreciable shield damage, and the flux situation may make taking some HE hits on armor necessary. I don't know whether it was the right call in that particular situation - but, well, how did it play out?

I just complained in another thread about the system of the brawler so I feel compelled to point out the situation I was referring to there was me taking down a pirate war-armada, and the most assured victory I was getting in that fight every time was when my brawler, with two heavy mortars, got their hammerhead alone and pummeled it into dust. Can confirm mortars are actually the best HE weapon to use against shields if you don't have kinetic, and if the mortar-wielding vessel has its flux stats handled (like SO, for example) and better shields than itself, and especially if the hammerhead is running a high-tech flux-inefficient lead-out, dropping shields is absolutely the way to go.
Don't underestimate mortars and Vulcans. They may be industrial-era low-dps weapons for their size, but if your enemy has a stronger reactor and defense than you do you're doomed

EDIT: also I came here to say that salvaging & surveying makes delivery contracts way better; hording machinery In Case only to stumble upon a demand fulfillment contract and realize you've got enough to go do it without having to actually go trade for the goods needed is really good. Am definitely looking forward to the other trade goods getting rolled into the gameplay
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 24, 2017, 10:42:43 AM
Yes. You can still sell it!
that's what i did. :]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 24, 2017, 10:45:32 AM
...

I once saw a Hammerhead with ~65% flux levels dropping its shields with a constant stream of heavy mortar rounds inbound (single gun, no other weapons). It kind of looked like it thought the rounds were kinetic and it wanted to save its flux pool. I haven't seen this behavior repeated so haven't reported it, but it does seem relevant.

It's not so much whether those are kinetic or not, right? They can still deal appreciable shield damage, and the flux situation may make taking some HE hits on armor necessary. I don't know whether it was the right call in that particular situation - but, well, how did it play out?

Hrrm, well, the Hammerhead killed the target without having to back off and vent, but lost about 50% of its front armor. The fight was nearly over as well, so in retrospect it didn't matter. I think more than anything this triggered my "Take kinetics on armor, HE on shields" mentality - looked worse than it was.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 24, 2017, 11:35:18 AM
question: why would I ever run a salvage rig instead of a shepherd? I feel like the one that requires a shuttle and a tug should probably have SOME advantage over the shepherd.

edit: over-world statistically they're identical, except that the shepherd gets survey equipment by default which the rig can't, and the rig has slower burn and higher fuel costs, OR, at the same burn costs 5 times the fuel. Are we comfortable with having ships that are just straight upgrades of another with exactly 0 reason to use the prior?

edit edit: AND THE RIG COSTS MORE. Alex!

edit edit edit: also the shepherd can take unstable injectors four times over, whereas the rig can get injectors and nothing else. Not counting the OP difference offset by the shepherd getting survey equipment by default (which bumps the OP difference up to a factor of six)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 24, 2017, 11:38:33 AM
Salvage rig gives 25% bonus to salvage instead of 10%.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Techhead on April 24, 2017, 11:50:59 AM
question: why would I ever run a salvage rig instead of a shepherd? I feel like the one that requires a shuttle and a tug should probably have SOME advantage over the shepherd.
Quick math:
2 Salvage Gantries give a 50% bonus for 14 6 supplies/month.
5 Shepherds give a 50% bonus for 15 supplies/month.

Aside from the slight noticable supply/salvage bonus, there is one other advantage to Gantries: The 30 ship fleet limit. Dedicating 5 ships in your fleet to a 50% bonus is rougher than 2 salvage ships and 1 extra logistics ship.

The Shepherd has numerous other advantages. But most of them become less important in a sufficiently large fleet.
Basically, if you hit all most of these notes, Gantries might have a place in your fleet. But you'll probably might just want Shepherds otherwise.

EDIT: Accurate numbers, and adjusted conclusions.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 24, 2017, 12:12:02 PM
2 Salvage Gantries give a 50% bonus for 14 supplies/month.
5 Shepherds give a 50% bonus for 15 supplies/month.

2 salvage rigs are 6 supplies/month. Or am I missing something here?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Weltall on April 24, 2017, 12:13:33 PM
I started today playing 0.8a, which I have to say... it is so cool! I am loving every second of it! Words are not enough to express how awesome and wonderful it is and it definitely was worth the waiting =) Thank you Alex for loving your game and making it more nad more workderful. Of course everyone that works with you and helps you to make it better and better. Even if I am just at the beginning, the game feels so awesome!

 I am having only a slight problem. Occasionally I see something like a flashing/flickering of graphics, be it in battle or not. It kind of reminds me what was happening when in previous version I would use Shader/GraphicsLib. I am mostly guessing it is AMD and it's poor OpenGL support.

I am using the March drivers for my GPU, but I did not get the April ones, cause none of the changes were for R9 280X that I had, or it affected something I needed. I will be updating later though just in case.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Paul_Kauphart on April 24, 2017, 12:23:17 PM
Hi,

I just started playing, and so far it looks amazing.

I also encountered a minor problem : I remapped the campaign switch to ability set 1 and 2 to A and Z because AZERTY keyboard. And now the resume course shortcut (ie A) doesn't work.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 24, 2017, 12:29:50 PM
workderful
workderful indeed. :D


I remapped the campaign switch to ability set 1 and 2 to A and Z because AZERTY keyboard. And now the resume course shortcut (ie A) doesn't work.
yeah, would be nice if we could remap resume & cancel course.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Techhead on April 24, 2017, 12:30:43 PM
2 Salvage Gantries give a 50% bonus for 14 supplies/month.
5 Shepherds give a 50% bonus for 15 supplies/month.

2 salvage rigs are 6 supplies/month. Or am I missing something here?
I might have been using some outdated numbers. Oops.

Fixing my post.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 24, 2017, 12:55:00 PM
2 Salvage Gantries give a 50% bonus for 14 supplies/month.
5 Shepherds give a 50% bonus for 15 supplies/month.

2 salvage rigs are 6 supplies/month. Or am I missing something here?
I might have been using some outdated numbers. Oops.

Fixing my post.

Hold up so a salvage rig counts as, what, a cruiser? I think ship size needs to be a little clearer now that so many ships have a special classification instead of just frigate/destroyer/cruiser/capital
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 24, 2017, 01:02:59 PM
Hold up so a salvage rig counts as, what, a cruiser? I think ship size needs to be a little clearer now that so many ships have a special classification instead of just frigate/destroyer/cruiser/capital
Salvage Rigs are destroyers. Salvage Gantry hullmod is 10/25/30/40% increased salvage amount.

i agree some clear way of telling ship size-class would be a good idea though, especially with mods in the mix. there's still plenty of room on the left side of the stats screen, below CR stuff and current crew count. i know Alex doesn't want to put more info there than is necessary, but a single line ("Size-class: Frigate") would be enough, and it is relevant info.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 24, 2017, 01:05:11 PM
Sadly I continued playing the game so log is probably worth nothing.
Will send another if its happen. Hopefully not.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Weltall on April 24, 2017, 01:26:45 PM
workderful indeed. :D

I bet my subconscious made it like that, with all the work that was done for 0.8 to be this awesome =D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: OzOnyx on April 24, 2017, 01:29:50 PM
Is there anywhere in game to see what built in hullmods like the gantry do?

The choice between 2 Dram's and a Phaeton seems a little close aswell, there seems to be no real benefit to upsizing.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 24, 2017, 01:40:34 PM
Two things: I dodged a pirate kill-fleet by going dark in an asteroid field right next to a dormant redacted. Pirates assault the redacted, I go to see if I can join them in taking them down & the redacted invites me to join them in fighting the pirates, because I guess the pirates are vengeful towards me. That doesn't seem right.
Two: Item description for Ion Pulser is "what a mess." That doesn't seem right either
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 24, 2017, 01:44:38 PM
Is there anywhere in game to see what built in hullmods like the gantry do?
sadly not, no. the codex will probably include hullmods eventually, but will get a general rework as well, so Alex doesn't want to spend time on making changes or additions to it now.

i find the best way to check hullmods or the exact details of ship systems is usually just quicksaving, buying the ship in question (or spawning one in via the Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) mod), checking details in refit screen / simulator, then reload the earlier save.

Quote
The choice between 2 Dram's and a Phaeton seems a little close aswell, there seems to be no real benefit to upsizing.
agreed. i'd argue 2 Drams is actually the better choice, since they are much faster. with UI, they can usually escape any pursuing fleet's frigates without taking damage. Phaeton on the other hand is just as vulnerable as a Buffalo.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 24, 2017, 02:16:43 PM
Sadly I continued playing the game so log is probably worth nothing.
Will send another if its happen. Hopefully not.
SS keeps several play sessions of logs so you probably should still send him your log(s)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Weltall on April 24, 2017, 02:35:05 PM
Here is a sample of the graphical glitches I am talking about.

https://youtu.be/7PK19hNap2w

It can be shapes like this one that to me they look like they get a texture stretched, or they can have solid colours. They happen all the time in battles, from one to multiple times, but I have seen them out of battles only 1-2 times.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: OzOnyx on April 24, 2017, 02:48:32 PM
Here is a sample of the graphical glitches I am talking about.

It can be shapes like this one that to me they look like they get a texture stretched, or they can have solid colours. They happen all the time in battles, from one to multiple times, but I have seen them out of battles only 1-2 times.

I'm getting a similar thing. When I play fullscreen it's usually like that but if I play borderless window the whole screen flashes.

I've got a 1080 with newest drivers
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 24, 2017, 03:03:20 PM
I've noticed the flash a few times when blocks of text are on screen and on the planet in the background when in survey menus/markets.

Never seen it in combat though...or maybe I just wasn't paying close enough attention.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 24, 2017, 03:07:45 PM
I have noticed this version appears to use more AA than the previous did, maybe it's using too much for some people's graphics cards? If you're getting screen flicker try force-disabling anti-aliasing in your NVidia Control Panel, if you can
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 24, 2017, 03:17:52 PM
I have a 980 Ti and the guy above has a GTX 1080...so I really don't think it has anything to do with AA being too intensive.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 24, 2017, 03:18:03 PM
Thanks for your kind words! And for the bug reports; everything duly noted.

About the flickering issue - hmm. So part of the problem is I can't reliably reproduce it on my system, and when it *does* happen, it's nowhere near as pronounced as, say, in Weltall's video. The most I've seen myself is a very intermittent flickering of an icon, or a bit of text getting brighter for a split second, or some such - and it doesn't happen at all on most runs of the game.

However, I've made a small tweak that could potentially resolve the issue. Would someone who runs into this on a more regular basis mind giving this build (https://s3.amazonaws.com/fractalsoftworks/preview/starsector_install-0.8a-RC19-flicker1.exe) a whirl?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ahrenjb on April 24, 2017, 03:31:16 PM
Stabilizing caches is too expensive. Looks like this has already been addressed by others, so I won't wheeze on about it.

I'm not sure what the disconnect so many people are having with the Colossus sprite is. I think it's amazing. Looks old. Looks tough. Looks like a bulk freighter. One of my favorite things about it is actually the turret mounts. They look actually recessed or carved into the hull, while in my opinion too many of the ships look great, but the weapons look like they're just sitting on top. Every place there's a turret on the Colossus, it looks like it's supposed to be there. Like the ship was designed that way.

As much as I hate to admit this, because it feels like I'm asking for my favorite toy to be taken away, I think the Spark (I think that's the name, the little [REDACTED] one with the burst laser) interceptor is OP. A single drover with a carrier skilled officer and two wings of these will completely dominate 3-5 frigates. In fact, most of the time now when fighting smaller fleets I'll just deploy a pair of herons or drovers equipped with them, open up the command screen, sit back and watch all the red indicators disappear into white circles. Two wings of them will destroy most frigates in a single pass or so. It's incredibly satisfying to watch, and I'm certainly going to be fitting an Astral with a full load of them as soon as I get my hands on one.

Since we're talking about carriers, now that I've had the chance to play with them more I don't think I'll have a fleet without one again. In 0.7.2a, I would use carriers to provide escort fighters for ships with poor PD at most. They didn't feel particularly effective no matter how many wings you had, and every wing took up valuable fleet space. Now they are easier to command, feel more effective, and including a carrier in my fleet isn't a huge commitment of my available ship slots. The Drover is a FANTASTIC little ship. With two decent wings and its ship system, you can put a lot of power on the field. It's quick enough to stay out of trouble, and when fitted with 2 x Dual Machine Guns and 2 x Salamanders, is one of the most survivable ships in my fleet.

The new content has been fun too, even if it's obviously just a teaser of things to come. I'm so glad we're getting to the actual content phase of development now. I had a fleet consisting of 3 capitals, 5 cruisers, and 5 destroyers completed wiped by a full blown [REDACTED] [REDACTED] with a max level [REDACTED] commander. That was a surprise. It's been a while since I found anything I couldn't dominate with a single capital plus a handful of support vessels.

I can say that I haven't run into any obvious bugs, which is typical of FSW in general.

Availability of certain hulls and weapons is still a matter of arcana and luck, but the new salvage mechanics play perfectly into that.

That's enough long winded drivel for now. Truth is, as much as I like the release and all the great things it adds, there isn't a whole lot to say about it. That's a good thing, though, because it's the best version of "more of the same". Same game, same feel, bigger better and more complete than ever before. Another (few) rungs on the ladder to being a complete game. I'm going to try to keep my proselytizing to a minimum until release though.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 24, 2017, 03:59:19 PM
some feedback on Kumari Aru and its Beholder Station:
Spoiler
  • i love it! the beautiful shrine painting, heavy music, and well-written flavor text combine into an amazing atmosphere. i think i might actually start my first Luddic campaign now. ^_^
  • since Kumari Aru is a holy place of (and presumably well protected by) the Luddics, it seems rather unfitting that i can do a normal survey on it, and then sell the data to anyone who might be interested in starting some resource extraction or manufacturing industry there. it should probably just have a bit of text similar to the various abandoned stations within the systems that can't really be interacted with.
  • there's a typo in the text when choosing the "visit" option at the Beholder Station: "approaches to escorts you"
[close]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Whyeven on April 24, 2017, 04:01:55 PM
First things first, great update, great game, thanks Alex.

Apologies if the question has been answered already, but my search skills are terrible.

About scan / survey missions: the rewards seem to stay proportionate to the distance of the target system relative to your overall travel distance potential, meaning when just starting you may get a derelict ship scan mission in a system barely outside of the core, which given your terrible fuel total will still manage to be just within a round trip range, and that will pay something between 50 and 90k, very approximately.

Fast forward to the lategame, you now have a Prometheus and your round trip range is about the broad side of the sector - scan / survey missions will still pay 50 to 120k, but this time the 100k pay range is like 1300 fuel units away instead of 80.

These don't seem to scale up at all, compared to bounties which steadily go up with fleet power or number of bounties cleared, I'm not too sure, but they definitely go up and can still earn you enough to keep the lights on (generally). As a result the payouts in scan missions seem a bit too high for the effort in the early game, and taper off quickly to the point of not being worth it in the lategame.
Is the pay to distance ratio intended to stay like this, should it go up in reward, should the baseline start from lower so they reach the current ceiling?

And thanks again for your work!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 24, 2017, 04:30:16 PM
Stabilizing caches is too expensive. Looks like this has already been addressed by others, so I won't wheeze on about it.

Yep, already halved the cost in the dev build.

Spoiler
  • since Kumari Aru is a holy place of (and presumably well protected by) the Luddics, it seems rather unfitting that i can do a normal survey on it, and then sell the data to anyone who might be interested in starting some resource extraction or manufacturing industry there. it should probably just have a bit of text similar to the various abandoned stations within the systems that can't really be interacted with.
[close]

... good point.


First things first, great update, great game, thanks Alex.

Thank you!

About scan / survey missions: the rewards seem to stay proportionate to the distance of the target system relative to your overall travel distance potential, meaning when just starting you may get a derelict ship scan mission in a system barely outside of the core, which given your terrible fuel total will still manage to be just within a round trip range, and that will pay something between 50 and 90k, very approximately.

Fast forward to the lategame, you now have a Prometheus and your round trip range is about the broad side of the sector - scan / survey missions will still pay 50 to 120k, but this time the 100k pay range is like 1300 fuel units away instead of 80.

These don't seem to scale up at all, compared to bounties which steadily go up with fleet power or number of bounties cleared, I'm not too sure, but they definitely go up and can still earn you enough to keep the lights on (generally). As a result the payouts in scan missions seem a bit too high for the effort in the early game, and taper off quickly to the point of not being worth it in the lategame.
Is the pay to distance ratio intended to stay like this, should it go up in reward, should the baseline start from lower so they reach the current ceiling?

The idea behind these missions is that they get you out into the fringe, where you'll find other things. A larger fleet will be able to take better advantage of the opportunities these present, to a point. You also don't *have* to go on a scan or survey mission with a large fleet - for the reasons you point out, it's probably inadvisable unless it's just a part of your itinerary. If you're running a large fleet, it's just not the right tool for that job.

Which isn't to say there couldn't be other jobs that a large fleet is right for - and, in fact, clearing REDACTED systems is one, and there could be others, including other missions. But I'm not sure it would make sense for these specific mission types to adapt themselves to your fleet size; that seems a little backwards to me. I think it makes more sense to have something that requires a degree of specialization, rather than "no matter what fleet size you go out there with, you'll get your exact same ratio of fleet-size-to-reward".

With bounties, there's increasing challenge (after every couple you do) for an increasing payout. The "increasing challenge" part doesn't map as nicely to survey or scan missions. Not to say that it couldn't, but since those play a "lead you into the fringe" role in the first place, I'm not super concerned about them being a staple throughout the entire game. Frankly, it'll be more interesting to transition into something else to do.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Weltall on April 24, 2017, 04:31:09 PM
Thanks for your kind words! And for the bug reports; everything duly noted.

About the flickering issue - hmm. So part of the problem is I can't reliably reproduce it on my system, and when it *does* happen, it's nowhere near as pronounced as, say, in Weltall's video. The most I've seen myself is a very intermittent flickering of an icon, or a bit of text getting brighter for a split second, or some such - and it doesn't happen at all on most runs of the game.

However, I've made a small tweak that could potentially resolve the issue. Would someone who runs into this on a more regular basis mind giving this build (https://s3.amazonaws.com/fractalsoftworks/preview/starsector_install-0.8a-RC19-flicker1.exe) a whirl?

Had 4 battles and not one flicker. With the normal one I would constantly get flickering, so it really feels it was fixed. It is almost 3 am here and tomorrow I need to wake early, so I can't test further today, but obviously I will be playing testing more tomorrow. Thanks a lot Alex!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 24, 2017, 04:32:55 PM
Had 4 battles and not one flicker. With the normal one I would constantly get flickering, so it really feels it was fixed. It is almost 3 am here and tomorrow I need to wake early, so I can't test further today, but obviously I will be playing testing more tomorrow. Thanks a lot Alex!

!!! That's awesome news, thank you so much for testing! Sorry about your impending lack of sleep :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Weltall on April 24, 2017, 04:38:41 PM
!!! That's awesome news, thank you so much for testing! Sorry about your impending lack of sleep :)

I should be the one thanking you for reaching out to help =) You are always welcome and always glad I can help in any way. As for the lack of sleep, Starsector is really worth it. Can't help getting absorbed and forgetting about time XD Thanks once more =)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 24, 2017, 04:41:15 PM
some feedback on Kumari Aru and its Beholder Station:
Spoiler
  • i love it! the beautiful shrine painting, heavy music, and well-written flavor text combine into an amazing atmosphere. i think i might actually start my first Luddic campaign now. ^_^
  • since Kumari Aru is a holy place of (and presumably well protected by) the Luddics, it seems rather unfitting that i can do a normal survey on it, and then sell the data to anyone who might be interested in starting some resource extraction or manufacturing industry there. it should probably just have a bit of text similar to the various abandoned stations within the systems that can't really be interacted with.
  • there's a typo in the text when choosing the "visit" option at the Beholder Station: "approaches to escorts you"
[close]

uhh, they should probably ATTACK you if you attempt to survey the planet
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 24, 2017, 04:59:07 PM
uhh, they should probably ATTACK you if you attempt to survey the planet
Spoiler
there's no military base or fleet there though. i think it's "well protected" more in the political sense: defile it, and you (and your people) will face the full force of Ludd's Holy Wrath.
[close]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 24, 2017, 05:01:07 PM
uhh, they should probably ATTACK you if you attempt to survey the planet
Spoiler
there's no military base or fleet there though. i think it's "well protected" more in the political sense: defile it, and you (and your people) will face the full force of Ludd's Holy Wrath.
[close]

Spoiler
you don't need a military market to keep a strike fleet in dark mode nearby :-)
[close]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 24, 2017, 05:05:02 PM
Spoiler
you don't need a military market to keep a strike fleet in dark mode nearby :-) /spoiler]
[close]
Spoiler
true. although i think "dark mode" isn't really the usual style of Luddic fanatics. :P
[close]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Baqar79 on April 24, 2017, 05:27:38 PM
Are there technical or gameplay reasons that stabilized cargo pods only stay that way for 100 days? I'd love to put down permanent emergency stashes in far away systems, for when I get in trouble later. Which, inevitably, will happen :)

Didn't want it to step on potential hypothetical things. I mean, if it's permanent it's basically an outpost.


@Baqar79: when you say heavy damage, is it mostly armor damage with some hull, or is it actually losing the fight because of it? The AI is now much more willing to take some damage on armor (and a bit on hull) to avoid costing itself flux, so unless it's actually losing these fights, this may be normal.

Even if it *could* raise shields and block the damage, that'd still cost it a bunch of dissipation, so it's not a super-obvious decision. It should also get more careful once armor is stripped/hull starts going down.

If this is indeed an issue: seeing your specific loadout would help so I can run it against the 2 sim Sunders and take a look.


@Sy: yep, reported earlier and fixed.

I don't think I saved the Apogee loadout before going to bed unfortunately; so I did my best to recall the setup I used yesterday.  I've also included the Aurora loadout as well (even then, I'm not sure if this is the exact layout I used when I noticed it dropping the shields to take hull damage from the Heavy blasters).  Sorry about that  :-[

Apogee: http://i.imgur.com/QF2zjBj.jpg (http://i.imgur.com/QF2zjBj.jpg)
Aurora: http://i.imgur.com/gfvUsfU.jpg (http://i.imgur.com/gfvUsfU.jpg)

I created direct links, since the image gets blown up on the forum quite a bit even if I shrink it. 

Alright, I managed to capture several screenshots showing this behaviour again today, so I have placed them in an album here:
http://imgur.com/a/ljuRJ

Since someone bought up the flicker (I've noticed this as well, good to see there might be a fix!), I was wondering if there might be a way to launch the game to preserve the system gamma? 

I have a Wide colour gamut monitor, and if the gamma curve gets reset it becomes rather warm and overblows the highlights.  It's something that frustrates me in all games, but I probably represent a tiny group of people that have colour callibrated their displays.  Some games get away with this by offering a fullscreen borderless mode (which usually fixes this), or offering a dedicated mode that preserves the custom gamma curve (The Witcher 3 for example).

Luckily the little utility "color sustainer" seems to reset the curve back with this game once I switch into it; where as many games will not respond once in full screen mode.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: OzOnyx on April 24, 2017, 08:16:39 PM
Thanks for your kind words! And for the bug reports; everything duly noted.

About the flickering issue - hmm. So part of the problem is I can't reliably reproduce it on my system, and when it *does* happen, it's nowhere near as pronounced as, say, in Weltall's video. The most I've seen myself is a very intermittent flickering of an icon, or a bit of text getting brighter for a split second, or some such - and it doesn't happen at all on most runs of the game.

However, I've made a small tweak that could potentially resolve the issue. Would someone who runs into this on a more regular basis mind giving this build (https://s3.amazonaws.com/fractalsoftworks/preview/starsector_install-0.8a-RC19-flicker1.exe) a whirl?

Played a good few hours with that build and it seems to have sorted the issue. Thanks for the excellent and fast work  ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 24, 2017, 08:49:16 PM
Played a good few hours with that build and it seems to have sorted the issue. Thanks for the excellent and fast work  ;D

Nice, thank you for confirming :)

@Baqar79: Thank you, I'll take a look. The screenshots seem potentially within the bounds of "acceptable behavior", but it'll be good to see it in action.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on April 24, 2017, 09:01:41 PM
This might be something particular to the High Intensity Laser.  This is mostly offhand, but I've been noticing ships being pretty cavalier about taking HIL hits for no readily apparent reason, which is a bad thing since it hits harder than a pair of Heavy Maulers.  Could be some combination of extreme range and near-instant damage application combining to be a problem for the AI's estimation of safe distances?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 24, 2017, 09:36:58 PM
Looked at the ship behavior - looks like there was indeed an issue; it was rather underestimating what a "safe" amount of damage was. Turned it down, feels much better now. The Apogee (sans skills) reliably beats the two Sunders with the change, though it does take some heavy damage in the process.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Baqar79 on April 24, 2017, 10:00:01 PM
Looked at the ship behavior - looks like there was indeed an issue; it was rather underestimating what a "safe" amount of damage was. Turned it down, feels much better now. The Apogee (sans skills) reliably beats the two Sunders with the change, though it does take some heavy damage in the process.

Oh, thats great news (I'm curious as to what "rather underestimating" was) :D

Well, there might be another issue (small one) to do with the crew losses in the after battle report.  After a battle the summary told me that I had lost 3 crew members.  None of my ships were damaged, so I assume these were through fighter losses.  However, when I checked my crew count I had only lost a single crew member.

I had a Drover Carrier deployed at the time with 2 wings of Warthogs (those fighters are very durable and pack a decent punch!).  I have recovery shuttles (-50% to crew losses) equipped on the Drover Carrier , -25% from fighter doctrine (my fleetwide ability), and -25% from Carrier command (Officer ability).  I guess there is some sort of cap so that some losses do happen.

I wondered whether it was showing the crew losses before all the modifiers?  

Edit: Yet another thing; This has probably been already talked about, but I've had a pristine hammerhead that was disabled during battle; then recovered after battle with supposedly no D-mods (none of those vertical orange bars on the ship recovery dialogue), but it still recieved the D-mod designation and damaged texture despite having no permanent damage.

http://i.imgur.com/dOujaNI.jpg
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 25, 2017, 02:23:34 AM
However, I've made a small tweak that could potentially resolve the issue. Would someone who runs into this on a more regular basis mind giving this build (https://s3.amazonaws.com/fractalsoftworks/preview/starsector_install-0.8a-RC19-flicker1.exe) a whirl?

Yep, works for me, too. I'm curious what this "small tweak" was.

Funny, but I'm almost missing the little flickers now, as part of a diegetic UI they contributed to the withered-technology feel of the Sector :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Baqar79 on April 25, 2017, 02:40:12 AM
However, I've made a small tweak that could potentially resolve the issue. Would someone who runs into this on a more regular basis mind giving this build (https://s3.amazonaws.com/fractalsoftworks/preview/starsector_install-0.8a-RC19-flicker1.exe) a whirl?

Yep, works for me, too. I'm curious what this "small tweak" was.

Funny, but I'm almost missing the little flickers now, as part of a diegetic UI they contributed to the withered-technology feel of the Sector :)

I'm trying this build out myself.  Unfortunately I did get some text flicker on the refitting screen (when installing hull mods). 

None of those big white background squares that would flicker into the foreground yet, so it seems to be an improvement so far.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on April 25, 2017, 02:43:35 AM
Just realized the (d) Sunder I scavenged and repaired has 3 medium energy hardpoints. Is this intended?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 25, 2017, 03:09:43 AM
I just noticed there are still screen-wide flickers, where the entire (or a big part of) screen seems to get white for ~1 frame. I noticed them first in a dialog window with a probe.

The (previously far more common) single UI element flickers seem to be gone for good, though. e/ Strike that, still there. I wonder if they were gone for a time, or if it was just conformation bias.


Just realized the (d) Sunder I scavenged and repaired has 3 medium energy hardpoints. Is this intended?

That's kind of like a hidden D-mod (downsized hardpoint), but not restoreable. Was reported in the bug sub-forum.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Baqar79 on April 25, 2017, 03:53:05 AM
Blast, while in Corvus flying around the star I got some of those white square box flickers (rectangular boxes about the size of windows dialogue boxes), perhaps I'm having a different graphics issue if it has worked for some others.  :-\
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: DragoonKiller on April 25, 2017, 03:58:13 AM
How can I find a probe on the outskirts of a nebula?
Does it mean you should go along the edges of the square nebula system, or you should travel along all edges between in-system nebula area and non-nebula area?
Or the probe is placed within a certain range of distance to system center?
I never complete the mission as I'm puzzled about the mission description......
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PapaPetro on April 25, 2017, 08:49:51 AM
The Neutrino Detector makes it a easier though not foolproof to find those obscure probes. It requires 1 point in the Sensors skill in the Technology Aptitude and costs 1 Volatile per day upkeep.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ciago92 on April 25, 2017, 10:04:24 AM
Loving the update so far!! Have to second everyone else that the Talons might be a little too strong now, a Drover with two Talons wrecks almost anything the Pirates field below multiple destroyer class fleets. Love love LOVE the salvage mechanics, makes losing a ship so much easier to deal with. On that note, not 100% on some of the combat AI. I had multiple ships engaging a lone Mora and I watched my (D) Falcon (no officer) decide it didn't want to overload (probably 90% flux or so) and instead tanked a Reaper on its front armor. One on one that might be the best decision, but that Falcon had a lot of support. It did survive, but I was not thrilled with the decision making haha! Maybe throw a little weight on "hey my allies can protect me when I overload" when looking at alpha strike level damage? Wouldn't be surprised if it already does and this is just a small quirk of the specific battlefield scenario, but I was very surprised by the decision to (ever) allow a Reaper to land. Thanks again for making such an awesome game!!!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: 736b on April 25, 2017, 11:35:04 AM
The Neutrino Detector makes it a easier though not foolproof to find those obscure probes. It requires 1 point in the Sensors skill in the Technology Aptitude and costs 1 Volatile per day upkeep.

For me it's actually harder with the neutrino detector, because it's always leading me nowhere and I end up going further away from the probe.
Easier to just fly around more or less randomly until I get it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 25, 2017, 12:34:06 PM
Re: flickering - argh!

How can I find a probe on the outskirts of a nebula?

It's not going to be much further out than the outermost orbit in that system (which could be a ring, doesn't have to be a planet) and it's orbiting the star. It's also not going to be super close to the star.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on April 25, 2017, 12:35:30 PM
the orbit of a... nebula?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 25, 2017, 12:37:07 PM
If it's in a nebula, it's not going to be orbiting anything. It doesn't say it's orbiting a nebula, either, so I'm not sure what you mean.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on April 25, 2017, 12:53:34 PM
I really wish the aptitude skills gave you something. Anything.
Potentially 12 of your 40 levels are worth nothing.

As much as I love the things, Sparks are probably a little too good for thier cost and (relative) ease of aquisition.

Shepherds seem far more aggressive than I remember them being.
When I deploy them I frequently have to waypoint them out of the big furball that inevitably forms and hope they don't get stepped on.
I get that they need to be somewhat close to be 'in range' of it's drones, but I don't think they should dive into a mess of ships firing back and forth.


Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CedricO on April 25, 2017, 01:07:51 PM
When can we expect Starsector to pop on steam (early access?).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Techhead on April 25, 2017, 01:13:50 PM
I really wish the aptitude skills gave you something. Anything.
Potentially 12 of your 40 levels are worth nothing.

As much as I love the things, Sparks are probably a little too good for thier cost and (relative) ease of aquisition.

Shepherds seem far more aggressive than I remember them being.
When I deploy them I frequently have to waypoint them out of the big furball that inevitably forms and hope they don't get stepped on.
I get that they need to be somewhat close to be 'in range' of it's drones, but I don't think they should dive into a mess of ships firing back and forth.
On the first, I think that's intentional. The aptitude tax is supposed to discourage over-generalization. 12 points that 'do nothing' probably means you're picking and choosing the 'best' skills. If you only buy one skill from an aptitude, you're paying double price for it.

The Shepherds, my guess is that it might be trying to engage with the ship weapons as well as  the drones. What's installed on it?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 25, 2017, 01:20:03 PM
The Neutrino Detector makes it a easier though not foolproof to find those obscure probes. It requires 1 point in the Sensors skill in the Technology Aptitude and costs 1 Volatile per day upkeep.

For me it's actually harder with the neutrino detector, because it's always leading me nowhere and I end up going further away from the probe.
Easier to just fly around more or less randomly until I get it.

Some of the signals are false which mean there is nothing but they never change direction so you can easily find which are not real.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 25, 2017, 01:21:36 PM
When can we expect Starsector to pop on steam (early access?).
steam, yes. most likely. once it's done.
steam early access, definitely not.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 25, 2017, 01:42:01 PM
BTW Is solar shielding work as intended?
I slap some of them on support ships and did not notice any effect in supplies used when in storm or in sun corona.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 25, 2017, 02:00:15 PM
BTW Is solar shielding work as intended?
I slap some of them on support ships and did not notice any effect in supplies used when in storm or in sun corona.

There's no effect on the rate of supply use, but since the CR damage is reduced, you'll lose less total CR when in a storm/corona and it will take less time to recover all of it, thus using less supplies total, but at the same rate.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 25, 2017, 02:00:42 PM
BTW Is solar shielding work as intended?
I slap some of them on support ships and did not notice any effect in supplies used when in storm or in sun corona.
it reduces the speed at which your ships lose CR. but since ships always recover CR at the same, full speed, the supplies-per-day consumption is always the same when your ships are below max-CR.

with Solar Shielding your ships won't lose as much CR while you're in a corona or hyperstorm, so the time it takes to get them back to full CR again will be much lower, and consqeuently you will also consume a lot less supplies in total. :]

edit: too slow! D:
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 25, 2017, 07:30:33 PM
I ran into a peculiar issue for myself. I was exploring/surveying systems and salvaging probes/survey ships. Just as I'm about to leave the system, I give away some fuel to a stranded independent fleet with my transponder off. On my way back to civilization, a large fleet suddenly started following me. On instinct, I turned off my transponder. Out of curiosity, I saved my game, and turned off sburn so i could look at what the fleet is, and it's an independent salvager chasing me, yet not formerly hostile. Turning my transponder back on tells me it would reveal my hostile actuons to yhe independants, so i'm really confused. As far as I know, I didn't do anything.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 25, 2017, 07:50:22 PM
Bug; fixed for next release.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on April 25, 2017, 08:19:19 PM
Ah, alright! Thanks!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: DragoonKiller on April 25, 2017, 09:38:30 PM
If it's in a nebula, it's not going to be orbiting anything.

That's to say it can be placed anywhere not too close to the center of the nebula system? Or just anywhere in system?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Mattk50 on April 25, 2017, 10:10:36 PM
been awhile since i've played, in this new patch im still not a fan of the skill system existing despite improvements. in a game like this it truly just makes the entire experience worse. Hey guy, pick between guns that shoot straight, ships that dont lose readyness mid fight and ability to do fun industry stuff! whats that, you're bored already and don't want to have to mod the game because it messes up the balance? Nah, just remember your ships, weapons, hull, literally everything functons completely differently in arbitrary ways because you decided to spend a skillpoint in combat instead of somewhere else.

same with peak readyness, added to balance out gamey teleports and similar uneccassry ultra kiting abilities on ships that could already kite very well, just a chain of poor design decisions. This is alex's game to develop as he wishes of course im just so dissapointed at the direction it's gone in some places, while in some other places the game feels and plays fantastic and has come a long way.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on April 25, 2017, 10:43:48 PM
The autofit system doesn't put the redacted fighters on carriers, even if the variant you tell it to use has redacted fighters in it. I.e if you make an Astral variant with 4 Flash Bombers and 2 Lux Heavy Fighters, the autofit will leave all the fighter slots empty rather than put redacted fighters on the carrier.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on April 25, 2017, 10:53:48 PM
been awhile since i've played, in this new patch im still not a fan of the skill system existing despite improvements. in a game like this it truly just makes the entire experience worse. Hey guy, pick between guns that shoot straight, ships that dont lose readyness mid fight and ability to do fun industry stuff! whats that, you're bored already and don't want to have to mod the game because it messes up the balance? Nah, just remember your ships, weapons, hull, literally everything functons completely differently in arbitrary ways because you decided to spend a skillpoint in combat instead of somewhere else.

In 0.72 I could get pretty much all skills I wanted. Now a specialization is required.

1st branching point is whether you take Industry. It offers very little in terms of end-game fleet performance, but gives you tons of money early and dramatically increases progression speed.

2nd is whether you take Leadership. Not taking it pretty much means going for Solo or small fleet strategy, since you'll have only 4 officers. I don't think Solo is viable in 0.8 though. Single Onslaught doesn't feel anywhere as powerful as it was in 0.72. And AI has become much more competent at avoiding it.

3rd optional branching point is Carrier - Direct combat (if you already chose Leadership). You have to choose early and stick to one. If you chose Carrier, ignoring Technology is an option (otherwise flux and range skills are too important, not having +10% OP always hurts though).

Then you have a batch of lesser decisions of what to cut. Unless you go for Solo-centric play, you can't get all relevant combat skills.

I ignored Industry and went for mix of other 3 trees, with focus on direct combat and moderate fleet size (8 officers, 1st levels in both Coordinated Maneuvers and Electronic Warfare).

same with peak readyness, added to balance out gamey teleports and similar uneccassry ultra kiting abilities on ships that could already kite very well, just a chain of poor design decisions. This is alex's game to develop as he wishes of course im just so dissapointed at the direction it's gone in some places, while in some other places the game feels and plays fantastic and has come a long way.

CR system in it's current evolved form is excellent decision by Alex. It does exactly what intended - limits boring slow play-styles and forces player to optimize for time spent (as opposed to ultimate result only).
It's interaction with time manipulating ships (phase and Scarab) is also awesome.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on April 26, 2017, 12:48:31 AM
The fleet fuel range circles on the hyperspace map do not take into account the Level 2 Navigation bonus. As you travel, the circles will move in the same direction you're moving, "extending" your range.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Histidine on April 26, 2017, 06:35:03 AM
Is there a particular technique to using the Neutrino Detector? Every time I use it, the signals are either like "yeah, there's a planet in that direction" or obviously false.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 26, 2017, 07:16:58 AM
Fly at a right angle to the signals, if they shift direction, they're real, if they don't, they're false positives, because false positives come from a constant direction at infinity.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 26, 2017, 08:02:36 AM
been awhile since i've played, in this new patch im still not a fan of the skill system existing despite improvements. in a game like this it truly just makes the entire experience worse. Hey guy, pick between guns that shoot straight, ships that dont lose readyness mid fight and ability to do fun industry stuff! whats that, you're bored already and don't want to have to mod the game because it messes up the balance? Nah, just remember your ships, weapons, hull, literally everything functons completely differently in arbitrary ways because you decided to spend a skillpoint in combat instead of somewhere else.

In 0.72 I could get pretty much all skills I wanted. Now a specialization is required.

1st branching point is whether you take Industry. It offers very little in terms of end-game fleet performance, but gives you tons of money early and dramatically increases progression speed.

2nd is whether you take Leadership. Not taking it pretty much means going for Solo or small fleet strategy, since you'll have only 4 officers. I don't think Solo is viable in 0.8 though. Single Onslaught doesn't feel anywhere as powerful as it was in 0.72. And AI has become much more competent at avoiding it.

3rd optional branching point is Carrier - Direct combat (if you already chose Leadership). You have to choose early and stick to one. If you chose Carrier, ignoring Technology is an option (otherwise flux and range skills are too important, not having +10% OP always hurts though).

Then you have a batch of lesser decisions of what to cut. Unless you go for Solo-centric play, you can't get all relevant combat skills.

I ignored Industry and went for mix of other 3 trees, with focus on direct combat and moderate fleet size (8 officers, 1st levels in both Coordinated Maneuvers and Electronic Warfare).
Aside from easy money in early-game, Industry is useful if you want rely on damaged ships as your fleet backbone.  If you go without commission, you cannot buy very much and recovering ships is the easiest way to get rare ships.  Also, damaged ships cost less to deploy, sometimes significantly less.  It also has that nice half malfunction cutoff, but I am not sure that is very useful for those who deploy big fleets (although it is useful for Safety Override ships or anything with damaged/degraded subsystems.)  If you rely on damaged ships, then that perk that halves all penalties from damaged mods is very nice.

I see Leadership primarily as the officer and carrier tree.  I do not know if I can be bothered leveling officers since I need to save scum more if I do not want carrier skills (or want to focus on them) on the officer.  That leaves carriers (and campaign convenience features).  I doubt the player can afford both brawling and carriers - there are not enough skill points.  So far, it is much harder to solo.  Recently, I put points into speed and shot range (but still no ITU), had a Wolf solo SIM Hammerhead.  Before 0.8, it was an easy wipe.  Now, it is much harder.  For destroyers, I have more success with a skilled Hammerhead armed with long ranged weapons (Mauler, HVD, Tac Laser) against bigger ships or skilled Drover with fighters against small ships.  Enforcer is too slow and shield is bad, and Medusa lacks shot range and is not fast enough to dominate more elite small ships.  Remnant frigates are a pain to kill with Medusa (although it may be much better with Converted Hangar, but I have not obtained that yet).  Drover with Talon and Claw wings wipe them.

Technology is great for everyone.  Gunnery Implants is good for all except maybe pure missile boats (like Gryphon).  Even carriers may want extra shot range to snipe at enemies with needlers or HVD so that the fighters finish off the now shield-less target.  Also, Loadout Design is very nice, especially for carriers.  Carriers will need the extra OP if it wants to use fighters aside from Talons (or Recovery Shuttles to mitigate crew loss).  If a normal ship wants to have a wing of fighters, and that is a very good idea with current game balance, it will need the extra OP to afford that without giving up too much.

The thing most irritating about solo play is the time it takes to win.  The main reasons to solo during the 0.6x is either you had too few Logistics or your fleet was full of Atlases (looting fleets up to 0.62, exploiting cash cow/xp food runs in 0.65).  In 0.7x, the reason to solo is endgame fleets outnumbered you, sometimes overwhelming so, and if you were outnumbered enough, your AI ships would die.  Also, supply consumption.

I have the feeling that if I want to attempt to solo fleets with one conventional ship, I probably need to sink every last point in all the relevant combat boosting skills and ignore every campaign relevant skill in the game.  It probably is not worth it.  It probably would not save my ship from getting swarmed by a bunch of small fry and getting mauled.  In 0.7x, frigate hordes were the most dangerous threat, but bigger ships had a chance.  I doubt they do now.

It seems carriers and fighters are very powerful, and if I want to solo fleets, my best bet is to pick a good carrier, get the best fighter skills, and enough combat ability to support fighters with long-range kinetics.  That said, I have not found Hyperion yet, nor have I progressed far enough to afford a capital.  However, I am not sure if I want to haul a capital much unless I want to kill townsfolk or prepare for Remnant battlestation invasion.

In any event, fleet action is probably the most powerful option, and mitigating those costs would be very nice.  So far, Industry seems the most attractive because I can recover ships, arm them with junk, pay pennies for deployment, and not fuss over a casualty (i.e., reload game as soon as I lose a ship).  If the maluses are pain, then I guess I can get that level 3 perk that halves the penalties.  At that point, weapon and crew replacements are probably the bottlenecks.

Now, Starsector feels like Endless Sky.  In Endless Sky, you could solo enemies if you want to, but it is so much easier to smash things with a dozen or so heavy warships (unless player captures the Pug Arfecta godship).  Here, with minor skill bonuses for solo ships, it is probably better to get skills that help everyone (or make the campaign easier) and rely on a big enough fleet for firepower.

Missiles are weak.  Salamanders are unreliable.  Now, if I want missiles on a big ship, I want Converted Hangar.  Fighters are missiles, and those missiles shoot more missiles, and some of those missiles actually hurt things!  As for those that cannot use a hangar, missiles may be a "Why Not" option and get mounted as filler.

One more comment about 0.8 for now:  This is the first version that features significant non-renewable resources.  You survey planets, they are done, no more.  You loot wrecks, they are gone.  You kill Remnants, they (may) be gone (not sure about that).  If the player plays long enough to suck the whole dungeon dry, he would be left with bounties or factions in town to kill.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on April 26, 2017, 08:53:42 AM
@Megas
Industry can help you run D-mod fleet, sure. But by endgame Fleet I meant maximum amount of power that can be packed into single deployment, free from economic constraints.

D-ships don't have DP cost discount, they only cost less supplies to recover after battle. Using them trades combat effectiveness for logistic benefit. So I obviously don't want any of that in endgame fleet.
Also recovering them multiple times will keep accumulating D-mods to point of uselessness (as far as I understand, haven't tried). It makes losses hurt less, but doesn't make them free.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 26, 2017, 09:09:10 AM
I do not know how easy it is to get money at endgame.  Maybe it is easy.  Currently, I am in about midgame, and I am hunting bounties and I do not profit much unless I can kill two or more next to each other because of fuel and supply expenses.  Just recently, I put most of my fleet into storage and take Domain probe scan missions with a frigate and a tanker because there was no bounty good enough for the expenses.  If I got Surveying 3, the game would go much faster, but then I would not have the skill points I need for my endgame fleet.  Now if Salvaging is good to get more special loot like Sparks wings, and there is no other way to get them, I may highly desire that skill.  Otherwise, I will pass.

With max battle size, DP cost is not much of a problem.  There is a skill that reduces maintenance for (D) ships, but that seems insignificant compared to Fleet Logistics one, and I have Leadership 1 for Coordinated Maneuvers at least.  Six officers would be good except I cannot be bothered save scumming excessively to get the skills I want on them.

Quote
So I obviously don't want any of that in endgame fleet.
True, although if the game is hard enough, I do not want to reload the game every time I lose a ship.  The main reason is not logistics benefit, but anti-frustration.  EDIT:  Although deployment costs are significant to me at the moment (in midgame).  If I cannot solo fleets with one elite ship, then I can try to gang up on fleets with multiple clunkers that cost as much as one elite ship.

Quote
Also recovering them multiple times will keep accumulating D-mods to point of uselessness (as far as I understand, haven't tried). It makes losses hurt less, but doesn't make them free.
Not free, but if there is a limit, then simply hurt less enough that it does not matter much.  Sure, I want an elite ship I want to pilot, but the AI can just take a bunch of clunkers, die, and I will not care because there is more where the clunkers came from.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on April 26, 2017, 09:31:32 AM
@Megas
Have you actually sat down and maybe thought about how you might proceed throughout the campaign?  You appear to be dead-set in old ways from the previous patch.  Take a moment and ponder this: use officers.  They can't get the fleet-wide logistical, technology, and industrial skills, but what they can get are the individual combat skills from all these categories.  The player can control 4 officers from the start without investing in anything special.  You're a god damn min-maxer, you should have realized this by now - let your officers do the fighting while you take on the fleet-wide bonuses and salvage and exploration.  I'll leave it at that, if you can't figure out what to do from there, then you don't really deserve to be called as such.

Yes, I sound vaguely annoyed because you clearly haven't bothered looking deeply into stuff other than "only shoot stuff if I get paid".
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 26, 2017, 09:36:23 AM
The autofit system doesn't put the redacted fighters on carriers, even if the variant you tell it to use has redacted fighters in it. I.e if you make an Astral variant with 4 Flash Bombers and 2 Lux Heavy Fighters, the autofit will leave all the fighter slots empty rather than put redacted fighters on the carrier.

Thanks, was reported a bit earlier and is fixed for the next release. Appreciate the report, though!

The fleet fuel range circles on the hyperspace map do not take into account the Level 2 Navigation bonus. As you travel, the circles will move in the same direction you're moving, "extending" your range.

Took a look - I think this is working properly. The outer range expands when you take Nav 2, and stays at the same spot as you travel. The inner range shows how far you can go and still return to where you are at that moment, and since that changes as you move, the inner circle will move too.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on April 26, 2017, 09:37:56 AM
Now if Salvaging is good to get more special loot like Sparks wings, and there is no other way to get them, I may highly desire that skill. Otherwise, I will pass.

Can't say I fought particularly a lot of REDACTED, but I did fight some. No shiny fighters :( .  So that is a valid consideration for taking Salvage skills.

Quote
Also recovering them multiple times will keep accumulating D-mods to point of uselessness (as far as I understand, haven't tried). It makes losses hurt less, but doesn't make them free.
Not free, but if there is a limit, then simply hurt less enough that it does not matter much.  Sure, I want an elite ship I want to pilot, but the AI can just take a bunch of clunkers, die, and I will not care because there is more where the clunkers came from.

Not sure if pyrrhic victories are sustainable. You'll still lose some weapons and recovery/repair will also eat a lot supplies. Then you again, you loot more of both too...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 26, 2017, 09:48:18 AM
@ The_Soldier: Please do not presume too much.

I am playing as I go because of all of the changes.

I have officers, but I have not leveled them up because I have not decided what to do with them yet, and if I want a generalist to plug into any ship, I do not want specialist carrier skills rammed down my throat time after time.  The few times I tried leveling up, the game kept spitting carrier skills I did not want, and I gave up.  Currently, I am not in the mood to scum-grind-reload much.

Most of my fights have been with a fleet.  I cannot solo fleets with a (mostly) unskilled ship.  Honestly, my character who is approaching level 30 has no skill points spent, so far.  I tried skills in the simulator, but I do not see a way I can solo fleets if I divide my skills between the combat skills I want and campaign and fleet-friendly skills that are very convenient.  It hurts not having Surveying 3 to get the easy money.  I am seeing how far I can go without skills (just so I can play with things in the sim later), and I manage so far, but things are getting hard.  Also, I have not obtained the top-tier ships and hullmods, so even if soloing appears impossible, it may not be if I acquire the best stuff.

I have not spent too much time playing the campaign either.  That is why I am still in midgame instead endgame like others are.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 26, 2017, 10:02:53 AM
@ Talar:  The idea is if I will lose ships anyway (and I do not want to reload), better to lose clunkers that are nearly as good as normal ships than elite ships that cost too much to replace or restore.  I doubt I can overpower fleets like I did in the past.  I do not want to [R]estore every ship I lose.  If I go without commission, I just cannot go to the local market and buy another cruiser so easily.  Admittedly, that means I need to settle for more low-grade weapons because I cannot replace things like needlers so easily either.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 26, 2017, 10:11:02 AM
Is there a particular technique to using the Neutrino Detector? Every time I use it, the signals are either like "yeah, there's a planet in that direction" or obviously false.
planets and such show different signals though, static ones. only man-made objects (and false positives that don't have an actual source at all) do the flashing, ticking thing. as orost said, since false positives always stay in the same direction from your fleet rather than rotating around it (relative to your own movement), it's usually possible to check if something is real by moving perpendicular to the direction it indicates. although it can take quite some distance traveled to accurately tell what is real and what isn't, depending on how large and spread out the system is.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 26, 2017, 10:11:46 AM
Quote
Yes, I sound vaguely annoyed because you clearly haven't bothered looking deeply into stuff other than "only shoot stuff if I get paid".
I admit it, you are right, because shooting things up is what I got the game for.  When Starsector first got skills, I loved it because then I could hot rod through speed and kill everyone like a classic shmup.  I do not care much about other stuff like trade unless they are much more rewarding than combat.  You know what?  I did not find food runs immediately in 0.65, but I found them eventually (because levelling via combat was slow at endgame and I did a food run on a whim), and when I saw how rewarding they were, I exploited them.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Bishi on April 26, 2017, 12:06:36 PM
In case no one mentioned it yet, autofit strips the built in cannons off the onslaught
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 26, 2017, 12:13:20 PM
If you grab the 2nd hotfix, that resolves the issue. Edit: but thank you :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 26, 2017, 12:21:35 PM
In case no one mentioned it yet, autofit strips the built in cannons off the onslaught
oh dear. o_o

"happy to report we're done fully outfitting your new battleship, sir! took out those giant cannons on the front as well, while we were at it. i'm guessing you didn't those? dunno who thought putting energy weapons on a flippin' Onslaught was acceptable behavior, honestly... awful, just awful. anyway, we took care of it, so no need to worry about it anymore!"
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hiruma Kai on April 26, 2017, 12:27:17 PM
I'm thinking it is not going to be possible to solo all end game enemy fleets.  Some fleets yes, but not all.  I feel even something like a solo Onslaught, Legion, or Paragon is going to have issues against a double Astral enemy fleet, or a double Legion.  

Also, the Electronic Warfare and Coordinated Maneuvers skills really reward deploying a full fleet. -20% to enemy range and +20% speed right from the start is good (just deploy 7 cruiser class vessels).  It helps fighters against PD and it helps cruisers outrange capitals.  And both stack with safety overrides or the ship-only skills.  They're not as impressive early game, but late game they are stronger than the Gunnery Implant skill or Helmsmanship skill.

The following is roughly what I did on my commission-less run to level 40, with some tweaks from hind sight.  I'm not saying its the definitive way or that you should play this way.  But it is one way and you can definitely still be flying around fast and blowing stuff up as the major gameplay.

1) Buy a destroyer (enforcer most likely), outfit cheaply, destroy some ships in Jangala until you can fill your fuel tanks (either buying or salvaging) and have sufficient supplies and crew, and maybe 15 machinery.

2) Go after a 40,000-ish bounty, come back to Sindaria.  Buy storage.  Dump all weapons into storage, plus excess if any supplies.  Buy fuel and supplies. Repeat.

A loss on this first outing can be painful, but after a few, you should have a buffer of a 50,000 credits or so.  Keep that on hand so you can re-buy a destroyer in the case of a loss.  Increase the buffer when you jump to Cruisers and then again to Capitals.

3) When possible grab multiple named bounties near each other, but even 1 generally pays for itself.  Salvage interesting ships (I took things like Drover, Medusa, Falcon, Eagle, Dominator, Heron, Mora, Onslaught, Astral, Legion, etc).  Restore them when able, or just shuck them into storage against future need.  I've got things like Scarabs and Hyperions sitting in my storage which I haven't played around with.

4) When you've got a bit of cash store the fleet, keep a couple destroyers in fleet, and do a loop of the inhabited worlds to hit all the planets to visit black markets and grab new officers.  Buy good weapons and maybe a ship you haven't salvaged.  Every time I saw a rare fighter LPC, I bought it as well.

Sure I lost a ship here or there, which set me back cash wise briefly, but my character was gaining experience the entire time, and I generally had enough of cash reserve I could just fly back and restore it.   I found the bounty fleet difficulties increased at about the right rate for me.

Supplies were not a big issue.  Fuel became an issue at some point as my fleet was getting towards end game size, mostly because of the return leg didn't have a fleet waiting to be blown up for its fuel.  At that point I decided to settle on Sindaria.

Leveling I did the following:
Technology first: +15% range, +10% OP, Navigation, Electronic warfare
Leadership second: 10 officers, +15% combat readiness for all, Fighter Doctrine, Coordinated Maneuvers
Combat last: +15% combat readiness, Defensive Systems, Level 2 into Helmsmanship (+10% speed) and Level 1 Evasive Action (+50% manuever).  
No industry.

Fleet composition: Roughly half carriers.  Half front line.  Maybe a dram or two depending on fuel consumption.
Between fighter doctrine 1, officers with Carrier command 1, and Rescue shuttles, crew losses are nothing on fighters.

Officers: Aim to train them all as full carrier pilots at the start.  Once you have 50% of your end game officer number as full carrier pilots (they have all 3 carrier skills at level 1 at least), fire excess partially trained carrier pilots, aim to train the rest as generic front line pilots.  Fire and hire new as needed.

My current level 40 fleet has as its flagship a safety override and hardened subsystem Aurora (which with all the skills and a full fleet deployment has a base speed of 180, and 305 with plasma jets, and 4 minutes of deployment time).  In addition, I have 5 Herons which get deployed every large battle (5 Broadswords, 5 Longbows, 5 Daggers), 3 Dominators, 1 Eagles, and an Onslaught.  Plus 4 Medusa for dealing with small fry fleets or chasing down ships which retreat.

Typical deployment is the 5 Herons, the Aurora, and a Dominator.  The Onslaught or Eagle come out depending on enemy fleet composition. Typically 155 supplies and provides the full 20% EW and Coordinated Maneuver benefits.  15 flights of fighters annihilate frigates and destroyers, and distracts cruisers and capitals nicely to let the Aurora flank.  The Aura can also chase down annoying kiting ships.  I can swap the Aurora for a Dominator, Onslaught or Eagle if its a particularly tough fight and I run out of endurance.  Without the omni to front shield hull mod, I do have some minor issues with phase ships, but fighters or the beam Eagle seems to help with them.

I've been facing bounty fleets in the 250,000 to 350,000 credit range with this, and other than losing a cruiser once every 10 or so fights because I over extend, I find it works rather well.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Bishi on April 26, 2017, 01:27:55 PM
If you grab the 2nd hotfix, that resolves the issue. Edit: but thank you :)

Ah sorry didn't notice there were two hotfixes that day, I just grabbed the first.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: icepick37 on April 26, 2017, 01:30:37 PM
Ahhhh so nice. I love this already and I'm not even out of the tutorial.

I can't wait to actually get out in the real world, though I'll think I'll probably make a do-over char since I irrevocably screwed up my current one by not paying attention to the "only one kind of character points now" thing. Which is entirely my own fault, mind. Makes perfect sense now.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 26, 2017, 05:50:04 PM
I have an Apogee armed with the Squall missile launcher and I've noticed that the AI is unusually incompetent at using it. It frequently wastes most of its ammo firing at targets that are out of range, or at frigates that are far too agile to hit with it.

(But overall, the combat AI in 0.8 has been incredibly impressive. Ships getting themselves killed for no reason used to be a blight on this game, and I don't think this has happened to me once in 0.8. Sometimes I don't deploy my flagship at all and just watch the AI work.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 26, 2017, 06:52:16 PM
Alex are you plan to implement more detailed combat losses after battle? Mostly about fighters.
Like how many fighters get destroyed, how many unmanned drones, how many pilots died. It would help with managing fighter fleet.

Also small question.
What cause some defeated enemy ships to become derelict and drift after battle(still possible to check and scavenge) or drift inside debris field(still able to scavenge if check field) instead of being able to scavenge after battle?
Also can we  have some hope for getting more detailed info about scavenging debris fields?
I did not notice any difference in text that mention amount  or risk and it can wary from plenty to none.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kirschbra on April 26, 2017, 07:55:57 PM
First off, I LOVE THIS! just a couple hours into the new patch.  But I gotta report a bug, game loaded and I'm in pause mode basically, musics pllaying I try to dock or move or do anything and game crashes to desk top, my fleet appears to move just a skoch before it crashes to desk top

oh well new game, and I believe I'm running the second hot fix version I just downloaded it last night
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Absolutecero on April 26, 2017, 08:04:47 PM
Hey could I gets some help? I'm having trouble  getting fighters to do what I want how do I get them to attack who I want or stay and guard the carrier.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 26, 2017, 08:06:12 PM
Alex are you plan to implement more detailed combat losses after battle? Mostly about fighters.
Like how many fighters get destroyed, how many unmanned drones, how many pilots died. It would help with managing fighter fleet.

Also small question.
What cause some defeated enemy ships to become derelict and drift after battle(still possible to check and scavenge) or drift inside debris field(still able to scavenge if check field) instead of being able to scavenge after battle?
Also can we  have some hope for getting more detailed info about scavenging debris fields?
I did not notice any difference in text that mention amount  or risk and it can wary from plenty to none.

Re: small questions
A) luck. There's a passive chance for all ships to be recoverable (15%? correct me plz), some officer skills or hullmods can make it %100 for certain ships
B) Not feasible with the current system. The way salvaging fields works is you don't know what's out there unless you go out and physically collect it and see what's there, which is the pull you get. You can do it multiple times but the haul is substantially smaller every time. You will never find a ship salvaging a debris field-- ship recovery and debris salvaging are two different things that are only done the same in the aftermath of a battle you're involved in, because all the debris is still there in the fighting area and hasn't had time to scatter. If there's a ship to be gotten from the battle that produced a debris field, it'll show up separately as a derelict.
C) The game doesn't currently tell you what the risk is but meeting the machinery requirement makes a salvage op safer (cost less). You can salvage without heavy machinery but doing so will likely cost you crew, or at least more so than doing it safely does. If you NEED what was dropped in a debris field then you can still try to recover it without machinery but it's less cost effective
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Baqar79 on April 26, 2017, 08:09:51 PM
Really like the new star types out in the RNG universe.  The Neutron stars with their jets that blast you across the map (unless you shelter behind a planet and wait for the jet to pass) is pretty cool.  :)

I've just noticed though that stars labeled "White dwarf" can include F-class stars as well as the Stellar remnants of low-mass stars.  Just a simple title description change for F-class stars would probably be fine here (Maybe just "White Star" or "Yellow-White Dwarf" instead of "White Dwarf").

I also noticed G class stars seems to all be called G2 (Same as our sun).  I guess you don't want the added complexity of sub-classifications for each star, so why not just call them all G class stars? :D

While playing Elite dangerous, I got recommended reading through this short guide here to stellar classifications (It's only 5 pages long, and you will start to know what some astronomer means when they Say a star is a M2 V, or M8 Ib):
http://evildrganymede.net/rpg/world/stellarevol.pdf

I'm not sure if it was too clear in the guide, but the number after the classification (eg G0, G9) generally relates to the effective temperature; with 0 being the hottest and 9 being the coolest.  So if we just look at main sequence, we would have something like the temperatures of F8 > F9 > G0 > G1 > G2 >....G9 > K0 > K1 and so on. 

Of the main sequence O/B/A/F/G/K/M stars, it seems A & B don't seem to be in the game.

Perhaps white stars (F-class) should cover both A & F types.  When generating the universe, perhaps swap in the description for F-class stars for the smallest generated white stars and A-class descriptions for larger ones?

Same for blue stars (O-class); perhaps have the smallest blue stars generated become B-class, the larger ones O-class and the huge ones could be O and B supergiants. 

For main sequence sizes I think generally O > B > A > F > G > K > M so if your generating a M-class star that isn't a sub-giant/giant/super giant/hyper giant; it shouldn't be bigger than a K-type star in general.

Wikipedia's reference chart shows how radius, mass and temperature change to affect a stars classification:
https://en.wikipedia.org/wiki/Stellar_classification#Harvard_spectral_classification

On a similar note, I've noticed that the Neutron star cores seem to be larger than the white dwarf ones.  They're pretty easy to tell apart because of the jets, but it would be nice if they actually were a little smaller visually.  I understand scale doesn't even enter into the equation, without changing everything in game, but perhaps the neutron star could be shrunk a little so that it appears smaller than a white dwarf without actually changing gameplay too much?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 26, 2017, 08:10:10 PM
Hey could I gets some help? I'm having trouble  getting fighters to do what I want how do I get them to attack who I want or stay and guard the carrier.

Z by default toggles fighters from engage to regroup and vice versa, fighters on regroup can and will use long-ranged weaponry to fire on ships in close range to their carrier but largely they won't engage, and are instead using the carrier to protect themselves while they wait to be given the attack order.
As for the way the attack order works, when you toggle engage the fighters "lock on" to whoever you're targeting when you hit the button, and won't change lock until their target is dead or you order them to regroup. So if you want to attack an enemy you hit R on them to target that enemy, then hit z to issue an engage order. If you want to tell them to stop attacking an enemy and attack another you change targets and then press z twice to order them to regroup (stop attacking) and attack their new target.
If you target a friendly ship and order engage they'll escort that ship but I don't know a specific way to give fighters an escort-mothership order aside from just controlling them like a weapon using the engage order
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kirschbra on April 26, 2017, 08:21:19 PM
ook update from there, start a new game after a clean install... and now it crashes inbetween the push 5 to get to that place and that place. right at the nebula/asteroid ring  did a fresh install again same issue.. so now I don't get to play the new update
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 26, 2017, 09:02:56 PM
ook update from there, start a new game after a clean install... and now it crashes inbetween the push 5 to get to that place and that place. right at the nebula/asteroid ring  did a fresh install again same issue.. so now I don't get to play the new update

Hmm - what's the error message? And what's at the end of the logfile? The last 100 lines or so would be good, you can find it in
C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\starsector.log

Edit: also, obligatory - have you tried rebooting & are your graphics drivers up-to-date?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on April 26, 2017, 09:55:31 PM
I'm really enjoying having combat slowed back down with the skill reworks.  As a bit of a knock-on effect, it might make Phase ships a bit more reasonable; it's harder for them to instantly gib ships by themselves with less officer bonuses to damage output, and longer battles in general mean their limited endurance is more of a liability.

It also probably helps that they're much rarer opponents.  Given the number of basic combat rules they get to break, they work better as minibosses than something you are liable to encounter in every other Tri-Tachyon patrol.  I still don't like that the appropriate response to them is usually just to huddle in a ball until their CR runs down, though, because even if it works it's not fun or interesting gameplay.


Also, it's looking like the distinction between Pirate D vessels and regular D vessels is indeed causing quite a bit of confusion for the people who don't read the game forums.  I accept that weapon mounts can't be refurbished for technical reasons, but is there any similar barrier to just calling it a Wolf (P) instead or something, especially given that you have already done this for Pather ships?  On a similar note, is Destroyed Weapon Mounts on the table for random rolls?  Because if it is, I'd probably argue that it shouldn't be as long as it's irreparable damage.  If part of the purpose of the new salvage mechanics was to improve access and retention of rare ships, having a chance to have them be randomly crippled runs counter to that design without adding meaningful amounts of depth to the salvage system.

Refurbishment costs also seem excessive.  I understand that refurbishment is primarily meant to be a way to gain access to ships that can't be bought with money, but it doesn't need to anywhere near the current level of expense to accomplish that goal.  If a ship is readily available off the market, it doesn't matter how many times more expensive it is to have it refurbished; as soon as buying a new one becomes the cheaper option, that's what will be preferred.  Paying six figures to have a Tempest rebuilt is...harsh.

If anything, I'd probably want to see the price for having a single D-mod removed at somewhat less than the price of buying a new hull.  This still leaves refurbishment the more expensive option for the vast majority of ships you recover from enemies because they are usually going to be in worse shape, but it provides a mechanism for players who aren't running junk fleets to keep their ships in peak condition without constantly replacing their damaged ships with new hulls (or mashing F5), and maybe helps them feel a bit more connected to the ships in their fleets.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Vind on April 26, 2017, 11:50:56 PM
Slower combat lead to CR won battles as AI very indecisive even with bigger fleet. Then you solo cant force AI to fight (they just retreat and reblob moving another ship forward) and your AI "steady" allies poor cowards unable to kill anything if they not pilot some burn drive ship like onslaught. Picking apart CR 0 AI ships is not fun either. In this light strike craft reign supreme as fighters/bombers wont back down and just attack and attack until target is dead.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 27, 2017, 12:26:14 AM
Alex are you plan to implement more detailed combat losses after battle? Mostly about fighters.
Like how many fighters get destroyed, how many unmanned drones, how many pilots died. It would help with managing fighter fleet.

Also small question.
What cause some defeated enemy ships to become derelict and drift after battle(still possible to check and scavenge) or drift inside debris field(still able to scavenge if check field) instead of being able to scavenge after battle?
Also can we  have some hope for getting more detailed info about scavenging debris fields?
I did not notice any difference in text that mention amount  or risk and it can wary from plenty to none.

Re: small questions
A) luck. There's a passive chance for all ships to be recoverable (15%? correct me plz), some officer skills or hullmods can make it %100 for certain ships
B) Not feasible with the current system. The way salvaging fields works is you don't know what's out there unless you go out and physically collect it and see what's there, which is the pull you get. You can do it multiple times but the haul is substantially smaller every time. You will never find a ship salvaging a debris field-- ship recovery and debris salvaging are two different things that are only done the same in the aftermath of a battle you're involved in, because all the debris is still there in the fighting area and hasn't had time to scatter. If there's a ship to be gotten from the battle that produced a debris field, it'll show up separately as a derelict.
C) The game doesn't currently tell you what the risk is but meeting the machinery requirement makes a salvage op safer (cost less). You can salvage without heavy machinery but doing so will likely cost you crew, or at least more so than doing it safely does. If you NEED what was dropped in a debris field then you can still try to recover it without machinery but it's less cost effective
I think we misunderstood each other.
Let me tell it in other way.
I fight enemy fleet and win.
Some of enemy ships are available to salvage after battle. From the after battle menu.
Then there is a debris field and sometimes there are derelict ships spawned from defeated fleet(and maybe even destroyed ones from victorious one) that you can catch and salvage.
Then you can check debris field and occasionally on this freshly spawned after battle debris field in menu when I scavenge from debris field sometimes there are  another ships from battle that can be salvaged.
So I am interested is why there is three ways to find and salvage ships from one battle. I think it make sense as probably the ships that player can easily scavenge after battle(from battle menu) are the ones close and easy to salvage. Then there are some more damaged and drifted away that can be problematic to salvage if there is not time to look for them or there is enemy close and hostile.
Quote
Refurbishment costs also seem excessive.  I understand that refurbishment is primarily meant to be a way to gain access to ships that can't be bought with money, but it doesn't need to anywhere near the current level of expense to accomplish that goal.  If a ship is readily available off the market, it doesn't matter how many times more expensive it is to have it refurbished; as soon as buying a new one becomes the cheaper option, that's what will be preferred.  Paying six figures to have a Tempest rebuilt is...harsh.

Well considering that ships in SS come from fully automatic shipyards that people do not really know how to work it make sense. To produce new Tempest you just put resources on one side and on the other you get ship.
On the other hand you get damaged one and to fix it you need guys who knows what they are doing, probably more time and specific components.
Its like modern electronics - its mostly cheaper and faster to buy new one than fix used - especially if you do not know how exactly it work.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 27, 2017, 02:40:41 AM
Small thing, shouldn't (at least the initial) "capture" assignment for sensor jammers etc. be called "deploy"?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 27, 2017, 02:43:47 AM
https://gfycat.com/LivePracticalJenny 10/10 GOTY - Auraknight
Also damn you Alex, I have circa 2 milions moneys and still don't want to stop exploring. It's fun choosing mainly freighters and small escort instead of war fleet because otherwise you won't make it back.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SainnQ on April 27, 2017, 04:23:00 AM
Are we no longer allowed to use Java 8 and the Out of Memory vpparams setup with 0.8a?

I've got quite a few mods loaded. And I'm getting a out of memory error.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 27, 2017, 06:15:26 AM
Small thing, shouldn't (at least the initial) "capture" assignment for sensor jammers etc. be called "deploy"?
calling the initial one "deploy" could be nice, yeah. after that it should really be "capture" though, since that word is kinda key to communicating to (new) players how the related gameplay works. "go here / send units here and wait until capture-point progress bar fills green" is a pretty common mechanic in various games.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 27, 2017, 06:37:24 AM
Capture is more accurate.  Lore may say we deploy, but that is a weak excuse to what is really happening - go to some magic spot with a ghost gizmo that everyone can see and capture it!

If we are really deploying, it makes the best sense to drop it where your ships spawn, then maybe remove it and take it to where your deathball hangs out and drop it back down there later.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 27, 2017, 06:52:30 AM
Capture is more accurate.  Lore may say we deploy, but that is a weak excuse to what is really happening - go to some magic spot with a ghost gizmo that everyone can see and capture it!

If we are really deploying, it makes the best sense to drop it where your ships spawn, then maybe remove it and take it to where your deathball hangs out and drop it back down there later.

No, that doesn't work, because that place hasn't the right hyper wave interference pattern/phase point density distribution/feng shui/aura/forthcoming personality.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 27, 2017, 07:00:19 AM
In other words, annoying technobabble.  We really are just capturing a magic thing.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 27, 2017, 07:29:24 AM
We really are just capturing a magic thing.
no, we are deploying a magic thing. :P
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 27, 2017, 07:30:19 AM
That is what the game says, but it does not feel like it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 27, 2017, 07:51:46 AM
yeah, i do agree on that. maybe if the first time a point is captured, there's a quick animation of a magic thing buoy/jammer/relay unfolding? presumably as it just got first calibrated ( = progress bar) and then deployed ( = captured) by whichever ship sits on the capture-point.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kirschbra on April 27, 2017, 10:45:07 AM
ook update from there, start a new game after a clean install... and now it crashes inbetween the push 5 to get to that place and that place. right at the nebula/asteroid ring  did a fresh install again same issue.. so now I don't get to play the new update

Hmm - what's the error message? And what's at the end of the logfile? The last 100 lines or so would be good, you can find it in
C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\starsector.log

Edit: also, obligatory - have you tried rebooting & are your graphics drivers up-to-date?

I'm at work now, now that you mention it I do think I need to update my graphics card, I think I saw the exclamation point on the NVidia thing.  I'll give that a shot, I hope that's all it is.  If not I'll get the logfile for you,  and there was no error message, it was just a fast crash to desktop.  I just gotta say, while it was working, absolutely amazing, this update was sooo much more than I was expecting I can't wait to really dig into it. 

side note, when are you going to go on steam and make oodles of money?  compared to the sea of garbage on there, you would be a huge success.  I try to tell people about this game all the time, and with the new update it feels a lot more like a game than just a game mechanics tester.  npc personalities/ relations ect so amazing

one thing I thought of while I was out doing my thing in the new build,  maybe make interacting with colonized planets/markets that don't have a space station require that you have shuttles(just for immersion and another reason to make shuttles important)

Thanks for the quick response Alex,  and thank you for making such a quality product.  I love how much harder it's gotten, the transponder/go dark sustained burn mechanics really add to the difficulty, and balancing the burn speeds so larger ships are faster on the strategic map :PERFECT!:
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 27, 2017, 12:43:08 PM
On a similar note, I've noticed that the Neutron star cores seem to be larger than the white dwarf ones.  They're pretty easy to tell apart because of the jets, but it would be nice if they actually were a little smaller visually.  I understand scale doesn't even enter into the equation, without changing everything in game, but perhaps the neutron star could be shrunk a little so that it appears smaller than a white dwarf without actually changing gameplay too much?

Just to clarify, do you mean on the map or in-game?

Also, it's looking like the distinction between Pirate D vessels and regular D vessels is indeed causing quite a bit of confusion for the people who don't read the game forums.  I accept that weapon mounts can't be refurbished for technical reasons, but is there any similar barrier to just calling it a Wolf (P) instead or something, especially given that you have already done this for Pather ships?  On a similar note, is Destroyed Weapon Mounts on the table for random rolls?  Because if it is, I'd probably argue that it shouldn't be as long as it's irreparable damage.  If part of the purpose of the new salvage mechanics was to improve access and retention of rare ships, having a chance to have them be randomly crippled runs counter to that design without adding meaningful amounts of depth to the salvage system.

Yeah, untangling that now. It's definitely confusing, and mostly for time constraint reasons rather than intent.

Edit: random d-hulls can't get destroyed weapon mounts, no.


Refurbishment costs also seem excessive.  I understand that refurbishment is primarily meant to be a way to gain access to ships that can't be bought with money, but it doesn't need to anywhere near the current level of expense to accomplish that goal.  If a ship is readily available off the market, it doesn't matter how many times more expensive it is to have it refurbished; as soon as buying a new one becomes the cheaper option, that's what will be preferred.  Paying six figures to have a Tempest rebuilt is...harsh.

If anything, I'd probably want to see the price for having a single D-mod removed at somewhat less than the price of buying a new hull.  This still leaves refurbishment the more expensive option for the vast majority of ships you recover from enemies because they are usually going to be in worse shape, but it provides a mechanism for players who aren't running junk fleets to keep their ships in peak condition without constantly replacing their damaged ships with new hulls (or mashing F5), and maybe helps them feel a bit more connected to the ships in their fleets.

Fair point, I'll take a look.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on April 27, 2017, 01:16:10 PM
Also, it's looking like the distinction between Pirate D vessels and regular D vessels is indeed causing quite a bit of confusion for the people who don't read the game forums.  I accept that weapon mounts can't be refurbished for technical reasons, but is there any similar barrier to just calling it a Wolf (P) instead or something, especially given that you have already done this for Pather ships?  On a similar note, is Destroyed Weapon Mounts on the table for random rolls?  Because if it is, I'd probably argue that it shouldn't be as long as it's irreparable damage.  If part of the purpose of the new salvage mechanics was to improve access and retention of rare ships, having a chance to have them be randomly crippled runs counter to that design without adding meaningful amounts of depth to the salvage system.

Yeah, untangling that now. It's definitely confusing, and mostly for time constraint reasons rather than intent.

Edit: random d-hulls can't get destroyed weapon mounts, no.

Just wondering, what's the untangling looking like right now? Are ship skins with changes beyond the d-mods all getting new designations?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 27, 2017, 01:20:08 PM
Just wondering, what's the untangling looking like right now? Are ship skins with changes beyond the d-mods all getting new designations?

From my internal patch notes:

D-hulls, restoration:
   Pre-made, non-pirate etc d-hulls now have same weapon mounts and OP as base hulls
      Will convert to the base hull when restored
   Hulls with paintjobs (e.g. pirate, luddic path, etc) will retain original sprite and skin properties (OP, weapon mounts)
   Clarified restoration dialog: now says that it will remove d-mods rather than "restore to peak condition", which implies more changes than restoration actually does
   Removed "destroyed weapon mounts" hullmod; was more confusing than clarifying the matter
   Pirate-paint-job d-hull names now end in (P) instead of (D)
   Reduced ship restoration cost somewhat (still higher than cost to buy brand-new)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 27, 2017, 01:32:49 PM
From my internal patch notes:
sounds good!

i agree with Voyager on that removing only a single d-mod should cost a little less than a new ship though, something like ~75%. losses in combat would still lead to painfully costly repairs ( + lost weapons, crew, and supplies), and often it would be better to just keep a recovered ship with a d-mod or two rather than paying for restoration or an entirely new one. but said painfully costly losses wouldn't be quite as painfully costly, and players would be encouraged to stick with their current ships for longer.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 27, 2017, 02:03:36 PM
I like the binary way restoring is handled. For super rare ships I don't care about the price, for bread and butter ships I don't care about some d-mods. There's not really any middle ground for me.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Baqar79 on April 27, 2017, 05:27:04 PM
On a similar note, I've noticed that the Neutron star cores seem to be larger than the white dwarf ones.  They're pretty easy to tell apart because of the jets, but it would be nice if they actually were a little smaller visually.  I understand scale doesn't even enter into the equation, without changing everything in game, but perhaps the neutron star could be shrunk a little so that it appears smaller than a white dwarf without actually changing gameplay too much?

Just to clarify, do you mean on the map or in-game?


Within the solar system view; the animated star itself; The core seems to be larger than that of a white dwarf.  I posted a comparison here:
http://imgur.com/a/cL3qT

I know my last post was a little long; but don't forget to rename F-class stars so they are named differently from White Dwarfs:
http://imgur.com/a/LPDO5

Hmmm, I just noticed that the White dwarf in Arcadia is a lot bigger than the one on Magec...so I guess the size of Neutron stars/White Dwarfs might vary anyway.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 27, 2017, 09:57:56 PM
Are we no longer allowed to use Java 8 and the Out of Memory vpparams setup with 0.8a?

I've got quite a few mods loaded. And I'm getting a out of memory error.
I don't know if you have fixed this issue but while yes, java 8 is blocked, the memory fix isn't. You just use java 7 64 bit instead
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Histidine on April 27, 2017, 10:21:30 PM
There's a config option ([Starsector-core]/data/config/settings.json) to allow Java 8 BTW.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TrashMan on April 28, 2017, 12:57:28 AM
Waitwaitwaitweait.


Can I or can't I use Java 8? And should I? Will is cause problems?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: 736b on April 28, 2017, 01:09:41 AM
Waitwaitwaitweait.


Can I or can't I use Java 8? And should I? Will is cause problems?
I've been using Java 8 all the time, so far without issues.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on April 28, 2017, 01:42:27 AM
Waitwaitwaitweait.


Can I or can't I use Java 8? And should I? Will is cause problems?

From what I have gathered from reading similar comments on the matter:
Yes you can use Java 8.
Yes it will (may) cause problems.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on April 28, 2017, 02:26:57 AM
I like the binary way restoring is handled. For super rare ships I don't care about the price, for bread and butter ships I don't care about some d-mods. There's not really any middle ground for me.
I've had the opposite feeling.
There have been some recovered ships I've wanted to use but couldn't because they had one d-mod which essentially made it worthless, when I either didn't care about or could work around the rest.
Tbh, that's usually degraded engines. Lower burn speed is not great but you can work around it. Lower combat speed is horrible but workable. Slower turn rate is just pure NOPE.

I don't suppose it helps much that while I have seen dozens of rare and valuable ships, NONE of them have been recoverable. They have all gone to salvage so far.
So I've not seen anything that's been "worth" restoring completely yet. But if only I could fix the engines on this beat up dominator I could actually use it for something.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: MesoTroniK on April 28, 2017, 02:50:25 AM
Every time someone uses JRE8 with SS I die a bit inside.

For every time it works OK for someone, it does not work OK for someone else. While JRE7 works OK for everyone. Meanwhile sometimes JRE8 only has subtle problems.

And the more folks use JRE8 when you are not supposed to, and also talk about it. The more folks that will use it, and the more problems it will cause, the headaches it sometimes causes us modders and Alex are vast and everlasting... To the point where it was prudent to block using the wrong JRE unless someone specifically goes out of their way to use it anyways.

So seriously, please stop using JRE8 for that will improve the overall health of the game. Trust in what Alex and the modders have said in how it is a Bad Idea to not use JRE7.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 28, 2017, 03:09:11 AM
There were complaints some time ago about Domain drones being too easy to fight. I said I didn't mind at the time, but by now I usually just send one frigate in an tab out of the game for 5 minutes.


I like the binary way restoring is handled. For super rare ships I don't care about the price, for bread and butter ships I don't care about some d-mods. There's not really any middle ground for me.
I've had the opposite feeling.
There have been some recovered ships I've wanted to use but couldn't because they had one d-mod which essentially made it worthless, when I either didn't care about or could work around the rest.
Tbh, that's usually degraded engines. Lower burn speed is not great but you can work around it. Lower combat speed is horrible but workable. Slower turn rate is just pure NOPE.

I don't suppose it helps much that while I have seen dozens of rare and valuable ships, NONE of them have been recoverable. They have all gone to salvage so far.
So I've not seen anything that's been "worth" restoring completely yet. But if only I could fix the engines on this beat up dominator I could actually use it for something.

Are you playing with the junk-fleet related industry skills? With them, I find every d-ship workable. And even if they get more often damaged and destroyed than normal ships, it doesn't matter too much.
Without the skills, I only use d-auxiliaries, the occasional early cruiser find (temporarily) and rare ships for restoration. If I'd try to use Ds for normal combat without the related skills, I'd not be happy either. Maybe that's the reason for our different experiences?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on April 28, 2017, 03:18:42 AM
Idle query:
Has anyone managed to get any utility out of the Remote Survey skill?

I've used it a couple of times and then left it alone, as 9 times out of 10 I'll be going there anyway to either hunt for derelicts or survey it fully.
Knowing what it costs in advance has not been something I've cared about all that much.

Having to cart around volatiles for the neutrino scanner is vaguely irritating.
I'd argue that it was plenty balanced enough without any kind of consumption given it's accuracy (or lack thereof), that you can't use sustained burn at the same time, and it being a big "someone's here and doing stuff" flag to anything else in the system.

Are you playing with the junk-fleet related industry skills? With them, I find every d-ship workable. And even if they get more often damaged and destroyed than normal ships, it doesn't matter too much.
Without the skills, I only use d-auxiliaries, the occasional early cruiser find (temporarily) and rare ships for restoration. If I'd try to use Ds for normal combat without the related skills, I'd not be happy either. Maybe that's the reason for our different experiences?
Yes. I currently have that industry skill. And I agree that it does lessen the problem, although it is still a problem.
Reduced turn rate is such a huge handicap it essentially renders any combat ship so affected worthless. Especially if that ship has fixed weapons and/or shields.
My current fleet is almost entirely (D)s because there has been nothing else available, so getting that skill was a priority. But it still means theres a lot of unusable ships due to thier being poorly flown by the AI, or being too frustrating to fly myself.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 28, 2017, 04:12:29 AM
Has anyone managed to get any utility out of the Remote Survey skill?
yes, for two reasons:

1) while i also usually fly to every point-of-interest in a system while exploring, i don't necessarily fly all the way to each planetary body, especially if there are several of them somewhat close to each other. i just use Active Sensor Burst when i'm nearby, that's almost always enough to see if there's anything worth taking a closer look at. Remote Survey combines well with that.

2) you can survey all the uninhabited planets in the core systems as well, where there usually isn't anything else to explore. doing one or two Remote Surveys while traveling between markets and jumppoints is often enough to get preliminary data on all planets, without having to fly to each of them in turn.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 28, 2017, 05:51:41 AM
@Alex, is it intentional that autofit doesn't save weapon-group configurations? my Enforcer keeps putting Sabots and Reapers into the same group (which is just a terrible idea in general), same with HE and KI weapons (which probably doesn't matter for the AI, but it does in case i ever wanna pilot it myself).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CedricO on April 28, 2017, 06:14:33 AM
When can we expect Starsector to pop on steam (early access?).
steam, yes. most likely. once it's done.
steam early access, definitely not.

Why not exactly? Early access works well for games where the dev actually updates the game (like in the case of this one) It would also help attact more players.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 28, 2017, 06:34:56 AM
The Steam community has the patience and sense of a hungry three-year-old. In the time it takes to develop one major Starsector update the game's reviews and forums would go through four cycles of ecstatic praise to hysterical meltdown to angry accusations of ripping off and back to ecstatic praise. Nobody wants to deal with that unless they have to, and Starsector doesn't have the kind of budget requirements to need early access funding.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 28, 2017, 06:35:45 AM
Since this is a game that pretty much gets 'rereleased' each new version every 6-12ish months. Each version is aimed to be a playable experience, and updates are rare after the .1 version of each major release. It doesn't have a constant back and forth each week/month of development, filled with half-done features and playable-but-not-really gameplay.

Plus, it's overhead the dev team will need to have. given ratings, reviews, keeping people happy during the dev period.. instead of a casual forum which they can check, or not, of their own volition.

Read more about why and how SS is developed the way it is in my old-but-still-current interview i had with Alex a while back. (http://www.gamasutra.com/blogs/MihaiCosma/20140720/221434/Starsector_A_Story_of_Indie_Development_Done_Right__Interview_with_Alex_Mosolov.php)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on April 28, 2017, 07:43:27 AM
Started to read that interview and lol'd that I only paid $10 for this game.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 28, 2017, 08:20:12 AM
Reporting potential bug.
Taking contract for metal delivery.
Having three cargo freighters and some other ships.
Loaded to the max with metal(about 1000) and supplies, heavy machinery and some weapons(~650 cargo space). Max capacity.
After doing jump to hyperspace on my way to jengala i get approached by pirates who demand to hand them stuff.
Refused and try to run but failed.
3 cargo haulers get destroyed(mule, Gemini and colossus).
I run with two shepards, tanker and wolf.
Thing is I have only crew and fuel left.
Nothing completely nothing in cargo. I should at last have some supplies or metal I transported or spare weapons. But there is nothing.I still have ~+250 cargo capacity and was full(minus few supplies that was eaten).
I do not think that something like that should happen.
I will try to recreate it . Back log if anyone interested can send.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on April 28, 2017, 08:56:51 AM
(http://i12.photobucket.com/albums/a224/Tifi78/AC-cameo_zpshrvpj2er.png?t=1493308459)
David. I love you.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Histidine on April 28, 2017, 09:12:38 AM

Huh. Damn, nice catch; I only recognized not-Yang and not-Morgan (and I wouldn't have managed even that if I hadn't seen David's tweet way back when).
(Even now, not-Zakharov looks more like Michio Kaku (https://en.wikipedia.org/wiki/Michio_Kaku) than anyone else)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 09:30:49 AM
Within the solar system view; the animated star itself; The core seems to be larger than that of a white dwarf.  I posted a comparison here:
http://imgur.com/a/cL3qT

I know my last post was a little long; but don't forget to rename F-class stars so they are named differently from White Dwarfs:
http://imgur.com/a/LPDO5

Hmmm, I just noticed that the White dwarf in Arcadia is a lot bigger than the one on Magec...so I guess the size of Neutron stars/White Dwarfs might vary anyway.

Ah - Achaman it just abnormally small, being in a hand-made system. Have to say, though, I'm not very keen on renaming white dwarfs to anything else - feels a bit pedantic to me; so much stuff isn't scientifically accurate anyway, so it's a distinction that's not likely to add any clarity.

@Alex, is it intentional that autofit doesn't save weapon-group configurations? my Enforcer keeps putting Sabots and Reapers into the same group (which is just a terrible idea in general), same with HE and KI weapons (which probably doesn't matter for the AI, but it does in case i ever wanna pilot it myself).

Made a note - right now it just auto-assigns.

Reporting potential bug.
Taking contract for metal delivery.
Having three cargo freighters and some other ships.
Loaded to the max with metal(about 1000) and supplies, heavy machinery and some weapons(~650 cargo space). Max capacity.
After doing jump to hyperspace on my way to jengala i get approached by pirates who demand to hand them stuff.
Refused and try to run but failed.
3 cargo haulers get destroyed(mule, Gemini and colossus).
I run with two shepards, tanker and wolf.
Thing is I have only crew and fuel left.
Nothing completely nothing in cargo. I should at last have some supplies or metal I transported or spare weapons. But there is nothing.I still have ~+250 cargo capacity and was full(minus few supplies that was eaten).
I do not think that something like that should happen.
I will try to recreate it . Back log if anyone interested can send.

Thank you, made a note - yeah, that sounds like a bug. There's a similar one for fuel, too.



Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hazard on April 28, 2017, 09:39:12 AM
Hehe, I did immediately think of Corazon Santiago when I saw the lower left female portrait for the first time, but only now I get the others as well.

Also, not-Miriam's look matches her personality much better than the original portrait ever did. :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: David on April 28, 2017, 09:56:34 AM
David. I love you.
<3

(Even now, not-Zakharov looks more like Michio Kaku (https://en.wikipedia.org/wiki/Michio_Kaku) than anyone else)
You got me; totally used Michio Kaku as the reference because I think he looks more like Zakharov than Zakharov does.

Also, not-Miriam's look matches her personality much better than the original portrait ever did. :D
That one is based on Louise Fletcher (http://www.imdb.com/name/nm0001221/) (who played Kai Winn on Deep Space 9 and Nurse Rached in One Who Flew Over The Cuckoo's Nest). She'd be the perfect Miriam in SMAC: The Movie.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hussar on April 28, 2017, 10:48:34 AM
This gonna be my first post on this forum so I guess I’ll quickly say “hi!” to everybody :)
I might be new but I’ve remember buying SS back in 0.6.2a-RC3 version, and I’ve since then loved it and played both vanilla and with mods regularly. I regard this purchase as probably my best spent money on games as your work Alex have gave me countless hours of pure fun. For that reason I’ve also been lurking on the forum for all this time (:

But since you’ve dropped the 0.8 update I just had a feel for a past week urging me to come out and write what everyone will read below.

Spoiler
So, in general I wanna say that I simply love it. The update is so massive and changes so much that I actually have a great time playing just “vanilla” (I mean, I’ve installed the Venture (A) mod and I think you could expand on the hegemony auxilliaries and other - but I’ll touch on that later) which honestly I never did since 0.65 like. I was pretty much always playing with mods, most often with/as SCY.

Currently I’m having a blast flying for hegemony with my XIV themed fleet since the new hegemony skin for the wolf is absolutely gorgeous (and I would wish to see more skins for other ships as well, it would be nice to see for example hegemony aurora [as codex says few were seen in Hegemony DF). As everyone knows the XIV battlegroup ships are generally slower but that’s where skills come into play. So I guess I’ll start with those!

1. Skills
So, my first reaction wasn’t too fond of the new overhauled skill system honestly. But it was all because of the new levelcap and the fact we’ll have to make substantial skill choices in the game so my initial reaction was more of a spoiled kid that had his sweets taken away - I’ll admit.

But oh golly how wrong was I. Since in general I do absolutely love it in fact. Before it was just a matter of time till we got “everything” we might have needed, plus the skills itself were only meaningful at 5 or 10th level mostly. The fact that right now every skill level gives a meaningful bonuses is something I do very much like. The only thing I’d would argue with is the levelcap, as I have found that it’s really hard to assemble a really good set of skills and the way I came to my current one was pretty much by means of consoling my way to the 40th level to have the full pool of skillpoint to play with and assess it’s impact. Yet even now when I’m on level 40 via normal means, as you can see HERE (http://i.imgur.com/nhLO8eY.png). I have not yet found a place for last 2 points to spent in as there’s simply too many good skills yet left to pick.

I would really much like to see level cap increased in the future by like maybe 5 levels, since my current set of skills is pretty much effect of things I’ll talk in detail below. But shortly it’s an effect of introducing the remnants, slower paced & harder battles and carrier overhaul. All of these are very much positive things but in my first playthrough I have found that going full/half industry path cripples my fleet more in the later game than benefits, as the battles were simply too tough to handle..

For sure it will have to be raised if you’re planning on adding any more skills related to the outpost and hopefully colonies (:

As for my choice of skills, everyone can deduct from the screenshot that I have wanted to be able to survey planets and salvage derelicts while being still able to fight effectively. My commander is not a best fighter but I’ve chose a fleet-wide skills allowing me to field 10 officers (which are really valuable and meaningful now), as well as to boost my fleet’s handling (vel ECM warfare and coordinated maneuvers - which counters the downgrades of XIV hulls) in battle. At this point I’ve chose a style to command from a cruiser or other similar class of ship, and leave carrier handling to my officers in the fleet. At this point I’m not salvaging ships at all unless it would happen to be hegemony auxilliary (as I said, playing hegemony themed playthrough this time, something I never did before really) or or better, an actual ship of the XIV battlegroup. But other than that I don’t, mainly because of the flaws in the d-mod system which I’ll describe.

2. D-mod ship system overhaul
In general? It’s great, totally new concept and I do very much like it. Sadly it feels a bit handicapped that unless someone specs for full industry, they’ll still suffer from the simple fact we cannot restore single d-mods of our choosing. It’s either none or all, and this in my opinion cripples the usefulness of it in the long run. Yes, with full industry we can salvage more and more often with less d-mods but it still costs absurd amounts of money to fix them - especially if we happen to grab a hull with a really undesired d-mod. Like for example degraded engines. I personally wouldn’t mind a battleship to have glitched sensors and weakened structure as long as it’s engines, armor and weapon mounts were fine. This gives a nice spin on the thing, that we got for example an onslaught but one that’s weaker structurally so it would demand better care. But if it happen to have one of the undesired mods - good luck fixing it? Well, in my current playthrough I could go this and I’ll go this route with any XIV battlegroup ship for RP purposes and simply because I’ve scored an absurd haul netting me 2 million credits in survey data, AI cores and transplutonic metals and fuel. But at this point having so much cash you won’t care for derelict ships anymore much because you can buy brand new ships instead.

If we could instead fix d-mods one at the time at the shipyard this would add more depth and attachment for those ships to the player. At least that’s how I think. Reasoning is that finding them, even crippled with 4 d-mods or more wouldn’t be gamebreaking for the player. Yes, as said, with full industry we should cut in half the number of d-mods in general, but the early game finds would be simply more meaningful to the player if he knew that he can patch the ship up one d-mod at the time - in turn growing attachment to this particular ship they have found in a far flung corner of space. For example I have found Odyssey in a far flung remnant infested system. I ditched it in corvus at the abandoned station and totally forgot about it because it happened early in game and the ship had every d-mod possible. The fix bill was simply horrendous. If I could fix it one d-mod at the time, I would most likely end up restoring it to it’s full (or almost full) glory and include it in the fleet (I can even think of the name like Invincible or something along those lines to mark the fact that remnants didn’t pulverized it and here it comes striking them back and continuing the fight).

So yeah. That’s pretty much all issues I have with d-mod overhaul.

There’s also a fact of that some ships like pirate afflictor that doesn’t loose (d) upon fixing. But you’re aware of this, and at the same time I believe the matter of making other skins (example hegemony aurora) and perhaps even allowing the player to choose other paintjobs on their ships to either get them all “hightech’y”, “rusty ol’ buckets” or to simply mark their in game alliance - is totally separate thing and I understand not the most important right now from the point of game development. So I’ll leave it be and on a note that I really like hegemony colors on the Wolf frigate :D

3. Carrier overhaul
This one was a surprise and a really nice one I gonna say. Confusing at first but making so much more sense now. In previous playthroughs with for example Scy or DME I was trying out carrier doctrines and every time it was ending up in high maintenance cost becuase skills weren’t cutting supplies on fighter and bomber wings. This problem is right now gone, even if for a price that we can field less of “planes” now, but this isn’t a bad thing in my oppinion. It’s more logical right now that wings are tied to the hangar space of the ships we field, so this makes ships like Astral a true powerhouse and gives an actual benefits and reasons for fielding bigger carriers. So I really do like that.

What I don’t like is the problems they brought in with new CV skills. By which I mean it’s random but I’d wish we could get a option on the “advance menu” to turn them on or off for a desired officer. Because there’s nothing more frustrating than training a perfect assault ship captain that will eventually end up with a battleship/cruiser/destroyer command, and having him reach level 17 with all skills full and then got a choice between 2 cv related skills. Which popup really too often honestly - especially if we don’t want them on this officer. It’s kind of important since with for example my current skill build, which is clearly a “fleet command” oriented, it’s really important to have officers with few crucial skills on my frontline ships. So if we could get an option for “profiling” upon officer advancment it would be nice.

Further, what I think is missing is some sort of carrier command options for those who field those under AI command. I have many times situations where AI was in range of enemy ships but wasn’t supporting the allies or attacking the target even upon manual assignment of said cv to attack that ship specifically. The AI to my taste is really wonky here a little, as said I can either have a carrier that sits back and does little - or one that ends up charging into the line. Which can be troublesome if that’s a light carrier for example. I know this is new and completely new AI mechanics, but if it was possible to give players a bit more control in CV behaviour it would be nice. For example things I’m thinking off would be orders that would affect CV and their carrier-borne craft. Orders like attack marker for all carrier-borne craft in range, while the cv itself would keep itself behind the screen of cruisers and destroyers instead of pushing itself to the front to rub it’s omni-shields with the enemy ship… Or special tab for carrier focus with options telling cv’s to cover their allies or R&R all craft and sending them all together instead of pouring the wings one by one into enemy PD’s. Things like that, though I guess others with more carrier experience could give more specific and more elaborate ideas on what exactly could be added here in the future.

But that said, in general I do still very like the changes. They’re good base, and carriers make for more interesting assets to play with right now.

4. Combat
There has been a lot of changes here. The skill overhaul, changes to the combat itself making armor more meaningful (I never had so much fun with Enforcers before!), cv overhaul & more. Everything resulted in that combat is slower, more tactical and in depth than before and I do very much like it. As many, I have found myself more and more staying on the tactical screen issuing commands and leaving AI to it. The AI got more competent as well I have noted, as I would never before dare to use Kite’s (A) in a fleet combat… While I do now, I got 4 of them to screen 4 wolfs or run solo as harassers. And I’m really happy with them, I have lost one of them maybe once or twice on my road towards 40th level. And there has been many battles and usually they were coming out unscatched or maybe with minor damage to armor. Rarely they got themselves dunked hard, but then I was still able to issue retreat commands to them and they did exactly what has been expected from them. I even had a reckless captain on one of them for a time being… Yeah he was the one I was calling off all the time but she did not die! AI is surprisingly competent this patch, I have to say. I even had battles forced upon me which I’ve been starting on retreat. Told my auxilliaries to bunch up with carrier, all destroyers and cruisers were to cover them while frigates were running around this blob covering everybody from the pesky harrassers. I was managing to break off without losses (sometimes the only loss would be my ship via issuing retreat commands to other ships too early and getting dunked but still - a huge progress I reckon).

Talking further, I have found CR to be crucial right now, to the point almost all of my ships run on hardened subsystems. For some it’s a must even, as harrasing types of ships like phase frigates or my Kite’s are constantly in contact with the enemy so having higher starting CR and hardened subsystems is kind of a must for them to endure the fight. I found it not being as much of a problem for bigger ships or carriers as you have added more complexity to the system aka battleship won’t feel threatened as much by a lurking frigate, while frigate will be under heavy stress for staying in contact with the said battleship. It makes sense and I very much like it.

Further since the overall pace and AI has been pretty much changed (improved for me), having a good skilled officers adds a whole new spin to the combat itself. Same goes for perks like ECM Warfare and Coordinated Maneuvers. The latter for example compensates for deficiences in engine power of some of my ships while giving a boost to all others. ECM is also meaning much, especially that now pretty much all fleets (except for pirates?) contest us on this field. Despite maxed out skill here I had many battles where the crucial combat was going over the sensory buoy to compensate for enemy’s advantage in that regard. The only thing that’s lacking in this regard would be an actual ECM destroyer like the one we can find in the modded factions - since now ECM warfare is pretty much a thing.
But with all that praise there’s one thing I’d would like to see improved upon. The tactical screen is somewhat barebones right now - I haven’t been using it in previous versions of the game much, while today I’m (and others as I have read) making more and more use of it - letting AI to do the actual combat while limiting myself to tasking targets and relocating ships on the map. In short directing the flow of battle. One thing that’s missing from the tactical overview would be the already mentioned lack of CV orders. Second, and perhaps more crucial would be the lack of on-screen information we get while being in combat mode. I have often found myself jumping into my ship (without disengaging the autopilot) just to check on current bonuses (or penalties) to ECM ratings and Coordinated Maneuvers. It would be really nice if we could get those sort of informations also on a tactical screen, since as I have said I have fought uphill battles where my fleet had it’s range decreased so fighting over sensor array was actually meaningful. But we dont’ get those informations at the tactical screen.


Hmm so that would be pretty much it? I won’t comment on the expanded world and alike since those great additions that were awaited for so long really. You’re doing a really good work on the world building Alex. This patch was sort of radical change to the game and I do really like it. There’s some flaws that I hope you can address in the future, but overall? A mighty good job man! If you’re planning to make the outpost/colony patch as big as this one… Damn, I’m already excited! (:

Edit: Oh I forgot to mention the new guys on the block, but that's what I meant by world building. Someone also found the Domain flag in the files so I'm interested how you'll progress with that in the future :D

Edit2: I also like the changes to the modifications. That some will come with skills, some we may buy on the market, others we can find after battle or via means of salvage from a research station. It's a really nice and well thought change that motivates the players to actually think over their skill choices since they can still get a desired hullmod even if they won't spec in missiles for example to get the ECCM or expanded missle racks. I also like that TT holds the best shield related mods while hegemony have the armor etc. It all makes sense giving the profiles of the said factions. I would only say that operations room mod is kind of costly. 30pts is a huge deal on a cruiser size hull, and I was thinking wouldn't it be more in line with the rest if it was 20/30 points (everything<battleships) cost instead? Just a thought, as I still managed to make a decent Admiral class Eagle (XIV) with it installed that can handle itself in battle.
[close]

I'm hiding it in a spoiler since it's kind of long and kind of messy xD
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 11:18:46 AM
Hi - welcome to the forum, and thank you for your feedback!

Made a quick note re: carrier AI and orders - I think they may not be obeying "eliminate" properly with regards to fighter targeting, I'll take a look. Will think about the other stuff some more.

(Hey, someone's using Operations Center! That's really cool.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 28, 2017, 11:29:38 AM
@Alex

I'm not sure how much of it is real and how much is confirmation bias but I have a feeling that officer personalities might be causing some trouble with carrier AI. My Cautious carrier commander seems reluctant to send fighters to engage, preferring to keep them withdrawn or escorting a friendly ship, which results in him not getting much done compared to a Steady officer. Given how expendable fighters are it's not desirable behavior, Cautious or not. (if it's real)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hussar on April 28, 2017, 11:45:10 AM
Hi - welcome to the forum, and thank you for your feedback!

(Hey, someone's using Operations Center! That's really cool.)

<3 and I thank u for your work :)

Imgur (http://imgur.com/a/u81aB)
I personally found it to be a must have when a fleet gets big so yes. But even with combined 300% faster CP gain I still sometimes manage to ran out of orders xD
I hope to find an XIV Onslaught or Dominator in the future but guess I'll stay on my Admiral class command Eagle while other ships will be more specced for frontline combat. The Enforcers fully uparmored can be a really tough nut to crack already (I found out that they more often hinder themselves than enemy threatens them if I sent 2 of mine against single even cruiser size target? kind of funny), so I'm interested to see what an uparmored Eagle or Onslaught can do :)

Made a quick note re: carrier AI and orders - I think they may not be obeying "eliminate" properly with regards to fighter targeting, I'll take a look. Will think about the other stuff some more.
I'm not sure how much of it is real and how much is confirmation bias but I have a feeling that officer personalities might be causing some trouble with carrier AI. My Cautious carrier commander seems reluctant to send fighters to engage, preferring to keep them withdrawn or escorting a friendly ship, which results in him not getting much done compared to a Steady officer. Given how expendable fighters are it's not desirable behavior, Cautious or not. (if it's real)

That's interesting. If that's true then I wonder what will happen if I spec a reckless captain into carrier? This could be interesting, but I don't think I have an Atlas to support "her" in that :O

I still have space for a 3rd carrier commander so maybe I'd shall look out for an agressive one to check. But yeah, since carrier-borne craft are now handled as weapon mod and benefit from officer skills - it might be it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 11:45:56 AM
@Alex

I'm not sure how much of it is real and how much is confirmation bias but I have a feeling that officer personalities might be causing some trouble with carrier AI. My Cautious carrier commander seems reluctant to send fighters to engage, preferring to keep them withdrawn or escorting a friendly ship, which results in him not getting much done compared to a Steady officer. Given how expendable fighters are it's not desirable behavior, Cautious or not. (if it's real)

There's no difference between steady and cautious here. I did however tweak the logic (for .1, I think?) that decides whether to defend friendly ships, so it should only do that 1) in emergencies and 2) when 2/3rds or more of its wings are "defense-capable" (i.e. not bombers), so that may affect this as well.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 28, 2017, 11:51:03 AM
Well it's good to know I'm just imagining things so I can use cautious officers for carriers without worry  ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 28, 2017, 11:54:35 AM
Made a note - right now it just auto-assigns.
okay. i guess the Sabot+Reaper thing is an issue with auto-assign then.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 12:02:03 PM
Auto-assign is a bit tricky to get right sometimes. I do think that that AI is capable of handling a "sabots + reapers in 1 group" setup without the awkwardness a human would face, though. But, yeah, I'll see what I can do here - autofit should probably respect the original groups.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 28, 2017, 12:13:53 PM
thanks. :]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 28, 2017, 12:19:16 PM
With a few dozen hours under my belt.. i see combat has become very.. "Spartacus swinging his sword left and right as to not give the enemies an opening". That's my best way of putting it.  

Before, it was akin to a battlefield, individual battles happening in the greater fight. But they seem rather focused on one or two points now, one of them often being the player (points which all the enemy ships apparently are aware of, judging by the Harpoon spam coming off screen from a group of ships which weren't even attacking you). I think this is because all AI plays it quite 'safe' now and mechanical. While this encourages a lot more ship use to give enemies fewer 'focus points', and i guess this was implemented to allow less player ships to be lost by the AI, i can't help but see a downgrade in the 'fun' of the chaotic combat before.

This also shows in the lack of a 'flow' of battle. It used to be that sometimes i'd have to reinforce a point, or move my ship over, generally travel around the battlefield. That made flying destroyers or even frigates sometimes preferable because you could influence different fights within the larger battlefield. But right now, it seems i just have to hope to guess which side 90% the enemy fleet is going to come in at, and try to flank the densely-compacted blob of death. A few hardy frigates which i hope will peel off and get the attention of at least a few frigates, and if they meet the enemy fleet face on since i didn't guess the side right.. hope for it to be salvageable.

Excuse the "soft" description but that's how it feels now. Feels like i'm fighting a hivemind, linked and synched ships, instead of individual ships or small clusters of ships within the enemy fleet. If i haphazardly overextend, simple human error, which is easy given how speed and vector is quite relative an 'unseen' in SS, almost the entire enemy fleet will let me know i have to reload the game.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 28, 2017, 12:56:31 PM
Could someone explain the new carrier command paradigm to me?  I fear either that I don't understand it, or worse, that I do understand it and it is a pretty significant regression from where we were before.  Losing the rally CV, rally fighter, and strike assignments are a very significant blow to the command style that originally attracted me to this game way back in 2012.

Am I correct in that I no longer have any direct control over fighters or their positioning?  All commands have to be issued directly to the carrier which will then pass them on to fighters?

If this is the case, and I am aware this sounds melodramatic but it is absolutely true, then you have sucked all of the fun out CV--and thus tactical--game for me.  Battles used to consist of moving my CVs to keep them safe, fighting delaying actions to screen them, rallying fighters to avoid opposing screening elements, and striking at the most tactically beneficial time from the best direction.  That entire game-cycle has--seemingly--been replaced with a single button press of "eliminate target."

I appreciate the immense progress you guys have made over the years, but this single change has essentially reduced the tactical game to be functionally equivalent to what is offered by Space Pirates and Zombies.  I already have SPAZ, I kept following and bought SS because it was different.......
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 28, 2017, 01:02:58 PM
@Alex: is current CR system version final? Personally I'd like it having more steps of deployment-cost than just one big. (IIRC you had conflicting opinion on deployment cost... Somewhere...) I have an idea how to buff combat freighters indirectly, but it would end up painful if all freighters would be forced to deploy and player would loose supplies because of that. I'm asking here because if you say "full deployment cost no matter what happens on the battlefield (besides running out of peak time)" whole idea is pointless.

@David nice that you did (D) reskins for every ship (I think). :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 01:21:19 PM
@Cosmitz:
I haven't noticed exactly what you're describing. I suspect it may have to do with orders given, skills picked, ships deployed, etc - if you happen to have a save handy where a battle like that is about to happen, I'd be happy to take a look.

@Allectus:
There's a blog post on the fighter redesign, here (http://fractalsoftworks.com/2016/08/24/fighter-redesign/). In brief: you have control over the fighters launched from the ship you pilot, while other carriers control their own fighters. There's more tactical depth to using carriers, and more decisions about how to fit them - making them attractive flagships - but less strategic aspects.

I appreciate that you were enjoying the way they worked formerly. Unfortunately, that way had some design issues that 1) made fighters woefully underpowered and 2) made it difficult to improve them without becoming broken when fielded in numbers. There were also other issues and awkwardness in how they worked on the campaign level. Basically, the whole thing was a giant bandaid until now, even if it had some redeeming qualities.

So: all I can say is my apologies, but I feel like this change is very much for the best overall, even if it does nuke this particular playstyle.

I'm asking here because if you say "full deployment cost no matter what happens on the battlefield (besides running out of peak time)" whole idea is pointless.

Aside from a partial CR recovery if the enemy didn't fight, yeah, I don't see changing that.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on April 28, 2017, 01:35:34 PM
debated whether or not to start a new thread, but think I'll just post this here:

@alex: what do you think is the tone you want for the game? It's obvious there's a whole range of players in that regard from those who want a slow grind in a decaying society to those who want an arcady shooter to blow stuff up in and (presumably) everything in between. Where on the spectrum do you stand? Is the current tone (I use this term as a shorthand for pace, progression speed, and player power level) something you're happy with? Where do you see your game sitting in the tone scale between say guardian of the galaxy/the new star trek and battlestar galactica reimagined/the expanse
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 28, 2017, 01:54:22 PM
@Cosmitz:
I haven't noticed exactly what you're describing. I suspect it may have to do with orders given, skills picked, ships deployed, etc - if you happen to have a save handy where a battle like that is about to happen, I'd be happy to take a look.

@Allectus:
There's a blog post on the fighter redesign, here (http://fractalsoftworks.com/2016/08/24/fighter-redesign/). In brief: you have control over the fighters launched from the ship you pilot, while other carriers control their own fighters. There's more tactical depth to using carriers, and more decisions about how to fit them - making them attractive flagships - but less strategic aspects.

I appreciate that you were enjoying the way they worked formerly. Unfortunately, that way had some design issues that 1) made fighters woefully underpowered and 2) made it difficult to improve them without becoming broken when fielded in numbers. There were also other issues and awkwardness in how they worked on the campaign level. Basically, the whole thing was a giant bandaid until now, even if it had some redeeming qualities.

So: all I can say is my apologies, but I feel like this change is very much for the best overall, even if it does nuke this particular playstyle.

I'm asking here because if you say "full deployment cost no matter what happens on the battlefield (besides running out of peak time)" whole idea is pointless.

Aside from a partial CR recovery if the enemy didn't fight, yeah, I don't see changing that.

That is the single most depressing blog post I have read regarding this game.

At this point fighters/bombers act simply as glorified missiles in terms of how they play.  In the blog post you even discuss flanking, _but with the carrier_.  I have a carrier with much faster tender ships, it makes no sense to flank with a big slow capital ship when we have these nice fast maneuverable ships that [used to be able to] do it on their own.  Now, like missiles, they're just point, shoot, and hope for the best.  Rather than making it more interesting to play a CV as a flagship you've just reduced the feature space by removing an entire class of weapons and replacing them with modified missiles.  

I really do appreciate your efforts, and I understand you care deeply about your game and closely consider balance issues, but by cutting cutting CVs in this way you have removed one of the key features that differentiated your game from the myriad of competing top-down space sims.  I'm genuinely not sure why I shouldn't just play Starpoint Gemini 2 or SPAZ at this point as they treat drones/fighters in exactly this way but execute the combat much better. The strategic angle is what sold me on your game and it's being cast aside for more shallow single ship shenanigans.

I'm seriously depressed by this development.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 02:15:50 PM
@alex: what do you think is the tone you want for the game? It's obvious there's a whole range of players in that regard from those who want a slow grind in a decaying society to those who want an arcady shooter to blow stuff up in and (presumably) everything in between. Where on the spectrum do you stand? Is the current tone (I use this term as a shorthand for pace, progression speed, and player power level) something you're happy with? Where do you see your game sitting in the tone scale between say guardian of the galaxy/the new star trek and battlestar galactica reimagined/the expanse

I find this a bit confusing, as the question contrasting backstory tone with gameplay feel. That said: probably in the middle, with variation depending on playstyle etc.


@Allectus:
I think a lot of this is down to personal preference, and not an absolute. Carriers absolutely *are* much more interesting to pilot directly, and I think you're entirely glossing over (or simply missing out on) all the related mechanics, decisions, tactics, etc because (forgive me if I'm making a wrong assumption) of a focus on the prior mechanics which no longer exist.

On the other hand, yes, the strategic depth of using carriers has been reduced. In my opinion, that wasn't working very well in the first place, and the change is a good one. Quite clearly, you strongly disagree. All I can do is make the best decisions I can to move the development forward. This - of course - includes listening to feedback, which I very much appreciate - but there's no way to make everybody happy with every decision.

So, again: genuinely sorry to disappoint, but it's a decision I stand behind, think ultimately is a good one, and would make every time.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 28, 2017, 02:18:56 PM
I'm genuinely not sure why I shouldn't just play Starpoint Gemini 2 or SPAZ at this point as they treat drones/fighters in exactly this way but execute the combat much better.
i'm sorry you dislike the fighter changes so much that they ruin the game for you, but i still have to say that i vehemently disagree with the notion that either of these two games "execute the combat much better" than Starsector...

SPAZ' combat mechanics are incredibly simple (and i would shallow) compared to Starsector's (though much faster, which some players prefer), and the same goes for any sort of ship customization, fleet management, skill progression, campaign activities, etc.
i quite like SPAZ myself, but the combat gameplay is barely comparable to Starsector in depth and quality, imo.

and SG2 isn't even the same genre. both are set in space and allow direct control of one ship, but that's pretty much where the similarities end. and again i feel SG2's combat mechanics are quite lacking in depth and overall quality, though i haven't played much of it.

please understand that Starsector's strategic fleet control was always meant to be secondary to real-time control of your flagship. so reducing the amount of micromanagement on the tactical map necessary to make fighters effective, and in turn increasing the direct control players have over their fighters when piloting a carrier themselves, fits well with what has always been the design intent.


personally, i love the new fighter mechanics (even if i believe the balance needs some work ^^) and was really looking forward to getting to play with them ever since reading that blog post. :]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 28, 2017, 02:49:11 PM
I already said that I really, really like the new fighter mechanics, but I also think that as a result (among many other factors) the command system works much better now. It was always very floaty, you had to hope that your order were executed, and many didn't seem to matter. You could direct bomber strikes, but I was an inefficient mess that required constant re-adjustment. I had already come to terms with that, assuming that it was an inevitable effect of the independent minded AI approach. In that regard 0.8 has been a great surprise to me. The AI is still acting with character, but now you can really command it within that frame - you see that your ships immediately start interpreting your order and acting on it. It's not quite perfect, for example you are hampered by a lack of feedback from your ships, but I can now believe in the general approach again.



@alex: what do you think is the tone you want for the game? It's obvious there's a whole range of players in that regard from those who want a slow grind in a decaying society to those who want an arcady shooter to blow stuff up in and (presumably) everything in between. Where on the spectrum do you stand? Is the current tone (I use this term as a shorthand for pace, progression speed, and player power level) something you're happy with? Where do you see your game sitting in the tone scale between say guardian of the galaxy/the new star trek and battlestar galactica reimagined/the expanse

I find this a bit confusing, as the question contrasting backstory tone with gameplay feel. That said: probably in the middle, with variation depending on playstyle etc.

It makes sense in so far as arcady shoot 'em-up gameplay wouldn't fit well with a serious, dystopian scenario. And likewise, a hardcore tactics simulation doesn't lend itself well to a happy-go-lucky gameworld. Or let's say, than the gameplay would contrast with the setting, which of course can also be used on purpose.

Personally I'm happy when all parties have believable, human motivations - that alone should bring enough gritty darkness into the game.





Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on April 28, 2017, 03:23:26 PM
... It's not quite perfect, for example you are hampered by a lack of feedback from your ships...

Agreed. I've found myself using Combat Chatter at last, and found it extremely helpful even just for that: Getting real-time feedback when one of my ships is in danger.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 28, 2017, 04:28:18 PM
- Putting 3 Sabots on the front of a Gryphon.. it doesn't use them whatsoever. Even with expanded missile racks so it's not running into issues of 'not enough'. It gleefully shoots the Squalls or whatever it gets put in the large, as well as MRM's off the side. Facing off against a Sunder in the sim, it just stutters helplessly as its getting pummeled. (unrelated, is the subsystem supposed to be one-shot-no-recharge per fight?)

PS: The AI is also really defensive with it, waiting too long for the 'perfect' situation (seen the Gryphon idle like 20 seconds once) instead of using the missiles as actual weaponry/ammo.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 28, 2017, 04:46:06 PM

Well the current carrier AI can be quite suicidal. I think something is not right with them.
>my gemini just charge berserker and die even when he has full of fighter wing that could attack him.
I also miss the old fighters command and ability to tell your fleet fighters to strike somebody.
Is there really no way to mark enemy ships as 'fighter target' or 'fighter escort' so some carriers send their fighters to either attack or defend it?
Currently they are really limited in operational range.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 04:57:32 PM
Well the current carrier AI can be quite suicidal. I think something is not right with them.

There's an issue where if a carrier is following another order (i.e. it's assigned to "assault" or "defend" an objective) that overrides its normal behavior of finding a nearby friendly combat ship to hide behind. Going to look into that one.

There's also another issue where a carrier that's *not* assigned to an order will not hide behind nearby ships that are one size smaller, even though it should.

There may be a third issue where the carrier doesn't send its fighters to attack an "eliminate" target, but I need to confirm that one.

So overall: yeah, definitely a few issues there. In the meantime, I'd suggest giving them an explicit "search and destroy" order to improve survivability if there are other orders they'd get assigned to otherwise. Or ordering them to escort another ship specifically.

Is there really no way to mark enemy ships as 'fighter target' or 'fighter escort' so some carriers send their fighters to either attack or defend it?
Currently they are really limited in operational range.

That's more or less "escort" and "eliminate", with the caveat of that potential eliminate issue. I don't think a "fighter escort" would be practical - that's a bit too dynamic, and deciding just how to keep up (without just doing normal escort behavior) would be very tough for the AI to do well.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 28, 2017, 05:07:41 PM
I've been playing Forlorn Hope recently and the enemy Heron gets itself killed by wading into my Paragon's range every time. I think it's taking the "combat" part of "combat carrier" a bit too seriously. It would be a huge threat with its Daggers if it didn't commit suicide.

The Condors mostly hide like they're supposed to but occasionally one or two of them will also fly into my range for no reason.

(How am I supposed to win that mission, anyway? I can't chase down the Condors. Should I grab a book and wait until they run out of CR?)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: FooF on April 28, 2017, 05:19:04 PM
Saw some new fighter behavior today that I hadn't noticed before but thought was absolutely awesome:

I've been piloting an SO Hammerhead that tends to be the tip of the spear for a rather large frigate and carrier battlegroup. Since I tend to be the first destroyer into the fray and the carriers are a ways behind, I have seen the AI Carriers rally their fighters to my Hammerhead, so much so it's a giant screen reminiscent of the ending scene of Enders Game.

It in fact, they saved my Hammerhead after an overload where a ton of interceptors flew in front of my ship as Reapers started coming. One brave Talon pilot gave the ultimate sacrifice to save my flagship. Godspeed pilot.  ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 28, 2017, 05:29:57 PM
(How am I supposed to win that mission, anyway? I can't chase down the Condors. Should I grab a book and wait until they run out of CR?)
i actually managed to 100% it earlier, for the first time. \o/

not with the default loadout though. mostly beams + 2 Dual Flaks + 2 Plasma Cannons at the front. one of the Condors (and the Falcon) escaped, but the other two got close enough for my 2k range beams to fry them... which is probably an error on their part.

i actually feel the mission needs to be made a bit harder now with the advantage of having the Advanced Targeting Core. specifically, too much of the enemy fleet is composed of small ships that just get fried before they can ever get into range. a few more destroyers and/or cruisers would probably make the huge range advantage less critical. or the enemy fleet as a whole needs to be better aware of the Paragon's range, and maneuver to surround it at a distance before closing-in as a large group.


I have seen the AI Carriers rally their fighters to my Hammerhead, so much so it's a giant screen reminiscent of the ending scene of Enders Game.
yep, i love that as well. even a fighter escort from a single Mora does much to increase the survivability (and consequently the aggressive potential) of a fast destroyer flagship.

Quote
It in fact, they saved my Hammerhead after an overload where a ton of interceptors flew in front of my ship as Reapers started coming. One brave Talon pilot gave the ultimate sacrifice to save my flagship. Godspeed pilot.  ;D
RIP!

(i wish my Broadswords and Claws would stop body-tanking incoming Pilum swarms though, at least while the carrier has PD and shield available at that time anyway.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 28, 2017, 05:44:46 PM
It would help if you could assign different tasks to carriers, maybe even it could help AI behavior.
Like if you assign carrier as escort it would use wings to to form defensive screens and protect allies, but when you assign them to support it would use wings to attack whatever target the supported vessel attack(in the case of player what he targeted), if you assign it as a strike group leader it will use his wings to strike marked targets or targets of opportunity(and if you use carrier to support carrier it would rally on him and use wings to support their wings, and escort would use wings to either cover carrier or attacking wings).
It would be neat if you could form strike groups and give them specific combat tasks.
I know that you can assign them to some tasks already but seriously I have feelings that AI is struggling right now and sometimes its kind of borked and totally not aggressive enough.
I have plenty of battles right new in my current amp where either side(as I mostly use autopilot) managed to actually fight successfully in battle time and the battle was decided but who endure it better(mostly by CR). Kind of not fun.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on April 28, 2017, 05:49:16 PM
or the enemy fleet as a whole needs to be better aware of the Paragon's range, and maneuver to surround it at a distance before closing-in as a large group.

Yeah you might be onto something here. I just did Paragon vs Conquest + Onslaught in simulator and the only reason I won was because the Conquest kept dropping shields while still well within the range of my beams (when it was not even in danger of overload). Seems the AI doesn't quite know what to do with such extreme range bonuses.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 05:54:36 PM
I know that you can assign them to some tasks already but seriously I have feelings that AI is struggling right now and sometimes its kind of borked and totally not aggressive enough.

Let me put it this way: in this case, it probably makes more sense to fix up whatever is wrong than to make things more complex - that's unlikely to improve the situation :)

I have plenty of battles right new in my current amp where either side(as I mostly use autopilot) managed to actually fight successfully in battle time and the battle was decided but who endure it better(mostly by CR). Kind of not fun.

Yeah, the game in general and the AI in particular are really not meant for an "autopilot always on" approach. Not to say that your other points are invalid, but what you're describing here is "yep, that's pretty much working right" - since if you *do* pilot your ship manually, a somewhat more passive stance by the AI both allows you to have greater impact and minimized unnecessary losses. Breaking the fight open when the sides are more or less matched usually requires some risk-taking, of the kind the player themselves are best equipped to take.

It's not that you're not supposed to use autopilot - it's a feature, after all - it's just that the game assumes that when it's not leading to the desired result, you'll take the reins yourself rather take the unfun route of waiting things out.

(Also: are you using the new eliminate command? Just to make sure, since that helps with aggressiveness a lot.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 28, 2017, 06:13:06 PM
Well that its truth. Fixing stuff now maybe adding some additional controls or AI behavior later.  I still have the fun.
Also I running mostly salvaged low tech D ships. So offensive power is not great.
If I have fighters on my side its fine as they are aggressive enough but with no fighters its pretty much stalemate unless one side have big advantage.

Overall fighters are strong now and AI can not really counter them well. Also did carriers can run out of spare fighters like in old builds?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 28, 2017, 06:13:10 PM
- Putting 3 Sabots on the front of a Gryphon.. it doesn't use them whatsoever. Even with expanded missile racks so it's not running into issues of 'not enough'. It gleefully shoots the Squalls or whatever it gets put in the large, as well as MRM's off the side. Facing off against a Sunder in the sim, it just stutters helplessly as its getting pummeled.

PS: The AI is also really defensive with it, waiting too long for the 'perfect' situation (seen the Gryphon idle like 20 seconds once) instead of using the missiles as actual weaponry/ammo.

Adding to this, it also doesn't know to use the subsystem and it seems to deal pretty poorly with aiming the Squall, either using extreme distance or just outright failing to properly calculate leading it. I think this would work better as a player ship, or just a full LRM boat and be done with it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 28, 2017, 06:19:21 PM
I know that you can assign them to some tasks already but seriously I have feelings that AI is struggling right now and sometimes its kind of borked and totally not aggressive enough.

Let me put it this way: in this case, it probably makes more sense to fix up whatever is wrong than to make things more complex - that's unlikely to improve the situation :)

I'd be content if we had the ability to at least have the carrier to move to one spot while the fighters attacked another.  With most other ships, excepting the super long range ones (which should perhaps be treated similarly) you know that if you issue a defend/attack/move command the ship in question is going to move into a reasonably tight area around the waypoint. With longer range ships it may be the case that you want them on top of  that point right now, or alternatively super far away leveraging their range.  The issue with far away is that you lose control over their positioning the moment you tell them to attack (since half the sector may be in range of the attack point and they may move in a suicidal way) or, alternatively, you lose control over where they attack when you issue a movement command (since again, they can select a target spanning half of the sector).

With other ships a single order is sufficient to get both approximate position and target orders.  This is not true for longer range ships, including carriers.  That's my most significant beef with the change.  
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 07:11:53 PM
I'd be content if we had the ability to at least have the carrier to move to one spot while the fighters attacked another.  With most other ships, excepting the super long range ones (which should perhaps be treated similarly) you know that if you issue a defend/attack/move command the ship in question is going to move into a reasonably tight area around the waypoint. With longer range ships it may be the case that you want them on top of  that point right now, or alternatively super far away leveraging their range.  The issue with far away is that you lose control over their positioning the moment you tell them to attack (since half the sector may be in range of the attack point and they may move in a suicidal way) or, alternatively, you lose control over where they attack when you issue a movement command (since again, they can select a target spanning half of the sector).

With other ships a single order is sufficient to get both approximate position and target orders.  This is not true for longer range ships, including carriers.  That's my most significant beef with the change.  

Hmm. I think for carriers, a right-click on empty space ("rally task force") would more or less do the job - they may choose from a lot of targets, but they will tend to choose targets already under attack, which in most cases is going to be what you want  anyway.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on April 28, 2017, 07:29:22 PM
on the topic of carriers, (in SIM's at least) they seem to not quite understand the idea of air superiority. Namely if you put a support condor in front of a strike condor, the support condor will send both talons against the strike condor while letting the strike's bombers go about their bombing runs unmolested. I'm not sure if this is intended behaviour, but it certainly looks counterintuitive
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 07:35:58 PM
I think that's the right move here, though. Talons can't stop the bombing runs - if they could, they'd take out the Piranhas while on the way to attack the carrier. And unsupported Piranhas aren't a huge threat to the Condor. Note that they will defend a target that's under attack by numerous fighters, but the criteria aren't just that.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on April 28, 2017, 07:46:52 PM
that is.... not true, as far as I can tell.

Just tried the same scenario again, this time with me controlling the support condor instead of autopilot. I sent the talons out to intercept the bombers by setting them on engage and "R" targeting each piranha individually. 2 piranhas made it to gun range of my condor and they died shortly thereafter. I then sent my talons to engage the condor and won the fight handily (only hull damage was from a single stray bomb). In autopilot duel it's a toss-up slightly in the bombers' favor.

Hell, if anything, I think it's the main job of an interceptor to be able to stop bombing runs
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 28, 2017, 07:58:11 PM
Hmm. I think for carriers, a right-click on empty space ("rally task force") would more or less do the job - they may choose from a lot of targets, but they will tend to choose targets already under attack, which in most cases is going to be what you want  anyway.

Maybe. Maybe not.  Generally not given how I play, but I understand that's not the case for everyone.  

I use[d] carriers as a force multiplier/rapid reaction force, not just part of the brawling mass.  Previously I could split my forces to capture seperate points or scout out the enemy fleet and then rapidly reinforce where appropriate with fighters/bombers to let the forward element punch above their weight.  Now I don't get to choose where those reinforcements go if multiple engagements are occurring.  Similarly I may want to harry something in the backline (carrier/sniper/retreating ship/whatever) when my line ships are not in a position to engage; can't do that anymore without losing control of the position of the carrier, which has an unfortunate tendency of putting itself in some pretty dangerous scenarios.  Hell, maybe I want the carrier in direct combat in one fight while the fighters are assisting in another fight so that I can get flanks or flux pressure in both fights.  The flexibility of deployment is always what made carriers so special in my mind.

Being able to set at minimum both a carrier position and separate target are important for that flexibility.  

Being able to set the vector with a fighter rally command was what gave me the feeling of being a fleet commander with a battle plan, but there's always been an abstraction of command ability in this game that I've appreciated and I could accept losing that fine level of control.  Carriers without deployment flexibility just feel like super LRM boats to me though :(
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 28, 2017, 08:41:20 PM
Yeah, I get what you mean - was more just responding re: your point about getting carriers to a specific place, not their role/usefulness/etc once they get there. The stuff you're talking about, I wouldn't say I'm happy that it's gone - it's more like I felt it had to go to be able to fix all the various issues around carriers. I.E. in my mind it's more "worthwhile tradeoff" rather than "pure improvement with nothing of value lost", if that makes any sense.

(This is kind of making me want to add a "fighter attack target" command of some sort... would have to fix up eliminate w/ regard to carriers and see how well that works first, though, to see if something fighter-specific is warranted. One of the things I want to do there is make sure carriers don't get suicidal when given that order, provided there are allies they can hide behind.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Anysy on April 28, 2017, 08:42:37 PM
 Carriers without deployment flexibility just feel like super LRM boats to me though :(

Its weird you say that, because they feel kinda like that to me too. But I dont really find this to be a bad thing? Im running a like 6 ship destroyer/cruiser mix, with a pair of herons (myself in one) as fighter/bomber support. (total 3 fighters, 3 bombers), and really its been going great. My bomber carrier (1f/2b) somehow manages to find the target my heron (2f/1b) is harassing and lands some mean bombing runs.

To this end I actually do feel like for the most part I have the ability to control the fighters on the field as well, but I am not sure if this is a result of like carrier ai trying to coordinate with each other, or just carrier ai picking harassed targets for bombing runs, or just something else entirely (the ai deciding the target I was harassing was the best target to bomb regardless of my harass). But coincidentally it is working out really well so far.

Im not entirely sure how well this will scale up, but I was hoping to pick up that hegemony battlecarrier next time I saw it... But overall I am rather enjoying not needing to participate directly in knife fighting, its a wonderful change of pace from trying to solo everything with a medusa  :)


Unrelated - What would people say the uh.. "goal", or "endgame" of the game right now? I was sorta hoping that the station combat blog would have lead to some inter-faction station warfare (similar to mount and blade sieges), but it seems thats not where I am going to find those. Is the goal of the game right now just to explore the outer rim and find [redacted]?
It just feels like right now you are so very suggested to not bother participating in combat that doesnt directly lead to a reward, because combat itself has no purpose. Im talking strictly hegemony v tritach kind of fighting, it doesnt seem like fighting over 'land' is a thing, making it kinda pointless to participate in battles against other factions unless they are in the way, or you want specific loot.
I mean I get that the game doesnt really have much of a plot or win condition, I just wanted some people's ideas on current direction of things.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ciago92 on April 28, 2017, 09:00:31 PM
One thing around fighters and a carrier flagship that I don't think I've seen mentioned (though I could be wrong) is that I'm reasonably sure the fighter targeting system is not working as described. Somewhere in here I believe I saw Alex (or somebody "official" at least) state that fighters attack the ship targeted when given the engage order, and do not change targets if you change the flagship's target until you cycle regroup/engage again. However, I've seen multiple times that changing the target of the flagship does change what the fighters are attacking.

Also a minor QoL improvement, when you first burn into the battlefield I'd request that fighters default to regroup rather than engage. Engage eliminates the flux bonus, and can lead to them zipping off before you're ready if you're not paying attention.

Other than that, still loving everything!! Finally fought my first two <REDACTED>, the first one was a couple frigates and pretty easy (Talons still OP lol) but then I engaged a larger group that brought their own fighters to the party and barely survived the battle. But, thanks to the amazing new mechanics (especially recovering four of the five lost ships) this felt much more like a hard fought victory than a "oh I'm screwed, time to load the last save". Love love love it!!!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 28, 2017, 09:03:19 PM
(This is kind of making me want to add a "fighter attack target" command of some sort... would have to fix up eliminate w/ regard to carriers and see how well that works first, though, to see if something fighter-specific is warranted. One of the things I want to do there is make sure carriers don't get suicidal when given that order, provided there are allies they can hide behind.)

This would make me so happy!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hazard on April 28, 2017, 09:58:46 PM
Seems like patrols that stop you for a cargo scan don't much care about any illegal AI cores on-board. :D I've been searched at least twice by both Hegemony and Independents while carrying cores around and they just let me go.

Edit: Also, the small ballistic hardpoint on the Mora is driving me crazy. What am I supposed to do with it? :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hussar on April 28, 2017, 11:58:25 PM
Hmm. I think for carriers, a right-click on empty space ("rally task force") would more or less do the job - they may choose from a lot of targets, but they will tend to choose targets already under attack, which in most cases is going to be what you want  anyway.

That's what I'm trying to do but it doesn't really work. I have rally points far behind the defended point/s yet still they're going to charge the frontlines even past the actual line ships... And that lack of control over the carrier is really troublesome, even more over than lack of general strike order for carrier-borne craft which would act as a beacon for multiple wings from different carriers that would be in striking range.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on April 29, 2017, 12:35:38 AM
Seems like patrols that stop you for a cargo scan don't much care about any illegal AI cores on-board. :D I've been searched at least twice by both Hegemony and Independents while carrying cores around and they just let me go.
Same. A hold full of AI cores, organs, drugs, and guns, and the scan report says "nothing found".
Maybe it was all hidden by shielded holds, but I only have 1 ship which has that mod so I feel like either it was dumb luck or something isn't working.

Quote
Edit: Also, the small ballistic hardpoint on the Mora is driving me crazy. What am I supposed to do with it? :D
Leave it empty. Gun hardpoints are silly things. :P
(Or change it to a missile mount.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hussar on April 29, 2017, 01:01:05 AM
Seems like patrols that stop you for a cargo scan don't much care about any illegal AI cores on-board. :D I've been searched at least twice by both Hegemony and Independents while carrying cores around and they just let me go.
Same. A hold full of AI cores, organs, drugs, and guns, and the scan report says "nothing found".
Maybe it was all hidden by shielded holds, but I only have 1 ship which has that mod so I feel like either it was dumb luck or something isn't working.

I on the other hand have sometimes pleasure of being actually clean but having a scan that "detected" something? o_O
I tested it, and this doesn't happen again upon reload. Figures.

Edit: Ohhh I know now. This may happen if u buy a ship on a black market and get scanned soon after I think!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 29, 2017, 05:11:26 AM
I leave the hardpoint on the Mora empty.  Carriers feel like LRM boats.  Fighters are the best missiles in the game.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SafariJohn on April 29, 2017, 06:32:29 AM
Could put a railgun on the hardpoint.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 29, 2017, 06:36:35 AM
Better to put that railgun in turrets, and some throwaway in the hardpoint if Mora has OP to burn.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 29, 2017, 09:21:54 AM
- Giving commands to all selected ships, if your ship is one of them, turns on autopilot. Turning on autopilot for even a fraction of a second messes with your autofire settings. That's fun to unjumble mid combat.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 29, 2017, 09:34:56 AM
This is kind of making me want to add a "fighter attack target" command of some sort...
i'd love that!

back in the fighter blog post thread, you said you probably won't add such a command because having that degree of control over another ship's fighters would make piloting a carrier yourself mostly pointless again. after playing a bit myself though, i don't think that's the case. choosing fighter target, carrier movement and potentially manual-firing weapon target independently of each other is part of what makes carrier flagships interesting, but there's more to it than just that.

in particular, the 'rhythm' of sending fighters in waves and at the right timings (sometimes even by flipping between Engage and Regroup, to make fighters stay close to but not quite in fighting range of a target, waiting for the right moment to strike) can make a big difference in carrier/fighter effectiveness. and maneuvering to flank and/or to find a relatively open path for fighters to strike at a target behind the front line, can also be done much more reliably with direct control over a carrier's movement and strike timings.

so i think a "send strike craft" command, that allows specifying an enemy target to attack or an allied target to escort, won't significantly reduce the usefulness (and fun!) of piloting a carrier yourself. and it would feel a lot better to have that control over AI controlled carriers, independent of movement/attack/escort orders for the carrier itself. plus, even if that command exists, it will most likely still be best to just let a carrier decide by itself on when and where to send its fighters, most of the time, as that allows it a lot more flexibility to react to which enemies are vulnerable or which allies need protection at any given time.



I've seen multiple times that changing the target of the flagship does change what the fighters are attacking.
that's definitely the case, yeah. kinda annoys me as well. it does make intentionally switching fighter target a little bit quicker and more convenient, but it means i can't have my fighters attack (or escort) one target while my missiles and autofiring weapons focus on another. for pure carriers like Condor that might not matter too much, but for any sort of close-range or combat-carrier-hybrids it's an issue.

Quote
Also a minor QoL improvement, when you first burn into the battlefield I'd request that fighters default to regroup rather than engage. Engage eliminates the flux bonus, and can lead to them zipping off before you're ready if you're not paying attention.
that was mentioned before (i think in another thread) and iirc Alex said he'd change it. :]



Also, the small ballistic hardpoint on the Mora is driving me crazy. What am I supposed to do with it? :D
oh god, don't remind me....

please, please remove the one narrow-angle turret mount at the front (that is weirdly wedged in-between two other turrets anyway), and replace it with a 2nd hardpoint at the tip of the flight deck (where the synergy mount was during the blog post). a single small, non-missile, off-center hardpoint amidst all those turrets just feels super awkward. :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 29, 2017, 09:46:23 AM
Also did carriers can run out of spare fighters like in old builds?

They do when they hit 0% CR.

That's what I'm trying to do but it doesn't really work. I have rally points far behind the defended point/s yet still they're going to charge the frontlines even past the actual line ships...

Ahh - that's probably that AI bug I mentioned a few posts back. Need to fix that up.


that was mentioned before (i think in another thread) and iirc Alex said he'd change it. :]

I did not! It defaults to that so that if someone doesn't know how to control fighters, at least they default to a "not looking broken" state. The tutorial does mention it etc, but I'd imagine lots of new players will take a bit to catch on to how it works.

... then again, maybe it's better to have them pulled back at the start - then it'll raise questions about how to let them attack, where if they start out attacking, it's less obvious that pulling back is an option. Hmm, yeah, ok. Made the change.


(Put some guns in those small weapon slots, some Typhoons in the missile slots, and use the Mora to brawl. Do ittt.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ciago92 on April 29, 2017, 10:04:37 AM
Strange behavior that might technically be a bug, I'm not sure. Pretty sure I'm the only person that'll ever run into it though haha. I'm playing the same save across two computers thanks to dropbox and editing the VMparams. I start the game and save locally on computer 1, then do the edits to vmparam and copy that save to the dropbox save folder. I then continue playing on computer 2, everything works fine. I save that, and everything's still good. Then I go back to computer 1 the next morning and hit continue, and it pulls the save that's local to the computer. I was able to load the proper save by closing w/o saving and then using "load" instead of "continue", so the vmparams edit worked, but the behavior caught me off guard. Unless it's an easy fix I don't think it's going to come up enough to be worth spending time on, just wanted to give you a heads up.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 29, 2017, 10:06:07 AM
"Continue" is going to load the last save loaded on that computer, so unless I'm misunderstanding something, I *think* it's working right.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 29, 2017, 10:29:38 AM
I did not!
oh, sorry!

Quote
Hmm, yeah, ok. Made the change.
nice, thanks! :D

Quote
(Put some guns in those small weapon slots, some Typhoons in the missile slots, and use the Mora to brawl. Do ittt.)
i am doing that. or rather, i plan on doing that once i find a Mora that doesn't suffer from armor, hull, and flux d-stats. ^^

i don't mind the hardpoint being a hardpoint. but the mount layout feels weird to me, with the lonely & off-center hardpoint being part of that. the turret that's too close to 3 other mounts is the other part:

(http://i.imgur.com/TBHAJgz.jpg)

i think it would look better if either that turret or the hardpoint would be moved to the tip, especially since it looks to me like there's already room left specifically to mount a weapon.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 29, 2017, 10:35:42 AM
I'm gonna quote them here, because I just love these ideas so much:

It would be nice if crewed fighters would fight some time after their carrier was destroyed, but drones died the moment theirs carrier goes boom.

Could even go further and have drones automatically overload (or just do nothing for a bit) if their carrier is overloaded.

These are relatively small details, but the would fit perfectly to differentiate drones from crewed fighters, both in gameplay and lore. 
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 29, 2017, 10:47:17 AM
Hah, that might fall into "Making a change just for the sake of realism is no good". Still, kinda neat.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 29, 2017, 10:56:28 AM
These are relatively small details, but the would fit perfectly to differentiate drones from crewed fighters, both in gameplay and lore.
+1

i think drones' weapons and engines going dark when their carrier dies would fit better than them straight-up exploding (although a self-destruction trigger to prevent them from being easily used by enemies could make sense as well). them overloading as their carrier overloads would be especially cool though, and would have a more meaningful gameplay impact.


Hah, that might fall into "Making a change just for the sake of realism is no good". Still, kinda neat.
actually, i'm pretty sure most real drones are well able to follow simple (relatively speaking) tasks autonomously. they don't just shut-off or explode just because they lose connection to an operator. :P
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 29, 2017, 10:59:25 AM
BTW Will you get officers with no combat skills?
Like officer who buff salvaging skills or scavenging, faster repairs, surveying capability outside skills etc.
Its strange that I can offset my no combat character by having combat oriented officer but can not find and bring master engineer, explorer or scavenger with me.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hazard on April 29, 2017, 11:22:35 AM
(Put some guns in those small weapon slots, some Typhoons in the missile slots, and use the Mora to brawl. Do ittt.)
Yeah, I just got blasted twice in different battles by surprise Reapers from a Mora. The AI gets it, for sure.

Concerning cargo inspections not finding illegal goods, I don't have any ships with Shielded Cargo Holds, so that's not it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hussar on April 29, 2017, 11:30:24 AM
BTW Will you get officers with no combat skills?
Like officer who buff salvaging skills or scavenging, faster repairs, surveying capability outside skills etc.
Its strange that I can offset my no combat character by having combat oriented officer but can not find and bring master engineer, explorer or scavenger with me.
My thoughts exactly. This would give much more freedom and depth into our own character progression and fleet-assembly progression.

Under one condition though.

It can't be random like it is now. At least not wholly. Some skills should be specialist related. I mean, they shouldn't pop up for regular officers in my mind? At the same time a specialist would be providing us with those huge benefits shouldn't be either getting the most powerful combat skills (if any at all) as a choice.

I mean, if you're hiring a mining specialist you don't hire him to be a master of combat right?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 29, 2017, 12:10:24 PM
BTW Will you get officers with no combat skills?
the issue with that is that it would make the these non-combat skills rather useless for the player character. giving an officer a skill from the combat tree and a few similar ones isn't the same, because those skills are specifically chosen to affect exclusively the ship that said officer is piloting. if you want 10 ships with a combat skill, you'll need 10 officers with that skill. and your flagship will never be able to get these combat skills unless you get them yourself.

skills that either affect every ship in the fleet (like reduced fuel costs, or +10% OP), or don't affect any ships at all (like the current surveying or salvaging skills, or the Neutrino Detector), would only require a single officer with that skill. so 'wasting' a precious skill point of the player character would almost always be a bad idea, because the player's skill points are inevitably more valuable (as they should be) than those of a single out of 4 to 10 officers.

so if there ever will be non-combat officer skills, or specific non-combat officers (like a Chief Engineer or Veteran Explorer), they would require their own system, they couldn't just use the current skills with the current officer system.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 29, 2017, 12:28:36 PM
Hah, that might fall into "Making a change just for the sake of realism is no good". Still, kinda neat.

Mh, not really. Drones have a huge advantage in that they don't use crew, and no downsides whatsoever. This would be a balancing factor.

I also think it just feels wrong that they flee the battle when their carrier is destroyed. "Feeling" in this case being related, but not identical to realism. It's more about how what the game tells you what happens ("this are fearless drones") is related to what it shows you what happens ("drones fleeing").
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 29, 2017, 12:48:29 PM
Mh, not really. Drones have a huge advantage in that they don't use crew, and no downsides whatsoever. This would be a balancing factor.

I also think it just feels wrong that they flee the battle when their carrier is destroyed. "Feeling" in this case being related, but not identical to realism. It's more about how what the game tells you what happens ("this are fearless drones") is related to what it shows you what happens ("drones fleeing").

I feel like the balancing factor here is OP. "What happens when the carrier is destroyed or overloaded" doesn't seem like a viable balancing lever. It's too situational/only touches on the "already losing" cases/etc.

I get what you mean re: drones retreating feel-wise, but it'd get weird mechanically (the game kind of relies on fighters fleeing at that point for combat to end), and there are other ways to look at it. It's entirely possible that drones that lose contact with the mothership would be programmed to retreat, for example.


Concerning cargo inspections not finding illegal goods, I don't have any ships with Shielded Cargo Holds, so that's not it.

There's some randomness, and smaller quantities are much less likely to be found, especially when accompanied by legal goods. There's also the "nothing illegal found, but you're carrying plenty of stuff and are suspected of smuggling due to recent BM trade" result.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hussar on April 29, 2017, 12:59:04 PM
Concerning cargo inspections not finding illegal goods, I don't have any ships with Shielded Cargo Holds, so that's not it.

There's some randomness, and smaller quantities are much less likely to be found, especially when accompanied by legal goods. There's also the "nothing illegal found, but you're carrying plenty of stuff and are suspected of smuggling due to recent BM trade" result.

So I was sort of right here. But I was thinking that actually a BM bought ship could be "detected" as stolen good? Cuz as I said above, I've been inspected a few times after BM ship purchases and were loosing reputation as scans were coming out "positive".
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 29, 2017, 01:20:44 PM
I feel like the balancing factor here is OP. "What happens when the carrier is destroyed or overloaded" doesn't seem like a viable balancing lever. It's too situational/only touches on the "already losing" cases/etc.
i don't think it would have a big impact on balance either way, but isn't "losing lots of crew through heavy fighter losses" an "already losing" case as well?

Quote
I get what you mean re: drones retreating feel-wise, but it'd get weird mechanically (the game kind of relies on fighters fleeing at that point for combat to end)
drones self-destructing instead of retreating shouldn't be an issue for that though, and would still help a bit in making them feel different from piloted fighters.

drones overloading as the carrier overloads could also help with that, even if it's too situational to be a significant balancing factor.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 29, 2017, 01:31:38 PM
So I was sort of right here. But I was thinking that actually a BM bought ship could be "detected" as stolen good? Cuz as I said above, I've been inspected a few times after BM ship purchases and were loosing reputation as scans were coming out "positive".

Patrols will only confiscate what's explicitly illegal. If you bought a ship or some (otherwise legal) supplies etc on the black market, they'll only suspect, which will lead to a rep drop but no confiscation.

i don't think it would have a big impact on balance either way, but isn't "losing lots of crew through heavy fighter losses" an "already losing" case as well?

Well... 1) you're going to be losing fighters/crew in the winning case also and 2) it's not a primary balancing factor anyway (see: ordnance points), but more of a logistical consideration. There's no hard line here, of course, it's all a gray area.


drones self-destructing instead of retreating shouldn't be an issue for that though, and would still help a bit in making them feel different from piloted fighters.

drones overloading as the carrier overloads could also help with that, even if it's too situational to be a significant balancing factor.

Ah - to me it feels a bit like unnecessary fiddliness, if I'm being honest. Or, at least, nothing I want to spare time for right now when there are more important things to do for 0.8.1a, given that this sort of change could easily lead to bugs.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Hussar on April 29, 2017, 01:36:09 PM
So I was sort of right here. But I was thinking that actually a BM bought ship could be "detected" as stolen good? Cuz as I said above, I've been inspected a few times after BM ship purchases and were loosing reputation as scans were coming out "positive".

Patrols will only confiscate what's explicitly illegal. If you bought a ship or some (otherwise legal) supplies etc on the black market, they'll only suspect, which will lead to a rep drop but no confiscation.

I hope it won't sound strange but I hope that in the future BM ships could be confiscated and in general black market/smuggling made more risky thus also rewarding.

I'm actually thinking of starting another playthrough focused on trying to become a new Han Solo. That's the effect of the new navigation skill, I love the idea of being able to jump into hyperspace to avoid the fuzz ;)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 29, 2017, 01:54:20 PM
Ah - to me it feels a bit like unnecessary fiddliness, if I'm being honest. Or, at least, nothing I want to spare time for right now when there are more important things to do for 0.8.1a, given that this sort of change could easily lead to bugs.
that's fair. :]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on April 29, 2017, 03:44:50 PM
I haven’t found the broadsword’s PD distracting flares to be particularly useful for bombing runs, as a lot of ships just don’t have noticeable PD (i.e. they don’t have flak). Longbows, on the other hand, are very useful. It forces a no-win situation; either you take Sabots on the shields or you take torpedoes to the face. The best bomber ratio I’ve found is 2 Khopesh : 1 Longbow. The PD distracting flares are more useful for assault fighter mixes, as assault fighters stay in long enough for PD other than flak to matter.

On that note, Warthogs are too slow to be useable. Every other assault fighter moves faster than 200 sanics and up to 300 sanics at the fastest, but Warthogs move at 130? That’s not even fast enough to catch up to some destroyers. They end up arriving far behind your other fighters, splitting the swarm and making it easier to kill piecemeal. They’re not even particularly heavily armed, so I don’t understand why they’re so slow.

Fighter Doctrine and Carrier Command are overpowered, and it’s screwing with the AI. The AI wants to hang back and destroy fighters until the replacement rate is sufficiently low then engage when the carriers have a minimal fighter screen, but +50% fighter replacement rate and -50% fighter damage taken means that’ll never actually happen. The two skills compound upon each other; the fighters take 2x as long to kill, and are replaced 1.5x as fast, so it ultimately takes 3x times as long as normal to drive down the carrier’s replacement rate. The enemy AI ends up hanging back forever while the fighters just pick everything apart. This is compounded by the EWar skill reducing enemy ships range, which makes them even less aggressive than they normally are.

Atropos torpedoes are terrible and Atropos-based bombers are terrible. The Khopesh is the most effective bomber in the game right now, not just per-OP but per wing. Daggers and Tridents are massively overcosted; if the Atropos doesn’t get buffed, I’d put them at 8 and 12 OP respectively, and make the Khopesh cost 12 OP.

The Astral’s two large missile mounts are now completely superfluous, as bombers are the best missiles in the game and the Astral is the best carrier for mounting bombers.

The Combat skill tree row desperately needs more skills that buff your fleet and not just your ship. Soloing is much less viable now (outside of running an Astral with 6 Spark wings, which you’ve already said are going to be nerfed), and the player is the only officer that can get skills which buff the rest of your fleet, so skills that buff your fleet are going to take priority over skills which only buff the player’s ship. The Combat skill tree has one (1) skill which buffs the fleet, Combat Endurance 2, and it’s not even all that good. A player that wants to run a heavy combat fleet and make all their money from bounties is still going to want to grab a ton of skills in Leadership (Fighter Doctrine, Fleet Logistics, Officer Management, Co-ordinated Maneuvers) and Technology (for Gunnery Implants, Loadout Design, Power Grid Modulation, Navigation, Electronic Warfare), at which point it’s just more efficient to grab the three fighter skills and pilot a carrier rather than skilling into Combat. A player that wants to make money from surveying and salvaging is going to want to spread their points between Industry (for Salvaging and Surveying), Technology (for Navigation and Sensors), and Leadership (for Fleet Logistics and Officer Management), making it very inefficient to go into Combat as they’re already spent 9 points on “empty” aptitude cost skills. The AI is good enough that you can always just have an officer get the Combat skills and pilot the big ship, while you can’t have a staff officer get the fleet-wide skills.

Someone brought up the idea of having the player character and AI fleet commanders be dedicated staff officers that only get fleet-wide skills, and being able to assign a lieutenant officer to the player-piloted ship for single-ship bonuses. I think this would be a very good system. It would remove the tension between fleet-wide skills and single-ship skills while still allowing for solo play.

Didn't you say somewhere that venting would now take a minimum of 2 seconds? That doesn't seem to be happening.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Anysy on April 29, 2017, 06:14:09 PM
I feel like the biggest nerf to carrier play would be moving strike and wing command (the personal carrier buffs) into the combat tree, with some general buffing of other combat abilities. As it stands, Im running a zero combat point build and I see almost no reason to change it, because all of my combat is taken care of by -50% damage taken bombers and fighters, and other gigantic fighter/bomber buffs that came from the fleet command tree. I could see why thematically theyd fit there, but overall I think the general bonuses are a bit too strong.

That, and really I just want to see buffs to combat tree. For instance, the green tree already has a +15% combat readyness for every ship in the fleet buff, the 15% in combat for personal ship seems pretty weak. The removal of the old -1/2/4 op for guns .. while probably warranted, was a strong fleet bonus that used to come out of the combat tree.  Missile perks seem really weak, and overall idk I could fill 40 points easily in stats thatll make either dealing with campaign problems better (burn drive speed, fleetwide OP, fleet CR..) that what feels like small buffs to personal skills isnt really in the cards.


On the other hand though, if you make the combat tree too good personally, it just brings back the fleet of 1 hyperion and x tanker/cargo haulers soloing everything, which doesnt feel quite right.

Which probably means id like to see all of the trees benefit the entire fleet, with a different system for 'fleet commander' and 'ship commander'. Possibly something like scaling buffs based on officer level(probably not much different than extra cr.. CR itself might be enough honestly), and the entire combat tree reworked into fleet buffs.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on April 29, 2017, 06:29:54 PM
I'd like to see interceptors and PD weapons get better at killing fighters. Also, killing fighters really doesn't seem to have much of a point. I don't think I have ever seen any carrier get below a 50% fighter replacement rate, even a baddie Mora carrier surrounded by all of my ships managed to replace their fighters fairly quickly (not that it mattered in that case).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 29, 2017, 06:47:05 PM
Unless I find Hyperion or Paragon, and they are much better than what I tried so far, I have given up soloing ships with direct combat ships and moved on to carriers.  Heron with two Talons and one other wing can slaughter several frigates or one cruiser without much grief.  An Eagle gets surrounded by several frigates then dies.  Also, Eagle does not solo a cruiser as quickly as Heron with fighters.  Heron can run away and let fighters do the dirty work, and pick off frigates one-by-one or that annoying cruiser.

This is with a completely unskilled character.  (My character just hit level 39, no skills.)

P.S.  I had to decide between Eagle and Heron as my flagship upgrade (from Medusa), and did some sim fighting.  When I saw what I wrote above, I bought the Heron.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 29, 2017, 07:23:02 PM
I agree Combat is the weakest aptitude.  The only reason I want to put points in it is because I want my hot rod, although it pains me to do that when the other aptitudes are better, especially Leadership and Technology.

And because player almost needs fleets, it is probably better to put more points in Coordinated Maneuvers instead of more Helmsmanship, unless your carrier needs that level 3 perk badly.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 29, 2017, 08:00:35 PM
I might be thick, but is there a game design reason for why Medium/Large missile slots can't take small missile slot items?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on April 29, 2017, 08:14:35 PM
I might be thick, but is there a game design reason for why Medium/Large missile slots can't take small missile slot items?
Multi type slots can't downsize and large mounts can only downsize to mediums
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 29, 2017, 09:02:40 PM
Quote
Fighter Doctrine and Carrier Command are overpowered, and it’s screwing with the AI. The AI wants to hang back and destroy fighters until the replacement rate is sufficiently low then engage when the carriers have a minimal fighter screen, but +50% fighter replacement rate and -50% fighter damage taken means that’ll never actually happen. The two skills compound upon each other; the fighters take 2x as long to kill, and are replaced 1.5x as fast, so it ultimately takes 3x times as long as normal to drive down the carrier’s replacement rate. The enemy AI ends up hanging back forever while the fighters just pick everything apart. This is compounded by the EWar skill reducing enemy ships range, which makes them even less aggressive than they normally are.

Pretty much this.
I know that now carriers manufacture fighters but the old way having limited spare fighters that carrier could easily run off was much better for balance.
Now fighters just run and *** on everything and most of PD do not even scratch them and even if its do there comes another wave.
Reducing buff from skills and increasing replacement rate could do a thing.
Gonna check if I can test it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 29, 2017, 09:19:33 PM
Yeah, I'm definitely going to tone fighters down a bit in the .1 release. It's pretty clear they're currently OP, but it feels like a few relatively minor adjustments (along with some judicious nerfs of specific fighters) can bring them in line. Combat skills could possibly use a slight buff, as well.

I might be thick, but is there a game design reason for why Medium/Large missile slots can't take small missile slot items?

Mostly visual, really. They look weird in large slots.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on April 29, 2017, 10:41:19 PM
Yeah, I'm definitely going to tone fighters down a bit in the .1 release. It's pretty clear they're currently OP, but it feels like a few relatively minor adjustments (along with some judicious nerfs of specific fighters) can bring them in line. Combat skills could possibly use a slight buff, as well.
Damn.  Well, there goes rolling around in a Legion, a pair of Moras and a pair of Herons curbstomping everything but the biggest REDACTED.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 30, 2017, 02:31:07 AM
Yeah, I'm definitely going to tone fighters down a bit in the .1 release. It's pretty clear they're currently OP, but it feels like a few relatively minor adjustments (along with some judicious nerfs of specific fighters) can bring them in line. Combat skills could possibly use a slight buff, as well.

I might be thick, but is there a game design reason for why Medium/Large missile slots can't take small missile slot items?

Mostly visual, really. They look weird in large slots.

Don't you mean that the possibility space of the useable loadouts allowed by large & hybrid mounts allows you to better balance the game for a player's enjoyment  ;)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TJJ on April 30, 2017, 03:15:08 AM
I might be thick, but is there a game design reason for why Medium/Large missile slots can't take small missile slot items?

I'd guess it's to do with visuals.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 30, 2017, 04:22:00 AM
I'm certain it is for realism.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: DatonKallandor on April 30, 2017, 04:34:15 AM
I'm not sure the piloted ship only buffs even make sense anymore as something the player can get. Just make all the piloted only exclusive to officers and all the fleet-wide exclusive to the player and let the player personally fly ships even when they've got an officer.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 30, 2017, 04:38:16 AM
The problem with flagship buffs is that either you buff your entire fleet to make every ship in your fleet better, which scales with its size... Or buff your flagship, which either will be underwhelming to prevent soloing/roflstomping everything in sight OR overpowered, because your flagship is as good as an entire fleet. It's hard to balance, because fleetwide buffs are too good or scale too much.
TL;DR: combat aptitude is hard to balance because buffs to your flagship have to be as good as buffs to your entire fleet, which means your flagship has to be equal in power to an entire fleet.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 30, 2017, 05:47:39 AM
I'm not sure the piloted ship only buffs even make sense anymore as something the player can get. Just make all the piloted only exclusive to officers and all the fleet-wide exclusive to the player and let the player personally fly ships even when they've got an officer.

I really wanna be able to manage my second in command, incidentally
Edit: also access to the fleet screen in the "swap flagship, engage or order second in command to autoresolve" screen so I can swap officers around pre-combat
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 30, 2017, 06:30:24 AM
Mostly visual, really. They look weird in large slots.

Exactly visual, i'd kinda like to have a single pair of Reapers or something on a Conquest in the front, rather than the two bulbous things of the 'closed hatches'/slot empty icon. :P (and not pay 20 OP for 2x10 OP large missiles)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on April 30, 2017, 07:01:37 AM
Perhaps the way to balance Combat skills without completely separating player from officer skills is to give then some minor-moderate fleet-wide buffs that only apply if the player has them. These fleet buffs, when they appear, should always be paired with a piloted ship buff (which is balanced on its own merit without taking the fleet-wide buff into consideration) so that the level doesn't become a wasted level for officers (see: Combat Endurance level 2).

Obviously these fleet-wide buffs would, overall, be less effective than proper fleet skills, but it should help balance them for the player without making officers overpowered or forcing a skill split.

On a related note, if the above is done then Fighter Doctrine and Carrier Command should be merged. In fact this might be a quick and dirty way to balance things: by giving piloted ship effects an extra percentage bonus to all ships in the fleet when the player has them, on top of any officer bonuses from the same skill (also serves to nerf this double whammy fighter domination handily, I think).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 30, 2017, 07:35:17 AM
- Squall keeps firing after the ship dies (also, its autoaim is kinda ***, plus, would help if it got classified as a versus destroyer/cruiser and up only, not like it has any chance hitting a frigate)

- Mjolnir's don't spawn or spawn fantastically rarely? (https://snag.gy/IWBukj.jpg < one in my storage from a drop from a fight)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TrashMan on April 30, 2017, 08:32:24 AM
Yeah, I'm definitely going to tone fighters down a bit in the .1 release. It's pretty clear they're currently OP, but it feels like a few relatively minor adjustments (along with some judicious nerfs of specific fighters) can bring them in line. Combat skills could possibly use a slight buff, as well.

Personally, I think the "unlimtied ammo" and now "unlimited fighters" are both terrible decisions that murder any strategy or gravitas in ship usage or logistics.

At least I can mod the ammo thing simply enough, but what about fighters?
I can't change that to my preference even if I want to.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Psycho Landlord on April 30, 2017, 09:03:52 AM
Yeah, I'm definitely going to tone fighters down a bit in the .1 release. It's pretty clear they're currently OP, but it feels like a few relatively minor adjustments (along with some judicious nerfs of specific fighters) can bring them in line. Combat skills could possibly use a slight buff, as well.

Personally, I think the "unlimtied ammo" and now "unlimited fighters" are both terrible decisions that murder any strategy or gravitas in ship usage or logistics.

I think the exact opposite of this. Both of these were good decisions for the game's overall playability, and Carriers actually being fun to fly now is a pretty huge deal for me, so thank you for an excellent patch, Alex.

Though I admit, I am going to be sad when the Talon goes back to being at the bottom of the food chain. I'm glad the little guys got to be king *** of doomball mountain for a bit.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 30, 2017, 09:12:11 AM
I think the exact opposite of this. Both of these were good decisions for the game's overall playability, and Carriers actually being fun to fly now is a pretty huge deal for me, so thank you for an excellent patch, Alex.
agreed!

Quote
Though I admit, I am going to be sad when the Talon goes back to being at the bottom of the food chain. I'm glad the little guys got to be king *** of doomball mountain for a bit.
Talons can still fill a unique(ish) niche by being OP-free though. so hopefully they'll still see use, including in some player-made loadouts, even if they're weaker than pretty much all other fighters. :]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 30, 2017, 09:29:39 AM
Quote
Didn't you say somewhere that venting would now take a minimum of 2 seconds? That doesn't seem to be happening.
It seems player can vent spam somewhat like before, but since everything is slower all around, I cannot tell if the two second delay is actually happening or not.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 30, 2017, 09:46:43 AM
The new ctrl+click stack handling is extremely useful, thanks for the qol improvement, Alex! The only thing it can't handle are money limitations, when I have limited cash I still have to move the slider manually to buy exactly as much fuel/supplies as I can afford.


The problem with flagship buffs is that either you buff your entire fleet to make every ship in your fleet better, which scales with its size... Or buff your flagship, which either will be underwhelming to prevent soloing/roflstomping everything in sight OR overpowered, because your flagship is as good as an entire fleet. It's hard to balance, because fleetwide buffs are too good or scale too much.
TL;DR: combat aptitude is hard to balance because buffs to your flagship have to be as good as buffs to your entire fleet, which means your flagship has to be equal in power to an entire fleet.

Isn't the desired balance basically "upgraded flagship+average sized normal fleet = normal flagship+average sized upgraded fleet"?
The combat skills should allow you to run a smaller fleet and be more efficient, the fleet wide skills in turn allow a higher power ceiling. Seems pretty good to me.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 30, 2017, 09:58:11 AM
I'm certain it is for realism.

Oh, you.

At least I can mod the ammo thing simply enough, but what about fighters?
I can't change that to my preference even if I want to.

Yeah, it's not really set up to allow that easily. Weapons evolved out of having ammo, so leaving that as a modding option was natural and easy. The way fighter work is for all intents and purposes a new feature (yeah, they had "ammo" before, but not in anything like the way they would now, code-wise), so that option doesn't exist.

Quote
Didn't you say somewhere that venting would now take a minimum of 2 seconds? That doesn't seem to be happening.
It seems player can vent spam somewhat like before, but since everything is slower all around, I cannot tell if the two second delay is actually happening or not.

It's not that venting takes longer, it's that weapons don't reload for the first couple seconds of a vent.


Re: Talons, btw: current adjustment is to give their Swarmers 2 ammo and an ammo regen rate of 0.1, meaning they fire off a 2-shot burst, followed by 1 shot every 10 seconds. Ideally, they'll still maul frigates, but struggle against anything larger.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on April 30, 2017, 10:10:30 AM
Did Thunders and their Swarmers get the same treatment or is this another one of them unfortunate corner cases?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 30, 2017, 10:21:11 AM
Thunders are going to see some more changes overall, but yes, this change applies to "fighter swarmers" in general.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on April 30, 2017, 10:24:44 AM
Isn't the desired balance basically "upgraded flagship+average sized normal fleet = normal flagship+average sized upgraded fleet"?
The combat skills should allow you to run a smaller fleet and be more efficient, the fleet wide skills in turn allow a higher power ceiling. Seems pretty good to me.
You just said what's the problem! If you call that a problem, that is. What I've meant is that one of the options is going to be stronger. Before it was combat aptitude, now it's leadership and others. I guess when Alex adds end-game or simply more content we'll see more benefits in not going for horribly powerful fleet as a goal.
I've just realised that "combat" aptitude isn't really good conceptually since it all it does is buffing your flagship... But aren't all other ships fighting as well? At least description mentions it's your about your ship. I guess it's nitpicking though.
I wish so much there were some epic hullmods mounted on a basis 1 item - 1 hullmod on 1 ship that gave you feeling of technological progression...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 30, 2017, 11:27:01 AM
Quote
It's not that venting takes longer, it's that weapons don't reload for the first couple seconds of a vent.
What I meant was without all of the dissipation and venting bonuses, venting is slow enough that I do not notice the reload delay caused by venting.  I have not obtained all of the bonuses that make extreme vent spamming possible.  I can fire two or three heavy blaster shots, vent, and proceed as usual without delay; probably because my venting is not fast enough.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SainnQ on April 30, 2017, 12:06:31 PM
Out of curiosity is there an ETA on the next I guess "Major" hotfix to 8.1?

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 30, 2017, 12:10:21 PM
Out of curiosity is there an ETA on the next I guess "Major" hotfix to 8.1?


About a month.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on April 30, 2017, 12:20:16 PM
Some thoughts on cost of restoration D mods.
The price of full restoration is fine in my opinion as that you can only restore it all or nothing.
Thing is that I think there should be some way to patch D-hull mods separately and without fully restoring whole ship(say that it replace D-mod by similar one but only with 50% penalty of original one)
It would be make sense also from realistic point of view and common sense.
>some fresh wreckage is in terrible shape
>but then some repair, fixes and exchanging some parts would bring back some old power
>then you have full restoration of systems but they are costly and systems are connected so its all or nothing.

It would also boost pirates as they are currently rather weak. Pirates would not be flying on complete rusty garbage(instead on patched by duct tape rust trash bins).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 30, 2017, 12:27:38 PM
Restoration costs too much.  It costs money to repair a recovered ship, and then it costs about twice as much or more as a new ship?  That is too much for most ships.  This is why losing pristine ships of many kinds is still a game reload moment.  I do not bother restoring many ships because they are found everywhere as loot or derelicts.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ubik on April 30, 2017, 01:26:15 PM
A fleet from the Luddic Path intercepted me and demanded a tithe...but the tithe is not getting displayed correctly (as can be seen in the attachment).

[attachment deleted by admin]
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on April 30, 2017, 01:41:31 PM
Thanks - was reported a bit back, fixed for the next release.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 30, 2017, 01:46:37 PM
Quote
Fighter Doctrine and Carrier Command are overpowered, and it’s screwing with the AI. The AI wants to hang back and destroy fighters until the replacement rate is sufficiently low then engage when the carriers have a minimal fighter screen, but +50% fighter replacement rate and -50% fighter damage taken means that’ll never actually happen. The two skills compound upon each other; the fighters take 2x as long to kill, and are replaced 1.5x as fast, so it ultimately takes 3x times as long as normal to drive down the carrier’s replacement rate. The enemy AI ends up hanging back forever while the fighters just pick everything apart. This is compounded by the EWar skill reducing enemy ships range, which makes them even less aggressive than they normally are.

Pretty much this.
I know that now carriers manufacture fighters but the old way having limited spare fighters that carrier could easily run off was much better for balance.
Now fighters just run and *** on everything and most of PD do not even scratch them and even if its do there comes another wave.
Reducing buff from skills and increasing replacement rate could do a thing.
Gonna check if I can test it.

I'd just like to note that if you wait until a carrier has either expended all of it's fighters (in a limited fighter world) or has a seriously degraded replacement rate (in an unlimited world) then you've basically allowed the enemy to extract full utility from that carrier.  I'd contend that the optimal approach for the AI (discounting the difficulty in actually accomplishing it) should be to kill the carriers ASAP so that it's not dealing with an infinite stream of damage.  This is both practical (in that it doesn't let the enemy expend all of its ordinance), and thematic in that it can provide some structure to the battlefield where defensive lines to protect carriers form and flanking can be a meaningful endeavor rather than just the deathballing that seems quite common in this version.  Sitting back and waiting should, in a normative sense, very rarely be a good idea.

I'm not sure what levers need to be tweaked on the design side (both in terms of balance, as well as AI design) to accomplish that, though.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 30, 2017, 02:02:26 PM
Quote
Fighter Doctrine and Carrier Command are overpowered, and it’s screwing with the AI. The AI wants to hang back and destroy fighters until the replacement rate is sufficiently low then engage when the carriers have a minimal fighter screen, but +50% fighter replacement rate and -50% fighter damage taken means that’ll never actually happen. The two skills compound upon each other; the fighters take 2x as long to kill, and are replaced 1.5x as fast, so it ultimately takes 3x times as long as normal to drive down the carrier’s replacement rate. The enemy AI ends up hanging back forever while the fighters just pick everything apart. This is compounded by the EWar skill reducing enemy ships range, which makes them even less aggressive than they normally are.

Pretty much this.
I know that now carriers manufacture fighters but the old way having limited spare fighters that carrier could easily run off was much better for balance.
Now fighters just run and *** on everything and most of PD do not even scratch them and even if its do there comes another wave.
Reducing buff from skills and increasing replacement rate could do a thing.
Gonna check if I can test it.

I'd just like to note that if you wait until a carrier has either expended all of it's fighters (in a limited fighter world) or has a seriously degraded replacement rate (in an unlimited world) then you've basically allowed the enemy to extract full utility from that carrier.  I'd contend that the optimal approach for the AI (discounting the difficulty in actually accomplishing it) should be to kill the carriers ASAP so that it's not dealing with an infinite stream of damage.  This is both practical (in that it doesn't let the enemy expend all of its ordinance), and thematic in that it can provide some structure to the battlefield where defensive lines to protect carriers form and flanking can be a meaningful endeavor rather than just the deathballing that seems quite common in this version.  Sitting back and waiting should, in a normative sense, very rarely be a good idea.

I'm not sure what levers need to be tweaked on the design side (both in terms of balance, as well as AI design) to accomplish that, though.

Maybe something like this could work in terms of meta-balance?

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on April 30, 2017, 02:19:08 PM
I like the idea of carriers being vulnerable, and the AI targeting/protecting them aggressively. At present the Condor and Drover are pretty squishy, but they don't get focused down very well (AI too focused on killing fighters). The Mora is quite tough, but its actually a bit weak offensively (only 3 wings for a cruiser, no fighter boost system) so I think that it alright. I haven't piloted a Heron too much this version so can't speak to it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 30, 2017, 02:29:07 PM
Heron has limited offense, but it can mount long-range ballistics (like HVD) and it can kite despite speed cut to 80.  It is a very good ship, and is my current flagship.

As an enemy, Heron is at least as annoying as Mora because it kites with its HVD.  Mora can be pinned down and beat up for a while until it finally dies.  Heron just runs away while plinking with HVD.  I wish I can pull the enemy Heron over and yell "Get over here!" like Scorpion from Mortal Kombat.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on April 30, 2017, 02:49:45 PM
- 0 crew (dumped into space), but the prompt shows it's removing crew. https://snag.gy/PUMsFL.jpg

- No crew, no supplies. 2147483647 days? https://snag.gy/0ioXr5.jpg
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on April 30, 2017, 02:50:17 PM
The biggest different I see is that the Heron is much more vulnerable to a quick strike attack. You can kill it quickly with something like a Phase ship or a strike frigate. The Mora doesn't give you that option and is usually the last ship on the field.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on April 30, 2017, 02:58:58 PM
I do not have strikers in my fleet.  Most of my fleet are carriers and disposable clunkers (or both).  (I do not have commission, so my ship choices from shops are a bit limited.)  I have only found one phase ship (a Shade), and I recovered it from a bounty fight (and restoring it costs too much at the moment).

Mora is sturdy, but it is often not the last one standing in my fights.  In the one battle with Mora and Heron, the Heron was the one to die later because it kept kiting with its HVD, and it keep flying away when I tried to get closer to it, often trying to lure me to get surrounded by other enemy ships.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 30, 2017, 03:11:06 PM
I think it's clear that Alex intends there to be a class of combat carriers, such as the Heron and Mora, and that's fine.  When I say vulnerable, in this respect, I mean that you (and especially the AI, since it doesn't seem to prioritize carriers right now) are rewarded for pressuring the carrier.  As it is the AI holds off on attacking carriers, seemingly because it's waiting for the fighter bays to be depleted; I'm looking for a mechanic where you can essentially shut down the fighter bays while attacking the carrier so you don't have to wait for that point.  Linking the malus to construction, rather than launching, means that no matter what the carrier can act as a rearm/repair platform, while pressuring keeps it from infinitely spewing fighters while you're trying to deal with it.  On the flip side the captain has the option of treating it like a combat cruiser, but has to balance the expenditure of construction vs combat ability.

You could also imagine (I would contend very expensive) hull mods that let you store more pre-built backup wings so that you can wade your Mora into the thick of it when necessary, but you're paying for it and it's only a limited option until you need to get some cooldown time (in excess of just a venting period) to reconstruct your wings.

The key element is making pressuring carriers viable (then teaching AI to do it).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 30, 2017, 04:05:06 PM
I'm looking for a mechanic where you can essentially shut down the fighter bays while attacking the carrier so you don't have to wait for that point.
i agree something like that might be needed.

with normal combat ships, pressuring their shields significantly reduces their ability to do damage themselves, often to the point where they're seizing all weapons fire (aside from flux-free missiles, and maybe PD) just trying to survive. additionally, overload completely disables all weapons (as does venting, but that's something the ship itself decides to do), EMP damage allows disabling individual weapons, as does damaging exposed hull.

yet carriers always replace their fighters at a speed that is entirely independent of what's currently happening to the carrier itself. short of killing it outright, the only way to pressure a carrier in a way that reduces its carrier capabilities is to go after the fighters themselves. that doesn't feel quite right, to me.


i believe this is also part of why giving Mora the Damper Field is a poor design choice: i don't at all mind having a tough carrier that can fight at the front lines, but DF is supposed to be balanced in large part through its drawback of completely disabling all weapons (and consequently all ability to deal damage) while it is active. since Mora's aggressive potential primarily comes from its fighters, and neither the fighters themselves nor the speed at which they are replaced is affected by DF, there seems to be very little downside to DF spam while under pressure.

yes, Mora does also have decent firepower by itself, but nowhere near as much as a non-carrier ship of equal size. and even of that firepower a good part comes from missiles, which are generally much less reliant on sustained fire to deal meaningful damage.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Anysy on April 30, 2017, 04:07:24 PM
Would something simple like giving fighters a flux cost to launch be enough? Im thinking somewhere in the 500-1000 range
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 30, 2017, 04:09:42 PM
Could make ion dmg temporarily tank refit times to 0 until the ion damage wears off
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 30, 2017, 04:13:09 PM
Would something simple like giving fighters a flux cost to launch be enough? Im thinking somewhere in the 500-1000 range
not by itself, because there is currently no way to choose whether they are launched, or which wings are launched while others are on hold. but a ship needs to be able to control its own flux build-up.


Could make ion dmg temporarily tank refit times to 0 until the ion damage wears off
most ships/loadouts aren't able to deal (significant) EMP damage though, so i don't think that alone would be enough. low-tech ships especially have barely any access to EMP weapons, even assuming the loadouts they use would include it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on April 30, 2017, 04:15:28 PM
Anyone else fight in an event horizon yet? Nothing like launching your SO equipped ship, only to realize you have exactly 6 seconds of peak operating time right out of the gate. That was the most frantic engagement I've ever had.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Anysy on April 30, 2017, 04:16:19 PM
Would something simple like giving fighters a flux cost to launch be enough? Im thinking somewhere in the 500-1000 range
not by itself, because there is currently no way to choose whether they are launched, or which wings are launched while others are on hold. but a ship needs to be able to control its own flux build-up.

Put fighters into weapon groups that you can toggle autofire on? I guess I see what you are saying. Id personally like a lot more fine fighter control for my carrier, but current implementation is still pretty good for how minimal it is
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on April 30, 2017, 04:21:20 PM
Would something simple like giving fighters a flux cost to launch be enough? Im thinking somewhere in the 500-1000 range
not by itself, because there is currently no way to choose whether they are launched, or which wings are launched while others are on hold. but a ship needs to be able to control its own flux build-up.


Could make ion dmg temporarily tank refit times to 0 until the ion damage wears off
most ships/loadouts aren't able to deal (significant) EMP damage though, so i don't think that alone would be enough. low-tech ships especially have barely any access to EMP weapons, even assuming the loadouts they use would include it.

few ships can't load a salamander :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on April 30, 2017, 04:27:13 PM
few ships can't load a salamander :)
good luck disabling a Condor's or Drover's flight decks with Salamanders, let alone anything bigger :P

Salamanders are good against engines, but it takes a lot of them to deal any significant EMP damage to weapons that aren't right next to said engines. i imagine it would be even harder against most flight decks, which generally are nowhere near the engines.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 30, 2017, 04:41:17 PM
Id personally like a lot more fine fighter control for my carrier, but current implementation is still pretty good for how minimal it is

I'm totally fine with rolling fighters into the ship config.  I just wish we still had the old rally carrier, rally fighters, strike, [fighter] escort, and recon commands updated to work with the current system.  Tactical options just seem so limited without them.

I think Alex might be leaning towards something like a generic fighter target command which may be able to at least roughly approximate many of these (back on page 90 or so).  So there's hope yet.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on April 30, 2017, 04:50:37 PM
Ehh, I'd rather not have Fighter commands.  They're just too annoying to use and eat up OP when the ship AI already does that.  I'm fine with the current fighter AI, in fact I'm able to leverage strike craft so much better with it than I was able to previously due to how quickly I can order my fighters around.  I'd rather keep it as-is.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 30, 2017, 05:00:57 PM
Ehh, I'd rather not have Fighter commands.  They're just too annoying to use and eat up OP when the ship AI already does that.  I'm fine with the current fighter AI, in fact I'm able to leverage strike craft so much better with it than I was able to previously due to how quickly I can order my fighters around.  I'd rather keep it as-is.

The current status is GREAT if you want to fly a carrier as a flagship.  Really not great if you don't. As it stands I feel compelled to fly a carrier myself, which means I no longer have the joy of zooming around in a frigate :-(

I'd advocate for allowing carriers to operate as they do now, but with the added option of respecting the above listed commands (rally/strike/escort/recon/etc) if they're issued.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on April 30, 2017, 05:50:01 PM
I could imagine extended fighter commands as unlockables in the leadership aptitude. That way they would not clog the command UI for people who'll never use them.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Allectus on April 30, 2017, 05:55:21 PM
I could imagine extended fighter commands as unlockables in the leadership aptitude. That way they would not clog the command UI for people who'll never use them.

I could dig this.  Kind of like Sword of the Stars, where some of the combat UI was actually hidden behind certain techs, which actually worked surprisingly well.  Another option would be a hull mod (CIC?) that would enable these commands and have equipped carriers abide by them.  In either case, please make it possible to include them in missions as well as the campaign.

I just really want to feel like a fleet commander again rather than a cat herder.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cik on April 30, 2017, 11:52:28 PM
we really should get at least strike rally points back. it's a functionality that seems necessary to using fighters well in large engagements and unlike ordering the fighters themselves around isn't mirrored by just using engage on the host ship(s)


granted i suppose you could just make them do it dynamically, fly to a form up point placed as a function of the launching ships' and target ship's relative position if you wanted but being able to manually place it would still be pretty nice.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on May 01, 2017, 01:56:02 AM
I don't think I've ever used fighter commands. So far I've let my carriers do thier thing on thier own, and I only interfere when they're getting bullied and need to be told to pull back.
Micromanaging is dull, and if i can avoid it I will.

Carriers, even PD only armed ones seem quite aggressive now. Maybe it's to get them within thier restrictive control range. Maybe this is also why Shepherds seem so suicidal.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: kobeathris on May 01, 2017, 08:41:49 AM
Do any of the salvage or recovery skills increase the chance of being able to recover derelict ships, or do they only apply to ships after combat?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Takion Kasukedo on May 01, 2017, 11:35:39 AM
I'm going to leave this for a while until 8.1 releases or something, i'm certain that it's the current patch that is crashing my computer, as I have updated my drivers, and it still BS' my computer.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 01, 2017, 11:51:48 AM
Do any of the salvage or recovery skills increase the chance of being able to recover derelict ships, or do they only apply to ships after combat?

Only post-combat.

I'm going to leave this for a while until 8.1 releases or something, i'm certain that it's the current patch that is crashing my computer, as I have updated my drivers, and it still BS' my computer.

Hmm. Have you tried running checkdisk? That's recently helped someone whose game was crashing (though not BSOD'ing). I don't think the .1 release would change the situation - I strongly suspect some sort of issue on your computer. A BS is just not normal.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 01, 2017, 01:11:04 PM
Some random skill/hullmod balancing feedback tidbits:

- The Advanced Countermeasures skill seems the weakest of the combat skills. Why would I want -20% from a specific damage type against a specific defense type, when I can get -20% for the defense type in general in other skills? My officers don't get this.

- Maybe it's just my few-commands playstile, but I rarely find myself in need of extra CP. I don't hold back in any way, I give all the commands I deem beneficial for the outcome of the fight, and still got CP left. I mean, your fleet is meant to mostly organize itself, isn't it? That means the Command&Control skill and the Operations Center hullmod  are not really worth it. 
Kinda wish there was something else we could do with CP. Maybe order retreated ships back into combat, or deploy ships from the battlefield sides. Change officers during battle? Or the RTS equivalent of a "orbital strike". A, uh, "drive field blowout" that pushes ships back from a point you set on the command UI?

- IIRC one of the ideas of the ECM Package/Nav Relay was to install them on auxiliaries to make it worth deploying them in combat. For me, its still far from being worth the risk, especially when there are alternatives. If I want to survey, I put surveying equipment on all my auxiliaries (which seems to have very little drawbacks). If not, they get engine boosts or converted hangar for better escape chances. Or even solar shielding, so punching through storms is cheaper.
I really like the idea behind them, butt ECM and Nav networks generally seem underwhelming, especially in presentation. These buffs don't just have to be powerful, but also feel powerful, and it's hard to feel them at all. I think they deserve their own dedicated UI element where you can see the cyber warfare going on. I really hope the mechanic gets build upon.

- The Front Shield Generator is a hullmod you'd only need at the very beginning of the game, when you still use the Hound and Cerberus. I usually find it late game. Maybe make it a default mod or at least abundant at stations?

-Augmented Drive Field seems pointless in a world of Sustained Burn

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on May 01, 2017, 01:21:23 PM
Quote
IIRC one of the ideas of the ECM Package/Nav Relay was to install them on auxiliaries to make it worth deploying them in combat. For me, its still far from being worth the risk, especially when there are alternatives.

So few enemy fleets have any ECM rating at all that usually I don't need any hullmods to cap out at the +20% with a medium-sized fleet. And the speed bonus doesn't have the countering mechanic at all so I can't see a reason to ever use Nav Relay.

It's hardly electronic warfare if the enemy isn't fighting back  :P

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on May 01, 2017, 01:31:34 PM
For me it seems it's either all or nothing. Either you put a lot of ECM to counter those rare fleets with ECM and end up at roughly 0% change, or not, and just suck it up when facing them since it caps out at -20% anyway.

I'd like if ECM was more present. Random partial engine blowouts, weapons malfunctions. Not just range.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 01, 2017, 01:58:50 PM
- The Front Shield Generator is a hullmod you'd only need at the very beginning of the game, when you still use the Hound and Cerberus. I usually find it late game. Maybe make it a default mod or at least abundant at stations?


Or guaranteed hullmods based on faction. For example make Sindrian markets sell shield-based hullmods so players whose setup doesn't work without shields can at the very least beeline for Sindria & grab a commission
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 01, 2017, 02:21:13 PM
I am just getting into endgame.  After a few more tougher bounty fights, I captured my first capital, a Legion, then shortly after... an Astral, four Tempests, a Scarab, a Hyperion, a few more rare ships I do not care much about, and an Onslaught (which I cannot buy at Nortia yet due to lack of relations).

Managed to get ITU from combat loot.  Nice!

I installed Nav Relay hullmod on my tanker and deployed it in combat to eek out a little more speed (for my Legion).  I also assigned a few disposable Lashers to guard it.

Nav Relay and ECM hullmods can be nice to put on civilians and deploy them, at least for unskilled characters who do not have Coordinated Maneuvers and/or Electronic Warfare yet.

Command & Control is almost useless except to stack the max bonus from Coordinated Maneuvers and Electronic Warfare.

Five CP is just enough to do what I need to do most of the time.  One of my fights was close, and I ran out of points to order a retreat if a ship needed to retreat immediately.

Enemy Paragon is nasty.  I have the hardest time fighting it (in the simulator), even with Hyperion (because its beam range is so long).  I WANT ONE OF THOSE (Paragon)!

My fleet is still mostly a bunch of clunkers, led by level 40 character with no skills points spent, and the officers are still low level (because I don't want to save scum for their skills now).  Well piloted Legion or Astral flagship and its fleet has been murdering bounty fleets with almost no casualties.  A few disposable clunker grunts die, but that is okay.  That is why I use clunkers instead of pristine ships (when most such ships are locked behind commission, and restoration costs too much).

Quote
-Augmented Drive Field seems pointless in a world of Sustained Burn
Usually, yes.  But right now, I have one or two capital clunkers (with Degraded Engines) that I would not mind having that hullmod to raise SB speed from 16 to 17.  I will not buy a tug because my fuel consumption is already high enough without deadweight slurping more fuel.


P.S.  I found a Terran earthlike world in one random system close to core worlds.  Surveyed it (only 0% required, no skill necessary), and got abundant organics, rich (rare) ore deposits, rich farming (and ruins and decivilized).  Basically an ideal world that coughed up a class V pad.  Easy money (had I not reloaded the game).  Makes me wonder why the major factions had not colonized it (aside that it was random generated).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on May 01, 2017, 03:37:42 PM
- Intel 'distress call' reports often spawn after i already passed the system. It'd make sense they'd spawn 'in front' of you. May have something to do with how the events are generated. (also, the + rep from this doesn't count to raising rep to 100? :P even if it's measely.)

- Getting attacked by a 'with allies', the invulnerability you get from passing the pursuit, doesn't carry over to the allies. Intended/bug?

- Losing a fuel ship sets my fuel to 0? I'd think i'd have some in the tank in the other ships in the fleet
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Takion Kasukedo on May 01, 2017, 04:34:29 PM
True that some useful ships from factions of interest are locked behind a commision, can't find an independent world that sells stuff like Scarabs and Medusa's often (I have to do commisions, but don't want to make an enemy out of Hegemony, they're your early buddies)

So i'll just wait.

As for the BS problem, i'm having my disk checked now by checkdisk (Thanks Alex)

I'll inform when and if it has fixed this damnable bluescreen problem.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Takion Kasukedo on May 01, 2017, 05:03:52 PM
Well, it checked the disk, supposedly fixxed the problem, will have to test out later.

Probably will modify the post to do so.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on May 01, 2017, 08:42:48 PM
From playing the hell out of the Harbinger, it looks like the AI has some trouble evaluating flux levels on phase ships.  I'm running my Harb with triple Phase lances, and quite often when I open up on someone with a full alpha and an entropy amplifier I'll spike my soft flux up quite high and be greeted by a massive salvo of harpoons...which do nothing, because soft flux doesn't impede the defenses of phase ships the way it does for normal ships.  A shielded ship might indeed get overwhelmed and die to that barrage even if it technically wasn't flux locked, but in a phase ship you can be at 99% soft flux and still have the ability to moonwalk out trouble like it's nothing.  The AI probably needs to be paying much more attention to hard flux rather than soft flux if they're evaluating how vulnerable a phase ship is.

Similarly, the AI will be pretty cavalier about venting in immediate threat range of phase ships. In this case, they seem to not be understanding that I can both close gaps very quickly and also get rid of my soft flux at 3-4x normal speed without exposing myself to danger.  This is another situation where the behavior makes sense against traditional ships because most of them aren't capable of pressing an attack at 90+% flux, but phase ships work differently; I can be at 25% hard flux out of 90% total flux when you start venting, convert that to 50% pure hard flux while closing the gap, use the 50% left to kill you, and still effectively have that same 50% of my flux capacity available for moonwalking to safety afterwards.


EDIT:  in fairness I'm currently playing as a level 40 character with combat skills and ¬1k range Phase lances after optics and implants, so if there was ever going to be fringe cases the AI wasn't prepared to handle this is probably one of the places they would be expected to show up.
Basically soft flux isn't real for Phase Ships but the AI is prone to acting like it is.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 02, 2017, 04:57:13 AM
Quote
True that some useful ships from factions of interest are locked behind a commision, can't find an independent world that sells stuff like Scarabs and Medusa's often (I have to do commisions, but don't want to make an enemy out of Hegemony, they're your early buddies)
Scarab is a Tri-Tachyon exclusive ship that no one else sells, at least in 0.72.  Although even if you are commissioned, it is as rare as Hyperion, which is so rare that your best bet to get one is to fight a fleet and recover the ships.

Medusa is not too rare, and can be found at various Black Markets if you lack commission.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: adimetro00 on May 02, 2017, 08:21:22 AM
I need to ask something.
Would the autorefit put other weapons other fleet's ships if there's no stock for the original weapon?
And can variants be randomized in vanilla?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 02, 2017, 10:57:12 AM
@Voyager I: Thanks! Made a few notes.

Would the autorefit put other weapons other fleet's ships if there's no stock for the original weapon?

Autofit will use other weapons, yeah, trying to pick the most similar ones available. It will take weapons from cargo, but not from your other ships.

And can variants be randomized in vanilla?

I'm not sure exactly what you mean, but I'm pretty sure the answer is "no" in any case :)

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 02, 2017, 11:05:33 AM
@Voyager I: Thanks! Made a few notes.

Would the autorefit put other weapons other fleet's ships if there's no stock for the original weapon?

Autofit will use other weapons, yeah, trying to pick the most similar ones available. It will take weapons from cargo, but not from your other ships.

If you give two ships "strip" permissions, will they?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on May 02, 2017, 11:16:54 AM
If you give two ships "strip" permissions, will they?
the "strip before autofit" only applies during that autofit, and only to the ship being autofitted. as in, it will try to match the goal variant as closely as possible, even removing weapons or hullmods that were already installed, if those are not part of the goal variant. with that option disabled, it will keep what's already there, and try to build around it. so basically disable that if you want autofit to just 'fill in the gaps' rather than build an entire loadout from scratch.

it does not strip other ships, taking their stuff to get closer to the specified goal variant of whichever ship you're currently autofitting. :P
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TMPhoenix on May 02, 2017, 11:27:18 AM
Loving the changes in 0.8a so far.

After doing my civic duty helping out during a battle I noticed that my fleet had last some crew even though none of my ships had been destroyed or even damaged, since most of the battle was already over before I reached the main battle. It seems that if one of allied fleets loses crew/ships you pay the price.

Also when reading the codex I occasionally notice a block pattern glitching through the text for a fraction of a second or is this just an issue with the tri-pad? :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 02, 2017, 11:30:03 AM
I just figured if you have two ships set to "strip" before refitting, and those two *** autofitted at the same time, they could both (instantly and invisibly to the player) strip, dump their weapons into cargo & then reassemble themselves from the shared pool. So if one ship autofits a pair of hammers because it can't get the harpoons it wants, and then you pick up a ship covered in harpoons that you switch to a template that wants torpedoes, they won't be gridlocked forever without player intervention. In my head it sounds like it wouldn't have to take too much effort to make work, but then I don't java so clearly I am the best authority on this and Alex should definitely do everything I think of
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on May 02, 2017, 11:57:40 AM
After doing my civic duty helping out during a battle I noticed that my fleet had last some crew even though none of my ships had been destroyed or even damaged, since most of the battle was already over before I reached the main battle. It seems that if one of allied fleets loses crew/ships you pay the price.
that doesn't seem quite right.. are you sure you didn't just lose a few fighter pilots in the short skirmish?


I just figured if you have two ships set to "strip" before refitting, and those two *** autofitted at the same time, they could both (instantly and invisibly to the player) strip, dump their weapons into cargo & then reassemble themselves from the shared pool. So if one ship autofits a pair of hammers because it can't get the harpoons it wants, and then you pick up a ship covered in harpoons that you switch to a template that wants torpedoes, they won't be gridlocked forever without player intervention. In my head it sounds like it wouldn't have to take too much effort to make work, but then I don't java so clearly I am the best authority on this and Alex should definitely do everything I think of
that sounds like a terrible idea to me, to be perfectly honest... and not because of how it would need to be coded. ^^

what you're describing would need an entirely new settings thing, because the current autofit options all only apply during autofit of that ship, they aren't saved seperately for each individual ship (as that wouldn't really make sense with their current functions). and then it still needs "player intervention" anyway because you need to specifically enable it for those ships that you know have weapons that another ship would need -- because if you enable it for all ships, you're constantly gonna end up with half-finished or unnecessarily frankensteiny loadouts as each ship tries to take stuff from the others.

the only case where this would work without issues is if two or more ships have exactly the weapons another ship needs, and those weapons are exactly the ones that each ship which currently has them doesn't need, and both of these conditions apply for every single one of the ships involved, perfectly mirroring each other... which is virtually never gonna happen in any not-super-tiny fleet, and those super-tiny fleets are already the ones where any reduction of necessary micromanagement is needed the least anyway.

in short: no. :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 02, 2017, 12:01:47 PM
After doing my civic duty helping out during a battle I noticed that my fleet had last some crew even though none of my ships had been destroyed or even damaged, since most of the battle was already over before I reached the main battle. It seems that if one of allied fleets loses crew/ships you pay the price.
that doesn't seem quite right.. are you sure you didn't just lose a few fighter pilots in the short skirmish?


I just figured if you have two ships set to "strip" before refitting, and those two *** autofitted at the same time, they could both (instantly and invisibly to the player) strip, dump their weapons into cargo & then reassemble themselves from the shared pool. So if one ship autofits a pair of hammers because it can't get the harpoons it wants, and then you pick up a ship covered in harpoons that you switch to a template that wants torpedoes, they won't be gridlocked forever without player intervention. In my head it sounds like it wouldn't have to take too much effort to make work, but then I don't java so clearly I am the best authority on this and Alex should definitely do everything I think of
that sounds like a terrible idea to me, to be perfectly honest... and not because of how it would need to be coded. ^^

what you're describing would need an entirely new settings thing, because the current autofit options all only apply during autofit of that ship, they aren't saved seperately for each individual ship (as that wouldn't really make sense with their current functions). and then it still needs "player intervention" anyway because you need to specifically enable it for those ships that you know have weapons that another ship would need -- because if you enable it for all ships, you're constantly gonna end up with half-finished or unnecessarily frankensteiny loadouts as each ship tries to take stuff from the others.

the only case where this would work without issues is if two or more ships have exactly the weapons another ship needs, and those weapons are exactly the ones that each ship which currently has them doesn't need, and both of these conditions apply for every single one of the ships involved, perfectly mirroring each other... which is virtually never gonna happen in any not-super-tiny fleet, and those super-tiny fleets are already the ones where any reduction of necessary micromanagement is needed the least anyway.

in short: no. :D

I had actually thought that's exactly what "strip" did, so that if another ship needed the exact weapon that one ship had and that weapon wasn't even the weapon that ship wanted it'd let the other ship pull off it lol  ::)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 02, 2017, 12:29:50 PM
I'd say that this would be a terrible idea, since you'd have to go through ships from which weapons were taken and (auto)fit them again. It's super counterintuitive.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: kobeathris on May 02, 2017, 01:08:29 PM
Would it be possible to add a hot key that does what shift does now in combat, but worked as a toggle instead of push and hold?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 02, 2017, 01:53:28 PM
I'd say that this would be a terrible idea, since you'd have to go through ships from which weapons were taken and (auto)fit them again. It's super counterintuitive.

Strip is a behavior that has to be toggled on, and what I was suggesting isn't that ships smartly pull weapons off of other ships, but that having a ship's autofit set to strip it when it autofits send its weapons to the cargo hold so that other ships that need one of those weapons to complete its autofit template would see it's been made available by the autofit and grab it, sending the weapon it's replacing with its desired weapon to the pool, giving a light-printed backdoor method of making the autofit swap guns between autofit ships without having to actually make any of them communicate with eachother what they want

edit: and, more to my point, if a ship "wants" one of the guns off of another ship that isn't set to be stripped when it autofits, it will never get it because that ship won't free up its weapon on it's own, so you're at no risk of your flagship having its harpoons pulled off it by your wingman because nobody sets their flagship to be strip autofitted
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on May 02, 2017, 02:13:30 PM
Desh.. i really don't mean to be rude, but, again: what you're describing would only work in very specific cases, and would be anything between just pointless and actually actively counterproductive most of the time. and if you have to enable it yourself for these very specific cases anyway, it defeats the entire purpose of reducing the need to manage the weapons transfer manually in the first place.

it's just not a good idea, sorry. there's way too little benefit, with way too many issues attached to it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 02, 2017, 02:27:31 PM
If you want to keep discussing this idea, please open a new thread in the suggestions sub-forum.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 02, 2017, 02:31:55 PM
Desh.. i really don't mean to be rude, but, again: what you're describing would only work in very specific cases, and would be anything between just pointless and actually actively counterproductive most of the time. and if you have to enable it yourself for these very specific cases anyway, it defeats the entire purpose of reducing the need to manage the weapons transfer manually in the first place.

it's just not a good idea, sorry. there's way too little benefit, with way too many issues attached to it.

You don't know! I'll show you, I'll show all of you! I'll make my own Starsector, only it'll have blackjack, and-- *sees gothar's reply* eep  :-X
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on May 02, 2017, 06:37:33 PM
There is a general option in settings or something that causes your ship to point towards the mouse as default control...is that what you want?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on May 02, 2017, 06:41:57 PM
@Alex

remember when I complained about poor performance in campaign mode? I figured it out, well, sort of. Chrome has this thing where it lingers in the background even after you close it, and I'd forgotten to turn it off on this computer, and it was messing with Starsector somehow - when Chrome's not running, the game runs fine.

It's still a mystery why Chrome sitting there not doing anything and using 0.1% CPU has such an impact on SS, especially given that it doesn't happen with any other game, but at least it's easily solvable.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 02, 2017, 07:31:37 PM
@Alex

remember when I complained about poor performance in campaign mode? I figured it out, well, sort of. Chrome has this thing where it lingers in the background even after you close it, and I'd forgotten to turn it off on this computer, and it was messing with Starsector somehow - when Chrome's not running, the game runs fine.

It's still a mystery why Chrome sitting there not doing anything and using 0.1% CPU has such an impact on SS, especially given that it doesn't happen with any other game, but at least it's easily solvable.

Java plugin..?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: kobeathris on May 02, 2017, 08:59:55 PM
There is a general option in settings or something that causes your ship to point towards the mouse as default control...is that what you want?

Yes, but while in combat. I find that is often useful to switch between modes, but it would be nice to toggle with a button rather than holding down shift. This is especially true with omni shields, sometimes you want to angle the ship, other times you want to angle the shield, and holding down a button gets tiresome after a bit.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on May 02, 2017, 09:31:33 PM
There is a general option in settings or something that causes your ship to point towards the mouse as default control...is that what you want?

Yes, but while in combat. I find that is often useful to switch between modes, but it would be nice to toggle with a button rather than holding down shift. This is especially true with omni shields, sometimes you want to angle the ship, other times you want to angle the shield, and holding down a button gets tiresome after a bit.

If you are holding down the button alot, you might want to invert the behavior in the settings
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 03, 2017, 03:39:01 AM
About the tutorial, watching friends try it (and strangers on some different platforms outside the forum) I've seen people still having problems with it.

- It is not explained how you move "up" to the first debris field

-The number one problem is still missing the "quicksave" promt. For new players who have nor parsed the UI yet the promt is just not visible enough. I'd say go ugly big on this one. Maybe progressively growing font?

- On the salvage screen, missing the necessity to move stuff in your inventory and the "take all" button. It is seen as a "here is what you found and already took" kind of interface. Maybe a promt when trying to klick "confirm" without having taken anything?

- People start to refit the salvaged ships before they get the extra weapons, supplies and storage gifted. Maybe if the Hegemony officer would promise to help equip the ships before you go to salvage them, that would help. Or, better, when you'd get a comm request from him upon returning with the ships.
Also, I assume the gifts go to storage instead of your cargo to introduce that mechanic, but it never actually tells you about it, just to use auto refit. Maybe it should be more obvious that the "storage space" given to you is something you can actually access, and how. People miss the supplies there otherwise.


Generally, you have to stick pretty close to the prompts to go through the tutorial successfully. This is not clear however, it might be also interpreted as a "try all kinds of things out on your own" affair, which more likely than not, will break it. Maybe it should just state at the beginning to precisely follow the instructions, to make clear what type of tutorial it wants to be.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: adimetro00 on May 03, 2017, 05:55:16 AM

Autofit will use other weapons, yeah, trying to pick the most similar ones available. It will take weapons from cargo, but not from your other ships.

I'm not sure exactly what you mean, but I'm pretty sure the answer is "no" in any case :)



I mean, ships on fleets generated by the market, fleets other than you.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Histidine on May 03, 2017, 08:16:26 AM
NPC fleet spawning doesn't care about the weapon stocks available on the market.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: JT on May 03, 2017, 07:59:23 PM
-The number one problem is still missing the "quicksave" promt. For new players who have nor parsed the UI yet the promt is just not visible enough. I'd say go ugly big on this one. Maybe progressively growing font?

We can take a page from Ludeon and Rimworld on this one, since in spite of a few minor hangups here or there, RimWorld's UI is almost always top notch:

1) "Marquee entry"; along with an audio cue, any new alert will actually appear a few pixels away from its original location and then drop into position.  This movement exploits the eye's natural tendency to track moving objects and is an excellent attention getter.

2) "Bouncing"; every so often, an important alert will "bounce" on the screen; it will travel in one direction a few dozen pixels to the same distance it would have when it appeared, all the while decelerating as if affected by gravity, until it accelerates into the opposite direction and falls back into its original position.  (In RimWorld's case, all of these alerts are aligned on the right-hand side of the screen, so they bounce to the left.)

3) "Pulsing"; if an alert letter hasn't been acknowledged for a while, it will glow with a halo according to its standard colour, enough to shade a small proportion of the peripheral vision in that colour, which then recedes back into the icon.

Any/all of those cognitive psychology tricks would work to draw attention to the prompt.

All that said, I think the best option would just be to get rid of the mandatory quicksaves and just suggest the player do so.  It's sort of silly to be forced to save the game to progress, since we've been trained over the past ten years or so to expect games to autosave on their own; especially in a single-savefile system like Starbleeper has, it's almost to the point of being contrary to our wishes to save except when we want to as well.  In ironman mode it'd be fine to include a guaranteed autosave, and in non-ironman the player should have the option of saving or not saving as part of that play mode is to choose when/if one wants to lose progress deliberately by saving before a particularly risky endeavour -- not quite scumming, but close.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: zaimoni on May 04, 2017, 04:57:04 PM
Newbie speaking ....

Tutorial: Revising the presentation of the prompts per Rimworld examples is reasonable, they do need to be more effective at getting attention. I didn't have a problem with them when well-rested, but they were easy to overlook when tired.

The tutorial had the correct level of detail: it was slightly pushy (which is good), forced me to use all key game mechanics that did not have a steep learning curve (and yes the save command is a key mechanic, newbies should not try playing ironman), but was not a personal insult to experience.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kirschbra on May 04, 2017, 07:26:47 PM
I gotta say, the quick save prompt got me a few times I was llike wtf I can't turn on my transponder and they keep blowing me up, started over started over ect ect, then I got it,  all of those movement ideas are great ones.  the tutorial otherwise does great at introducing the concepts to new players. 

Other note, Alex, it was just my video card needed updating, havn't had any issues since, I just didn't think of it since the first time I installed the update it ran for like 3 hours before I got that crash to desktop issue. 

and just loving the update, love it.  are there any mechanics in the current build that do anything with colonizable planets?  or is that something planned for later updates?  I just noticed a few colonizable planets that I could go into low orbit and see the planet/market modifiers.  It will be amazing if we can build our own faction eventually? or at least build space stations and colonize planets for your faction.  maybe even terraforming planets..    Also are there still no mechanics for taking over pirate bases ect,  I'd really like to be able to eliminate the pirates base from the corvus system, it would also do more to force players to eventually wander out of the core worlds.  And battles that involve stations would be amazing!!! which would give more use to capital ships, as it is now they're just too expensive to run for no real reason when a good fleet with some cruisers does just fine.   I think eventually making exp gain slower would be good towards final release, as it is now, I got to lvl 20 before ever leaving corvus...  it's very easy to lvl up.  Keep up the great work, your game is amazing (release on steam and make a bunch of money)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Takion Kasukedo on May 04, 2017, 10:32:30 PM
I seem to have resolved that BS issue on my end, so it must have been a memory issue.

I'll take it with a pinch of salt though. I'll let you know if it happens again.

Looking forward to the latest update, take your time if need be.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Shoat on May 05, 2017, 01:31:21 AM
Having finally gotten around to playing the new update, I'm not sure if the "safety procedures" rank 3 bonus (reduced stat-penalties from d hullmods) is working correctly. The d-mods' tooltips don't seem to have changed - are the actual effects correctly being reduced or if it is supposed to only work for d-mods that happen after learning that skill?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 05, 2017, 09:40:50 AM
Thank you all for your feedback etc! Not quite up for a detailed response (getting over being sick), but I appreciate it.

Having finally gotten around to playing the new update, I'm not sure if the "safety procedures" rank 3 bonus (reduced stat-penalties from d hullmods) is working correctly. The d-mods' tooltips don't seem to have changed - are the actual effects correctly being reduced or if it is supposed to only work for d-mods that happen after learning that skill?

Are you sure? It seems to work for me. It'll work for all d-mods, and the tooltips reflect the reduced penalties.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 05, 2017, 10:19:56 AM
getting over being sick



Gute Besserung! (Get well soon!)  :)



Having finally gotten around to playing the new update, I'm not sure if the "safety procedures" rank 3 bonus (reduced stat-penalties from d hullmods) is working correctly. The d-mods' tooltips don't seem to have changed - are the actual effects correctly being reduced or if it is supposed to only work for d-mods that happen after learning that skill?

Are you sure? It seems to work for me. It'll work for all d-mods, and the tooltips reflect the reduced penalties.



Seems to work on my end.

The only thing I noticed is that it displays the correct values everywhere, except when you click (not hover) on a ship's "?" icon in the fleet menu to open its codex entry. There the lower d-mod ship values without the skill improvement are displayed.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on May 05, 2017, 02:17:23 PM
Quick feedback on hullmods:

*I really like the balance work overall, particularly with Unstable Injectors having a meaningful downside.  Having it no longer be a mandatory upgrade tones down the pace of combat a bit, and it's much less stressful fitting frigates without what was essentially an OP tax.

*Recovery shuttles is a nice idea, but at the end of the day it's a tradeoff between crew and ordinance points, and I can buy one of those things with credits.  I could have seen doing it back when crew had experience levels to stop fighters from burning through veterans, but right now crew losses just aren't that big a deal.

*If there was a cheap hullmod that gave a ship ~90% protection from death explosions I would probably put it on all my phase frigates.


A final note - the Brawler TT is basically a joke ship.  It doesn't have enough hardpoints to beam spam effectively and it's too slow to use the shorter-ranged weapon options.  It needs some kind of Paragon-style innate range bonus to have any hope of finding a useful configuration.  You've said yourself many times recently that energy weapons are balanced around the expectation that they will be mounted on mobile platforms, and hoooo boy do we get an ugly result when that is not the case.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 05, 2017, 02:38:59 PM
but losing a full-health wolf in the opening of the game to an enemy's death explosion is the best part of the game ):
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 05, 2017, 03:43:26 PM

*If there was a cheap hullmod that gave a ship ~90% protection from death explosions I would probably put it on all my phase frigates.


Actually, I'd be down for something like this being implemented with the "Impact Mitigation" skill. Perhaps reducing damage from indirect explosions (so, ships exploding nearby and AOE damage like the Devastator and Flak cannons).

Nevertheless, I'd be putting it on Hounds when I have them. XD They do like to get in people's faces just as they're about to blow up...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 05, 2017, 03:54:56 PM
A final note - the Brawler TT is basically a joke ship.  It doesn't have enough hardpoints to beam spam effectively and it's too slow to use the shorter-ranged weapon options.  It needs some kind of Paragon-style innate range bonus to have any hope of finding a useful configuration.  You've said yourself many times recently that energy weapons are balanced around the expectation that they will be mounted on mobile platforms, and hoooo boy do we get an ugly result when that is not the case.
Without Unstable Injector and only toned down speed bonuses from skills, many high-tech ships that used to be fast and agile are sluggish and mildly slow now.  High-tech ships are not much faster than other ships, not enough to matter.  Trying to kill many ships with Wolf or Medusa was a pain because their weapons are short-ranged and inefficient.  Enemy high-tech ships (like Remnants or even pirate Wolves) just kite and kite more, and it is hard to flux lock them when my weapons are flux inefficient.  Others just spam kinetics, sometimes with better range, and win the flux war outright.

Another problem with energy weapons is availability.  You can find plenty of low-grade but effective ballistics everywhere.  For energy, the most accessible energy weapons are pulse lasers, pd laser, and lr pd laser, and that is because they are fairly common in Black Markets and the few indie military markets.  It makes outfitting clunkers that use energy mounts a bit of a pain until late in the game.

Brawler TT is awful.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on May 05, 2017, 11:51:26 PM
Did Aux. Thrusters always depend on flux level to determine rotation speed?
Ships with them fitted seem to turn faster when at zero flux and turn at normal rates with any flux buildup, and I don't remember this being a thing previously.
Is this just a faulty memory or some wierd fever dream?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 06, 2017, 01:43:28 AM
Did Aux. Thrusters always depend on flux level to determine rotation speed?
Ships with them fitted seem to turn faster when at zero flux and turn at normal rates with any flux buildup, and I don't remember this being a thing previously.
Is this just a faulty memory or some wierd fever dream?

Pretty sure that's because the zero-flux engine boost ships get also affects turn rate - it doesn't say that anywhere, but I believe that's the case. It's nothing to do with Auxiliary Thrusters.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on May 06, 2017, 02:24:31 AM
A few extra thoughts.

The Paragon's Advanced Targeting Core is actually slightly worse than ITU when it comes to boosting weapons labelled as PD (50% vs 60%). Shouldn't it be at least equivalent? Same goes for the Targeting Supercomputer for stations.

The damage type descriptions are inconsistent: Ballistics and High Explosives both ignore hull damage but Energy and Fragmentation both include "100% vs Hull". IMO they should all mention Hull damage or none of them should mention it, otherwise it can be confusing for new players that don't know everything does 100% damage to Hull and wonder why Ballistics and HE omit it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 06, 2017, 02:55:30 AM
The Paragon's Advanced Targeting Core is actually slightly worse than ITU when it comes to boosting weapons labelled as PD (50% vs 60%). Shouldn't it be at least equivalent? Same goes for the Targeting Supercomputer for stations.

I believe the Devs discussed this briefly in one of the blogs - at least, the Targeting Supercomputer on stations they did. Hang on, here's the relevant bit:

"Gameplay-wise, this presents a clear pitfall – if anything outranges the station, it’ll be able to damage it with impunity, because the station can’t move. This isn’t very different from what large and slow ships face already, though, so the solution is a more extreme version of the “dedicated targeting core” hullmod that most large ships install to increase their weapon range and ensure they outrange smaller opponents.

Thus: station modules are fitted with a “targeting supercomputer” that triples weapon range, with the exception of non-beam point defense weapons – a Flak Cannon with that sort of range turned out to be a bit ridiculous. The supercomputer also improves weapon accuracy, to help with scoring hits at extreme ranges."


That answer your question?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on May 06, 2017, 03:01:37 AM
The Paragon's Advanced Targeting Core is actually slightly worse than ITU when it comes to boosting weapons labelled as PD (50% vs 60%). Shouldn't it be at least equivalent? Same goes for the Targeting Supercomputer for stations.

I believe the Devs discussed this briefly in one of the blogs - at least, the Targeting Supercomputer on stations they did. Hang on, here's the relevant bit:

"Gameplay-wise, this presents a clear pitfall – if anything outranges the station, it’ll be able to damage it with impunity, because the station can’t move. This isn’t very different from what large and slow ships face already, though, so the solution is a more extreme version of the “dedicated targeting core” hullmod that most large ships install to increase their weapon range and ensure they outrange smaller opponents.

Thus: station modules are fitted with a “targeting supercomputer” that triples weapon range, with the exception of non-beam point defense weapons – a Flak Cannon with that sort of range turned out to be a bit ridiculous. The supercomputer also improves weapon accuracy, to help with scoring hits at extreme ranges."


That answer your question?

If my question was "why does Targeting Supercomputer has less of a range boost for PD weapons?", then sure.

My point however was "Targeting Supercomputer and Advanced Targeting Core should not boost PD weapon range (50%) by less than Integrated Targeting Unit (60%)". The Paragon effectively has less PD range than all other Capitals because of this. Same goes for stations.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on May 06, 2017, 03:03:11 AM
Thus: station modules are fitted with a “targeting supercomputer” that triples weapon range, with the exception of non-beam point defense weapons – a Flak Cannon with that sort of range turned out to be a bit ridiculous. The supercomputer also improves weapon accuracy, to help with scoring hits at extreme ranges."[/i]

That answer your question?

This explains only why bonus is not 100%. Still doesn't take existence of ITU (that gives 60%) into account.

Also question to Alex: why do all PD weapons suffer from this penalty equally? Beam PD are weak enough already, and as was stated above, only Flaks were real problem.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on May 06, 2017, 03:41:15 AM
It really all comes down to Flak. It's the only PD that is in any way, shape or form overpowered.

Another thought: Unstable Injectors in its current form is too punishing, especially for larger vessels. I think its range penalty should scale: say, 20/15/10/5 for frigates to capital ships. Given it costs OP and larger ships get less benefit out of it, the penalty should be proportionally reduced as well, otherwise it's as good as unmountable for larger ship sizes.

Having it not affect weapons below a certain range would be nice too (so it doesn't neuter PDs), but then it becomes increasingly similar to Safety Override.

I also feel Augmented Drive Field needs a buff, but only because of Sustained Burn; and I'd sooner see Sustained Burn nerfed.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 06, 2017, 05:31:32 AM
Single flak is not overpowered because it fires too slowly to stop everything.  On a Legion, I need to use Devastator to supplement flak to stop much of missile streams from Onslaught or Squalls or MIRVs from other capitals.  (I do not always use this because Devastator is rare enough that it turns ships into non-disposables.)  Dual flak is a bit overpowered, but it is relatively rare, and it costs quite a bit of OP.  Flak may be a bit strong, but some low-tech need it now to stay useful.  Without flak, Enforcer is trash (slow and bad shields make it easy to flux lock).  Hammerhead used to be trash, but now it is almost the other way around.  (Not unlike Mjolnir and Storm Needler in previous versions.)  Hammerhead is good while Enforcer struggles to keep up.  With Flak, at least Enforcer has something useful it can do much better than Hammerhead.

Unstable Injector is too punishing for all.  If anything, it is even more punishing for small ships.  The shot range penalty should be a flat -15% to offset Gunnery Implants 3.

If anything has to change about burn, I would like to see Augmented Drive Field disappear and Sustained Burn stay as is.  It is liberating to not care about burn speed, and it opens more ship choice in fleet.  It makes tugs obsolete, but I rather have more warships and capital-sized civilians in the fleet than a few tugs.  By endgame, I almost need Prometheus to explore the map, and that is slow.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on May 06, 2017, 05:41:11 AM
Haven't had a phase ship die to a death explosion in this version yet, but if it still happens that needs to be fixed in the AI, not by hullmods.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 06, 2017, 10:57:06 AM
Also question to Alex: why do all PD weapons suffer from this penalty equally? Beam PD are weak enough already, and as was stated above, only Flaks were real problem.

Tried not applying the penalty to beams etc a while back and it felt weird. As did small ballistic PD, like Vulcans and LMGs.

The Paragon's Advanced Targeting Core is actually slightly worse than ITU when it comes to boosting weapons labelled as PD (50% vs 60%). Shouldn't it be at least equivalent? Same goes for the Targeting Supercomputer for stations.

I get where you're coming from, but since there's no player choice here between the two, this doesn't seem like a big deal to me. Yep, it's slightly worse than the ITU for PD weapons.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Trylobot on May 06, 2017, 12:36:44 PM
Loving the latest build. Thanks for this Alex!~
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Cosmitz on May 06, 2017, 03:23:17 PM
Unstable Injector is too punishing for all.  If anything, it is even more punishing for small ships.  The shot range penalty should be a flat -15% to offset Gunnery Implants 3.

I feel that it's enough punishing to make it the niche option it needs to be, instead of the 'put it on everything!' that it was.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 06, 2017, 04:17:25 PM
And it went from 'put it on everything' to 'put it on nothing except pure missile boats and non-combatants'.  It is too niche.  The penalty is excessive.

P.S.  The penalty is so bad that anytime I would consider it, I would always take Safety Override instead.  The idea of shot range penalty is not bad, but 25% is excessive.  Maybe if Gunnery Implants 3 gave 25% like in before 0.8, I could agree with that, but as-is, it is too high. 
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 06, 2017, 04:30:09 PM
It can also be used to make SO build even more extreme. I think the injector seems to be in a good place now. Augmented Drive Field however is, like most burn bonus mechanics, made almost obsolete by sustained burn.

Just looked at the description for Stabilized Shields, maybe it should say "Reduces the amount of *soft* flux raised shields generate by 50 percent". People might mistake it for a 50% damage-to-shields reduction hullmod as it is now, and would be technically correct in assuming that from the description.

It defaults to that so that if someone doesn't know how to control fighters, at least they default to a "not looking broken" state. The tutorial does mention it etc, but I'd imagine lots of new players will take a bit to catch on to how it works.

... then again, maybe it's better to have them pulled back at the start - then it'll raise questions about how to let them attack, where if they start out attacking, it's less obvious that pulling back is an option. Hmm, yeah, ok. Made the change.

If the combat UI supports key mapping, maybe have the key right in the UI? "ORDERS: REGROUP (Z)" / "ORDERS: ENGAGE (Z)".
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on May 06, 2017, 04:32:52 PM
And it went from 'put it on everything' to 'put it on nothing except pure missile boats and non-combatants'.  It is too niche.  The penalty is excessive.
not for me. as someone who prefers to use large fleets, i often find speed more important for my flagship than range. most other ships don't get it -- besides the obvious: carriers, missile ships and specialized pursuit ships -- but some still do. so overall, i think UI is alright as it is now.

maybe it would be better to reduce the range penalty and increase OP cost though. that might make it more attractive for frontline ships (although i wouldn't want it to become something i put on most of those again), and a bit less of a no-brainer (or at least with a more impactful drawback) on ships that don't rely primarily on ballistic & energy weapons. something like -20% for 8 OP (on a frigate), or -15% for 10 OP.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 06, 2017, 04:46:00 PM
It can also be used to make SO build even more extreme.
I know, but I cannot afford both (comfortably) unless I have Loadout Design 3.  Safety Override costs so much, and I barely have enough OP left with standard OP to outfit my ship decently.

Before 0.8, when more OP was easy to get, there was enough OP to get Safety Override, Augmented Engines, and other stuff.  Now, I get Safety Override, decent flux stats and weapons, and... there goes all of my OP.

I tried Unstable Injector as a Safety Override alternative, but too much speed is lost once ship builds up flux (no more zero-flux bonus).  Then, the enemy ship opens fire and puts hard flux on the shield, then I try to shoot at enemy which drives up flux even more.  Normal dissipation is not enough unless ship is venting or equivalent (from Safety Override).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on May 06, 2017, 05:06:40 PM

Just looked at the description for Stabilized Shields, maybe it should say "Reduces the amount of *soft* flux raised shields generate by 50 percent". People might mistake it for a 50% damage-to-shields reduction hullmod as it is now, and would be technically correct in assuming that from the description.

Support - I vaguely remember watching a video or stream of somebody playing Starsector where they made that mistake, so it's a real issue. Working in "maintenance" or "upkeep" in there somehow could make it clearer.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 06, 2017, 05:20:33 PM
Personally I wish Unstable Injector had the "increased engine damage taken" penalty back. That made sense to me. Reduced sensor kinda does, but not at the level it currently sits.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 06, 2017, 05:28:08 PM
Loving the latest build. Thanks for this Alex!~

Thank you!

Re: UI - reduced the penalty to 20%.

Re: Stabilized Shields - good call, updated description, including an explicit "Does not affect the hard flux generated as a result of shields taking damage." at the end.

Was just looking at Atropos torpedoes specifically re: relative power compared to Harpoons and OP cost, and... well, I've got to say, I think they're in a pretty good place at 4 OP for a 2-shot rack. Harpoons are much easier to shoot down and take longer to deliver the damage. The total damage is similar (a bit more for Harpoons) while the per-shot damage is still higher for Atropos. In practical terms, if you have couple of racks of Harpoons and are shooting at something with PD, odds of a hit are low, where Atropos are pretty likely to get through. Of course, they're got less range. Both have their upsides and downsides, and it feels balanced.

My feeling is that they're being vastly underrated now simply because they've been nerfed compared to their prior "finger of death" state...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 06, 2017, 05:37:36 PM
Yah, personally I like the new Atropos. It feels much more usable thanks to its lower OP cost, and they're still faster and more agile than harpoons with agreeable damage.

I like to think of them as if someone took a Harpoon and said "Let's make it a strike weapon!" and then did just that, which I appreciate.  ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Shoat on May 06, 2017, 05:40:24 PM
Thank you all for your feedback etc! Not quite up for a detailed response (getting over being sick), but I appreciate it.

Having finally gotten around to playing the new update, I'm not sure if the "safety procedures" rank 3 bonus (reduced stat-penalties from d hullmods) is working correctly. The d-mods' tooltips don't seem to have changed - are the actual effects correctly being reduced or if it is supposed to only work for d-mods that happen after learning that skill?

Are you sure? It seems to work for me. It'll work for all d-mods, and the tooltips reflect the reduced penalties.

Turns out it does work, sorry for worrying you Alex.
I posted that after my first playsession with the new patch, when I loaded up later for the second playsession the tooltips (and actual effects on the stats) were correct, so either it was just a slight bug requiring game re-load/re-start to update tooltips or, more likely, I'm a moron and got distracted with all the other shiny new tooltips I was reading all day. ;)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Jyi on May 06, 2017, 09:29:13 PM
I have been playing this game since the early times when it was still called Starfarer. I think I probably played the first public release when it came out, but I have very rarely commented anything on the forums. First, I have to state that I absolutely love this game; it's on the top10 list of my all-time favorite games.

I also like the new patch. It expands the universe so much, and there is so much fun to be had in the game now. I love how the space battles work, I love how I can slowly collect ships, grow my fleet, trade and fight or be a pirate. There is no other game that gives me this kind of experience.

However, I think the newest patch has one big flaw, and that's the leveling experience. In previous patches, I don't think there was a level cap - at least not before you had all the skills, and at least I never hit it. Now the hard cap is lvl40. I didn't really read the patch notes, I just downloaded the patch and went to town, excited as hell. So I did not know about the level cap. My mistake. Generally, I'm ok with level caps and having to make some tough choices, but these do not feel like tough choices. Some of the skills don't feel like choices at all, they feel absolutely mandatory, and some skills are just fun things that you can't take because their usefulness in the grand scheme is zero.

Firstly, having to invest hard earned points into "aptitude levels" is punishing, not fun. In previous patches, aptitude levels used to give a bonus of some kind, but now they give nothing. They are just a hard cap that you need to raise to get to the fun stuff. This is not fun, and it is not a choice. Let me give an example: since I did not know there is a level cap, when I hit 40, I just invested my last point into combat aptitude, not noticing the "maximum" -text on my level. I continued playing for multiple hours, and at some point I started to wonder why I'm not leveling up. That is when I faced the choice to either reload an hours old save or continue playing. My final level gave me nothing. Stupid of me, I know, but I think it's still a design flaw. Also, in previous patches, there used to be different points for aptitude and skills, and I think that system was far superior to the current one.

The talents themselves are all over the place. Because industry is a new thing, I obviously wanted to try that out. I think it's not in a good place. Surveying and Salvaging are both pretty much useless in the grand scheme, and I have them both maxed out. Surveying is completely useless in later game, as its only purpose currently is to make money, and there are much better ways to do that. I'm expecting it'll become more useful in future patches with outposts and building stuff, but right now it's just a "silly thing you shouldn't take". And surveying planets isn't really fun, because there's absolutely no skill or knowledge involved. Salvaging is, perhaps, even more useless. I don't think I've ever seen a derelict with even a 75% salvage rating, and if I have, the amount of salvage certainly hasn't been affected much. When I started playing this patch, I thought there were going to be some secret, big derelicts of ships from bygone era floating around in forgotten star systems, and I would be able to salvage them and refit them for my fleet. That I could get something that you can't get without investing in salvaging. But nope! It just seems to be a mechanic to get miniscule amounts of extra loot, and it certainly is not worth the skill point investment. The 3rd point in salvaging, that gives 10% extra salvage, is just an insult when compared to most combat skills. Especially since I have not seen derelicts with a salvage rating above 75%.

Recovery operations is also a bad joke. Sure, it's fun to recover more weapons and fighter LPC's, and more ships from battles, but I don't really need any of that. I can just go around and buy whatever weapons I want or need, since they are not that hard to come by. Furthermore, since the weapons sell for absolutely nothing, they are not even a good way to make money. The rarest weapons in the galaxy, technological marvels like Tachyon lance - things the Hegemony or Independents can't even make themselves - "oh, we'll give you like 6000 credits for this". The salvaged ships are even worse. A heavily D-modded frigate is worth something like 70 credits when selling, and costs like 10000+ credits to restore, after which it sells for maybe a 1000 credits. And it probably cost me hundreds of fuel to bring back home. Not worth the hassle, just ignore it. Not fun at all. You would think even a damaged space ship would be worth some serious credits at the rate they are being destroyed in this universe. You would think bringing some technologically advanced tri-tachyon marvel of engineering to your backwater Independent outpost would be worth some credits - even if it was heavily damaged - but nope.

I like that salvaging, looting and recovering ships are things in the game, they are generally really fun and exciting things, but the mechanics and skills surrounding them are not fun. To me, it feels like all these things have been designed to counter possible abuse. It feels like some player at some point in the design process was making ridicilous amounts of credits by selling recovered ships and weapons, shared this on the forums, and everyone agreed "this makes the game too easy, so it has to go". And thus, a Tri-tachyon phase frigate, almost one of a kind in the universe, sells for something like 700 credits. This detracts from the immersion, heavily.

The same thing goes for trading, skills and weapon balance. "Oh, you can make an overpowered fleet by taking every skill in the game and equipping your ships with the best weapons. Lets introduce a really punishing hard level cap, so you can't have all the skills.". There also used to be dynamic prices, and supply and demand for trading goods in a previous patch years ago, but that went away when missions were introduced. Now you just don't trade unless you have the mission for it. If you don't have a mission, it's not worth it to buy anything, because you can never sell anything for a better price. Not to mention an omnipresent 30% tariff that just makes your goods even more worthless. Why? Because, I assume, at some point in some patch some player made ridicilous amounts of money by trading, or selling salvage, or selling ships and weapons, and he thought that made the game too easy, so it all had to go. And now we have this awesome game that has all these crutches in place just to make it more challenging. But why?

Why does the game need to be so challenging? To me, that isn't the purpose of this game. Why do we have this mentality these days that we always need to play games on hardcore, ironman, permadeath -difficulty or otherwise we're wussies? This game, to me, shouldn't be like that. This game is an experience, it shouldn't be balanced around being the hardest challenge ever. And furthermore, even with all these crutches, it's still really not that challenging. The hardest part of the game is when you start with nothing but a frigate or two and have no skills, no money and no tech, and the crappiest pirate fleet can pound you into dust. But even then, you can just invest all your credits on fuel, fly to the other end of the universe and do that "Analyze derelict" -mission, and double or triple your networth in one go. And it just gets easier and easier after that, to a point where you just fly around with your invincible battleship and pummel pirates and bounties left and right, making millions in the process. Or you can just stockpile every trade good in the galaxy in your small, yet endless, space station and fly around until you find the right trading missions, then pick up the correct amount of goods and cash in heavily. There is no challenge there. Actually, I'd argue there was more challenge when the game had dynamic prices for trade goods, and you had to find the good deals by yourself - when there were no trading missions to tell you what to do.

Oh well, I've really derailed this post. I'm really really sorry for sounding negative here, it's not my purpose, but I'm just passionate about this game. I absolutely love so many things about this patch: the new, bigger galaxy to explore, the improved command system for space battles, the redesign of fighters and carriers, the introduction of surveying and derelicts, the new missions, and some of the new skills. I'm just hoping we could get some of those old, good things back too - and improve on some of the existing.

My idea for a better skill system would a complete redesign. If you want to force hard choices, you should consider making the skill system into a skill tree instead a free-for-all. "You can take this or this, but not both" instead of "You can take anything you want in any order, but only for 40 levels.". In my opinion, at the least, you should group up the more passive and active skills, or more combat -oriented and maintenance -oriented skills. Instead of having 4 separate groups of skills: combat, leadership, technology and industry, I think you should have 2 different skill groups. Combat & leadership should be one group, and technology & industry should be another group. Every time the character levels up, you'd get a skill point in both groups, and that point could only be invested in that group. That way, you would have to make the separate choice in "how do I combat" and "how do I make money and take care of my fleet" instead of "should I suck in combat but have easy upkeep and do fun stuff like surveying and salvaging, or should I rock in combat but bleed credits left and right because I didn't take any of the maintenance skills - or should I maybe just suck in everything?".
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on May 06, 2017, 09:53:43 PM
I get where you're coming from, but since there's no player choice here between the two, this doesn't seem like a big deal to me. Yep, it's slightly worse than the ITU for PD weapons.


That's the thing though: regardless of how much of an OP waste it would be, a Paragon doesn't even have the choice to use ITU to get parity with PD range. If it's going to be built-in and lock out ITU then you would expect it to be strictly superior to ITU, unless the idea is to nerf the Paragon.

Is it significant? No, and no one in their right mind would waste OP on ITU to stack with ATC for the 10% extra PD range if the choice was there. If it's a legitimate nerf to the Paragon/stations (why tho) then that's completely fine, but if it's unintended well... for pedantic people like me All ten of us, polish is everything ;D!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 06, 2017, 10:35:55 PM
@Jyi: just real quick, since I'm going to bed: you can change the level cap by setting playerMaxLevel in data/config/settings.json.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 06, 2017, 10:43:13 PM
Perhaps we need a weapons range increase hullmod just for PD weapons?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 07, 2017, 01:03:08 AM
After a fight with cerberus at the start of campaign tutorial you can take more cargo than your capacity is (via "take all") and the game doesn't tell you there's something wrong, so a player can burn through their supplies quite fast. And if I'm not wrong, at some other points as well.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on May 07, 2017, 01:59:27 AM
It's a massive buff to the Paragon. You get + 100 / 50 instead of + 60 / 60, and you get it for free! I wouldn't call a lack of ten percent a legitimate nerf; you'll barely notice it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on May 07, 2017, 02:15:46 AM
In the end PD range is not an issue for Paragon.

It's best to completely ignore PD for Paragon anyway. 360 efficient omni + Fortress shield ability are enough (though level of situation awareness involved makes Common Radar mod mandatory...).

Universal slots are too valuable as the only possible hard kinetic weapons to waste on Flaks, range-nerfed  or not. And beam PD is just not worth bothering with, especially when you can install insane range Tac lasers instead (IPDAI cuts their range on Paragon, so not an option).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Embolism on May 07, 2017, 03:22:58 AM
It's a massive buff to the Paragon. You get + 100 / 50 instead of + 60 / 60, and you get it for free! I wouldn't call a lack of ten percent a legitimate nerf; you'll barely notice it.

That's basically what I said: it has no gameplay consequence. But it's a matter of polish: if something's unintended (and I don't see how giving Paragon 10% less PD range can be intended, especially because it's insignificant) then for the sake of polish it should really be fixed.

Let these build up and you get a game full of tiny holes. Take typos for example: they rarely affect gameplay so why fix them? Polish.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Ronald Klein on May 07, 2017, 04:41:56 AM

   Absolutely brilliant update.The new ship system for the Apogee makes it amazing. Conquest somehow still feels underpowered despite the very nice built in hullmod.It doesn't quite have enough OP to make it a pure ballistic broadside beast.Maybe if it had better shield efficiency so that hardened shields was no longer mandatory.As for a suggestion:

   I think it might be very useful to give us the ability to "mark" certain systems on the sector map with perhaps little notes attached. Too many times have I stumbled upon a remnant battlestation either too early in the game or more annoyingly late enough that I could take but I had my survey fleet with me and had to leave it alone.

  We should be able to make note of these systems of interest so we can return later if we don't have what we need to fully exploit it. (Such as full salvage skill for that sweet sweet research station in orbit around a black hole).

  Make it perhaps another overlay like the fuel range on the map so that when you toggle it you can see what you wrote down. Such as: This unexplored system only has the star,ignore.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 07, 2017, 06:53:28 AM
Flak on non-beam Paragon is useful since it has other ways to deal hard flux.  But for the beam Paragon optimized for shot range, it needs HVDs in the universals to inflict hard flux at maximum range.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 07, 2017, 09:41:35 AM
Firstly, having to invest hard earned points into "aptitude levels" is punishing, not fun. In previous patches, aptitude levels used to give a bonus of some kind, but now they give nothing. They are just a hard cap that you need to raise to get to the fun stuff. This is not fun, and it is not a choice.

I personally don't mind having to spend points for aptitudes, because in my mind you get something for them: access to to the other skills. And they fulfill their role quite well, which is to work as a skill balance buffer so the skills don't all have to be equally valuable.

I think that some (many?) people take issue with them is a psychological problem, as your reward is not immediate. It could be addressed as such, i.e. with better presentation.

How about if you don't have to (can?) spend aptitude points directly, but the first skill of each level in an aptitude would cost two skill points instead of one? It basically buys the aptitude point automatically. For example, if you have no other Leadership skills, taking "Officer Management 1" costs two skill points. Then choosing "Fleet Logistics 1" only costs one point, but raising it to level 2 would cost two points again.

Advantages:
- you always get something for your skill points immediately.
- you don't actively spend points on something "worthless". I imagine the very act of clicking the aptitude plus-arrow feels bad for some.
- the first skill you choose is likely the most valuable to you anyway, so it makes intuitive sense to spend more points on it. And it is the point of the whole system some skills might be worth that, isn't it? Why not present that honestly.
-  you're safe from things like Jyi's mishap, were you spent your last point on a now useless aptitude.


Just to make sure there is no misunderstanding, this would be the exact same system as we have now, just presented more positively.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on May 07, 2017, 10:05:20 AM
Just to make sure there is no misunderstanding, this would be the exact same system as we have now, just presented more positively.
i quite like that idea, but it would need to be shown/explained in a very clear manner. otherwise you're bound to get new players who think there's a bug that doesn't let them spend their skill point.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 07, 2017, 10:26:03 AM
Quote
My feeling is that they're being vastly underrated now simply because they've been nerfed compared to their prior "finger of death" state...
I am not sure about that.

I tried Atropos again today, and they are a bit faster than I thought.  I guess they are more durable too, but I cannot see that easily.  Dual Atropos and Harpoons seem close enough for 4 OP.  They seem fine.

As for single shots, Atropos feels weird.  Too weak (or too short-ranged) for 2 OP, but too strong at 1 OP.  I sort of wish Atropos did more damage like the 1200 or so that they feel like a torpedo instead of a slightly more reliable Harpoon.  That way, single Atropos can be worth its 2 OP, and the dual rack can be upgraded to 5 OP.  If I want to spend 2 OP, I prefer to use Hammers or Reapers.  More damage to a vulnerable target, and I can afford a miss with a Hammer.

If only those silly Daggers were not abused so effectively by Astral.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 07, 2017, 10:40:47 AM
@SCC: It'll warn you if you have help popups enabled, though.

@Embolism: Yeah, made a note.


Mildly controversial statement about aptitudes: one not wanting to spend points on them just means it's working as intended and the game is clear about conveying the function of aptitudes.

That said, I kind of like the idea of an aptitude providing a small bonus based on the skill points spent - but it's not clear what that should be in every case. Combat is the easy one, but other aptitudes have applications on several game layers, so there really isn't a fully-representative effect. It's just a lot cleaner to only have them unlock new skill levels.

... possibly it's just a UI issue.

@Gothars: I think that's probably too complicated in terms of UI and explaining to the player. Kind of what I end up doing anyway while playing - no reason to just spend an aptitude point w/o a skill point somewhere unlocked by that aptitude - but actually joining these up would be pretty clunky.


@Megas ah, yes, totally agree wrt the 1-shot Atropos. It's in an unfortunate spot where it's too expensive at 2 OP, but would be too cheap at 1 OP.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: LoneWolf on May 07, 2017, 10:48:14 AM
Holy *** yes! my day officially made!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 07, 2017, 11:14:17 AM
@Gothars: I think that's probably too complicated in terms of UI and explaining to the player. Kind of what I end up doing anyway while playing - no reason to just spend an aptitude point w/o a skill point somewhere unlocked by that aptitude - but actually joining these up would be pretty clunky.

You're probably right. I still think it is worth some more thought how to present aptitudes as something more positive, not an "evil gatekeeper".





Could someone please explain to me what these numbers mean?

(http://i.imgur.com/iZcLm69.png)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on May 07, 2017, 11:23:16 AM
Could someone please explain to me what these numbers mean?
(http://i.imgur.com/iZcLm69.png)

http://fractalsoftworks.com/forum/index.php?topic=11918.0

A bug in how Coordinated maneuvers are calculated (unless your summary bonus is exactly 10%).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on May 07, 2017, 11:30:32 AM
Could someone please explain to me what these numbers mean?

(http://i.imgur.com/iZcLm69.png)
Coordinated Maneuvers: X%
+Y% Top Speed (Ship: Z%)

X is the total maximum speed bonus.
Y is the bonus speed your ship gets.
Z is the percent your ship contributes to the total maximum bonus speed. This number is subtracted from the total maximum bonus speed to find the speed bonus that is applied to your ship, as your ship can't benefit from coordinating with itself.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 07, 2017, 11:44:56 AM
That said, I kind of like the idea of an aptitude providing a small bonus based on the skill points spent - but it's not clear what that should be in every case. Combat is the easy one, but other aptitudes have applications on several game layers, so there really isn't a fully-representative effect. It's just a lot cleaner to only have them unlock new skill levels.
I wish that in the far, far future, every aptitude point allows you to have more officers of a given specialisation rather than "just" give you a bonus. Having 2 more captains gives the player more than balanced damage bonus. The problem is, though, we don't have any other than combat officers... But some day we could have more!
gib SS RTS endgame plox
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 07, 2017, 01:47:54 PM
@SCC: It'll warn you if you have help popups enabled, though.

@Embolism: Yeah, made a note.


Mildly controversial statement about aptitudes: one not wanting to spend points on them just means it's working as intended and the game is clear about conveying the function of aptitudes.

That said, I kind of like the idea of an aptitude providing a small bonus based on the skill points spent - but it's not clear what that should be in every case. Combat is the easy one, but other aptitudes have applications on several game layers, so there really isn't a fully-representative effect. It's just a lot cleaner to only have them unlock new skill levels.

I just realized that's what Andromeda does and the game is so much more playable with it. Each aptitude tree has a pair of base passive aptitude "skills" that are presented as being 'level 1 = 2% weapon damage' 'level 2 = 2% accuracy' ect., but in reality if you read the paragraph summary of the whole skill & not just what each level of it does it reveals that all of these passive aptitude upgrades are actually per point spent in that aptitude tree.
So, since my character is very heavily spec'd to use tech & some biotics it's worth it to invest in my passive aptitude upgrades for tech a bunch cause I've got like 13 points invested in that aptitude's skills already so a bunch of 2% per level bonuses stack to define my characters base stats, and I put in one under the sci-fi biotic aptitude to get the initial 2% shields per biotic power of which I have 7 points invested (2 skills, two points for their first level and four points for their second, plus one from the aptitude) and none in combat since I've got basically no points invested in that, making my character just by my combat abilities choices & aptitude trees, without actually making me 'design' her, a very heavily armored, moderately shielded low-health character.
It's a pretty elegant replacement for the seperate RPG progression tree most rpg's have to do so you can spent one point on constitution every time you level up. It takes away the possibility of being spoiled for choice, allows the focus to be on what gameplay skills a player thinks would be fun (and then building base stats after the fact based on that) and, if it were properly explained that they were basically mandatory, would be fairly intuitive: grab a point or two, then focus on powers & abilities and having fun until the game starts getting hard again then take a look at where you've invested your points, make a quick investment of points on aptitude based on that and then back to play with your new bonus to shields that starts at 30% and goes up naturally every time you level up
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Giblodyte on May 08, 2017, 01:27:13 AM

Mildly controversial statement about aptitudes: one not wanting to spend points on them just means it's working as intended and the game is clear about conveying the function of aptitudes.

That said, I kind of like the idea of an aptitude providing a small bonus based on the skill points spent - but it's not clear what that should be in every case. Combat is the easy one, but other aptitudes have applications on several game layers, so there really isn't a fully-representative effect. It's just a lot cleaner to only have them unlock new skill levels.


Happy to hear this! It works pretty well in other games and gives more overall long term build goals to work towards.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Clockwork Owl on May 08, 2017, 02:32:01 AM
If a Phase Lance finishes recharging during a vent, it will remove the charge and reload from the start - again. I believe it is not an intended behavior?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: kobeathris on May 08, 2017, 06:38:56 AM
@SCC: It'll warn you if you have help popups enabled, though.


That said, I kind of like the idea of an aptitude providing a small bonus based on the skill points spent - but it's not clear what that should be in every case. Combat is the easy one, but other aptitudes have applications on several game layers, so there really isn't a fully-representative effect. It's just a lot cleaner to only have them unlock new skill levels.


You could add a bonus to each skill based on the level of the corresponding aptitude, capped by the level of the skill. So, take Surveying for example. The Skill Bonus increase the difficulty of Planets that can be surveyed and unlock surveying equipment as it does now, but in addition, each level of industry could give, for example -5% (rough example) crew/machinery/supplies needed to survey, capped by your level in Surveying, so Industry 3, Surveying 1 = 5% bonus; Industry 2, Surveying 3 = 10% bonus etc. That would allow someone to unlock the ability to survey for 3 points, but someone who was focused on industry, would be Better at Surveying and could do it more efficiently. From the UI perspective, that could be in the skill description portion of each skill. It would require coming up with what the Main value of the skill and what the Aptitude value of the skill should be, but I think for most skills, I don't think that would be too difficult.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on May 08, 2017, 08:06:23 AM
Okay, after playing a couple of battles against a Paragon I agree. Not that the advanced computer needs a nerf, but that Paragon can't be given that much range. It's imbalanced and you can't even back off to vent because Paragon outranges you by an obscene amount. Loadouts commonly use Tach Lance or HIL, which means you're facing down a 2000 range mother****** that you inevitably have to destroy quickly once you've approached. Otherwise you die. With an Onslaught at least you can make a break for it and get out of its killzone.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on May 08, 2017, 08:41:11 AM
Paragon without range buff was a pushover. Killing it with Onslaught's TPCs or Gauss Cannons on Conquest was trivial matter of waiting until it drops dead.
It's the slowest Capital. It can't do anything if outranged.

Now it's a tough opponent, but skill-less player controlled Onslaught can defeat sim Paragon.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on May 08, 2017, 08:44:21 AM
Yep, the Paragon has difficulty handling an Onslaught.

But against a more typical fleet of anything else, basically, Paragon >> Onslaught.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on May 08, 2017, 08:59:06 AM
Onslaught has obvious weakness - getting surrounded. It is also weaker in raw stats, but has more control of battle flow (under player control).
Due to Burn drive it can force engagements, while Paragon is just forced to wait for enemies willing to suicide into it.
Enemy putting avoid on Onslaught doesn't matter too much. It does for Paragon.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ArkAngel on May 08, 2017, 09:18:37 AM
Yeah, the onslaughts control of the flow of battle is part of what makes the last hurrah mission so hard. It's burn drive lets it close range fast, and it becomes hard to out maneuver.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 08, 2017, 10:23:49 AM
Paragon needs Advanced Targeting Core.  Without it, Dominator or Eagle with Mauler and HVDs can plink it to death with ease.

Even with ATC, Paragons range with non-beams are not that extreme.  Only with beams does it really have long range.  But that can be blocked, at least until HVDs start putting hard flux on shields.

I like ATC.  Paragon is perhaps the only thing that can actually snipe things across the screen (though not across the map).  I was strongly considering that lack of long-range options would be a severe strike against Starsector, but beam Paragon with ATC at least has that covered, for now.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on May 08, 2017, 10:46:50 AM
You said it yourself. Paragon is the only long-range option now. The previous long-range option - Tach Lance - got nerfed into the ground for doing what the Paragon now does with *all* onboard beams. Range is the stat that trumps it all. I hate having to bring a Paragon just to fight a Paragon.

Saying it was easy in 0.7.2... please. Paragon was the Templar-killer #1 even without the range buffs.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 08, 2017, 10:49:22 AM
someone should mod in an adjustment to the Paragon's built-in that reduces its bonus to 2x the gain of the next best alternative available to a comparable non-paragon. You can have the Paragon being the game's dedicated long-range artillery cruiser, without it being rediculous
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on May 08, 2017, 10:49:52 AM
You said it yourself. Paragon is the only long-range option now. The previous long-range option - Tach Lance - got nerfed into the ground for doing what the Paragon now does with *all* onboard beams. Range is the stat that trumps it all. I hate having to bring a Paragon just to fight a Paragon.

The Paragon has 2000 base range with its beams. Other capitals can reach 1920 range with Gauss Cannons and ITU (1200 * 1.6 = 1920). You don't have to bring another Paragon to kill a Paragon, but you do have to bring a properly equipped capital.

Or you could just swarm it to death with bombers and Hammerheads. I find that works pretty well.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 08, 2017, 10:51:27 AM
It's also slow, and a good candidate for an "Avoid" order early on in the battle.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Techhead on May 08, 2017, 11:08:15 AM
someone should mod in an adjustment to the Paragon's built-in that reduces its bonus to 2x the gain of the next best alternative available to a comparable non-paragon. You can have the Paragon being the game's dedicated long-range artillery cruiser, without it being rediculous
The Paragon has +100% range. The next best is is another Capital with ITU, at +60% range. Your suggestion here is to 'reduce' the Paragon's range bonus from +100% to +120%?

And comparatively, a Paragon has only 25% more range with a given weapon than another capital with ITU installed.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: HepC on May 08, 2017, 11:30:28 AM
Can you add a no fighter/carrier mode for 0.81, they are really anti-fun for me. 
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 08, 2017, 11:40:45 AM
someone should mod in an adjustment to the Paragon's built-in that reduces its bonus to 2x the gain of the next best alternative available to a comparable non-paragon. You can have the Paragon being the game's dedicated long-range artillery cruiser, without it being rediculous
The Paragon has +100% range. The next best is is another Capital with ITU, at +60% range. Your suggestion here is to 'reduce' the Paragon's range bonus from +100% to +120%?

And comparatively, a Paragon has only 25% more range with a given weapon than another capital with ITU installed.

Twice or half, if twice is higher. I didn't actually look at the #s before writing that, 80% would be reasonable. It'd be a mere 20% decrease from what it had, but still 20% better than the best anyone else can get, and free.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on May 08, 2017, 11:50:30 AM
...and free.

Didn't the Paragon take an OP nerf when when that built-in hullmod was introduced?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Grievous69 on May 08, 2017, 12:03:26 PM
...and free.

Didn't the Paragon take an OP nerf when when that built-in hullmod was introduced?

Yep, it did. It's just that all ships got extra OP because of skill rebalance so it doesn't seem nerfed at first look.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on May 08, 2017, 12:42:23 PM
Can you add a no fighter/carrier mode for 0.81, they are really anti-fun for me. 

Years later and people are still using this word for 'game mechanic I don't like' with no further explanation and expecting it to mean something.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 08, 2017, 12:52:40 PM
Can you add a no fighter/carrier mode for 0.81, they are really anti-fun for me. 

make that a request in the modding section of the forum & you just might have some luck
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 08, 2017, 01:16:17 PM
Is there any way to make damaged fighters dock for repairs? Feels strange that you sometimes can't muster your full fighting potential as a carrier captain.
It would be nice if damaged fighters would dock during regroup-inactivity, or if you could force them to dock by holding Z.


Could someone please explain to me what these numbers mean?

(http://i.imgur.com/iZcLm69.png)
Coordinated Maneuvers: X%
+Y% Top Speed (Ship: Z%)

X is the total maximum speed bonus.
Y is the bonus speed your ship gets.
Z is the percent your ship contributes to the total maximum bonus speed. This number is subtracted from the total maximum bonus speed to find the speed bonus that is applied to your ship, as your ship can't benefit from coordinating with itself.

Thank you!





Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on May 08, 2017, 02:23:52 PM
80% would be reasonable. It'd be a mere 20% decrease from what it had, but still 20% better than the best anyone else can get, and free.
80% sounds fine on paper, but the primary reason that Paragon got this range increase in the first place is that its large profile and very low mobility run counter to the usual high-tech ship focus -- and energy weapons are balanced with that focus on mind. beams aside, energy weapons have significantly shorter range than comparable ballistic assault weapons, because high-tech ships generally have a similarly significant mobility advantage, allowing them to choose where and when to engage enemies of equal size/strength.

Paragon can't do that. its combatstyle is more like that of a semi-station, with great defenses and turret coverage but awful mobility, hence it got a mini-version of the otherwise station-exclusive massive built-in range bonus.

this is also (mostly?) why the ATC does not have a higher-than-normal increase to PD weapons: energy PD is also balanced with the usual high-tech ship focus in mind, and intentionally worse than ballistic PD (generally speaking) in part because the ships that use energy PD are usually much better at just evading missiles strikes. but while Paragon can't do that either, its strong defensive capabilities more than make up for it.


in short: the range bonus wasn't added simply because Paragon was underpowered, but because its combatstyle doesn't mesh well with the usual high-tech combatstyle that energy weapons are designed/balanced around.
25% higher base weapon range compared to other capitals with ITU is really the minimum of what's needed to counteract this. anything less would again allow ballistics-armed ships to easily outrange and outmaneuver Paragon.

(it's also not really "free", as the OP cost is just as built-into the stats as the hullmod itself is.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 08, 2017, 02:54:39 PM
Uhh, are swarmers infinite? I just had a single PD freighter frigate wipe my entire hound fleet (new beginnings, cerb + hound (extra credits & goods), sold it all off to buy and salvage every D-hound I could find) with just two swarmers and an autocannon just by kiting, venting and nonstop swarmers, and it occurs to me that I don't think I've ever seen swarmers run out when I've seen a swarmer frigate side by side with a rocket wolfe which ran out of its ordnance, and I just thought about it and I'm pretty sure I've lost more ships to infinite swarmers (despite never fighting talons, keep in mind) than to harpoons
I've tested it on my own ship and I don't think they regenerate when I have them but my hound fleet definitely went from full CR to malfunctions against a single frigate and the thing was still putting out swarmers
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: CrashToDesktop on May 08, 2017, 02:59:28 PM
Swamers have limited ammo, but they've got a lot of ammo. 60 SRMs by default (so 15 volleys).  Twice that with Expanded Missile Racks.  Swamers also deal HE damage, hence why they were able to cut down unshielded frigates.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 08, 2017, 03:01:04 PM
Is there any way to make damaged fighters dock for repairs? Feels strange that you sometimes can't muster your full fighting potential as a carrier captain.
It would be nice if damaged fighters would dock during regroup-inactivity, or if you could force them to dock by holding Z.

There isn't, no. Feels like it's enough of an edge case where a control for it might be excessive.


@Deshara: Swarmers have limited ammo, yes, except for the fighter version.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 08, 2017, 03:03:19 PM
Swamers have limited ammo, but they've got a lot of ammo. 60 SRMs by default (so 12 volleys).  Twice that with Expanded Missile Racks.  Swamers also deal HE damage, hence why they were able to cut down unshielded frigates.

it just feels like with 5 flare launches each, 4 hounds should have been able to outlast the darn thing x_x
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 08, 2017, 04:14:43 PM
With fuel being such an important factor now, I have to ask:What is the reason frigate fuel consumption was unified to 1/ly back at...was it .7? Somehow now I have a hard time justifying shuttles like the Mercury, Hermes or Kite around, which all used to consume 0.5 fuel/ly. Which is a shame, because I like having those cute little ships around.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on May 08, 2017, 04:26:12 PM
Which is a shame, because I like having those cute little ships around.
yeah, same here. at the smaller ship sizes, i think fuel consumption shouldn't be exactly the same for all ship of a size-class.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 08, 2017, 04:38:45 PM
Re: Paragon
With hard flux weapons, 700 * 2 = 1400, and 900 * 1.6 = 1350.  Paragon does not outrange typical ballistics users by much.  Beam Paragon can get 2200 (1000 * 2 + 200 from Advanced Optics), but that is stopped by shields (barring arcs from Ion Beam/Tachyon Lance).  It can use HVD for 2000 range.  Ballistic users that need that much range can use Gauss for 1,920 (1200 * 1.6).

I tried four autopulse lasers with Paragon, and it felt little different than Onslaught with better shields and no burn drive.  Only when I use beams, backed by HVDs, does Paragon feel like a sniper and unique.

I wish there were more smaller sniper ships.  Maybe a new relatively slow ship with a tricky siege mode system?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 08, 2017, 04:40:35 PM
Which is a shame, because I like having those cute little ships around.
yeah, same here. at the smaller ship sizes, i think fuel consumption shouldn't be exactly the same for all ship of a size-class.

Agreed, now I think about it. I mean, to clarify, fuel consumption isn't the same for all ships in a size class (cough cough Dominator cough) but the Hermes and Mercury do often feel kinda useless. If their fuel usages were toned down somewhat, I'd be much more willing to have them in my early-game fleets.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 08, 2017, 04:45:42 PM
Hmm, yeah, that's a point. I think it was more for general tidiness. Would need to look at the capacity-per-fuel ratio etc to make sure it didn't get out of line, though. Don't want them to outmatch larger freighters.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 08, 2017, 05:24:13 PM
Did that before asking actually, even four Mercurys/Hermes are not even close to match the fuel/cargo capacity of their destroyer equivalents :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 08, 2017, 05:35:05 PM
Alright - reduced to 0.5/ly, and turned the fuel capacity down to 15 (from 25).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on May 08, 2017, 05:43:31 PM
Are there gonna be any new ships/hulls (or other such content) added to 0.8.1 or is it primarily a fixer-upper patch with tons of bug squashing?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 08, 2017, 05:46:22 PM
... there may be a thing or two. Primarily a fixer-upper/balance pass, though.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 08, 2017, 05:56:42 PM
Sounds fun nontheless.  :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 08, 2017, 06:00:44 PM
You mentioned using the avoid command. I'm currently running a close support garbage-tier no-officers fleet of hounds trying to kill an assault falcon_A I caught out retreating from a pirate fleet with just a vigilance and a chaingun hound escort. Every time I engage the frigates escort the falcon, which shouldn't be a problem because I outnumber them severely and also out-range them and this falcon can't catch my fleet (75 vs 200). All we have to do is surround the enemies, so the frigates have nowhere to hide, and then pummel them until they're dead and then the falcon is defenseless; nothing it can do should be able to prevent it from going down to a spread of HVD's surrounding it that it can't catch.
BUT, every time I engage either my hounds barge into phase lance range and die, or I order them to avoid the falcon and they run to 2,500 range out and don't involve themselves with this fight at all. It should be easy but I've been sitting here for hours replaying this fight and I can't get through it just cause the AI can't handle itself ): I want dat falcon
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Toxcity on May 08, 2017, 06:23:05 PM
Any ETA on when we can expect 0.8.1a patch notes?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 08, 2017, 06:46:15 PM
@Deshara: select everything and right-click on the Falcon?

Any ETA on when we can expect 0.8.1a patch notes?

Not sure - haven't decided about putting partial notes up before the actual release or not.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TheWetFish on May 08, 2017, 09:23:01 PM
Any ETA on when we can expect 0.8.1a patch notes?

Not sure - haven't decided about putting partial notes up before the actual release or not.


Having the notes up beforehand would reduce the amount of time the wiki is relatively out of date for.  It tends to get a spike in activity straight after changes so having the relevant pages already updated & ready for that spike would be valuable
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on May 09, 2017, 12:01:20 PM
BTW Anyone also noticed that ship losses also almost all the time equal full crew losses?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 09, 2017, 12:09:34 PM
BTW Anyone also noticed that ship losses also almost all the time equal full crew losses?

That should not be the case if you use the safety procedures and/or damage control skills. Or the blast doors hullmod.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 09, 2017, 12:10:39 PM
There's also a bug that can cause a damaged-but-not-deployed ship in your fleet to cause crew losses, sometimes.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on May 09, 2017, 01:26:32 PM
BTW Anyone also noticed that ship losses also almost all the time equal full crew losses?

That should not be the case if you use the safety procedures and/or damage control skills. Or the blast doors hullmod.

Maybe I spelled it wrong.
Lost ship = full crew compliment dead
Even if ship is recoverable
Did they not have escape shuttles?
In earlier versions(if I remember it right) that was not the case and you could recover some % of crew of destroyed vessels after battle(if you win).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 09, 2017, 01:35:10 PM
I guess the installation of escape pods would be part of the safety procedures skill :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 09, 2017, 01:49:28 PM
I guess the installation of escape pods would be part of the safety? procedures skill :)

Nobody can use the escape pods if HR has never come around to show the crew where they are ;)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Techhead on May 09, 2017, 04:49:43 PM
And here I assumed that escape pods came pre-installed but ships were such death-traps in the heat of battle that without safety precautions no one ever reaches them in time.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on May 09, 2017, 05:38:32 PM
And here I assumed that escape pods came pre-installed but ships were such death-traps in the heat of battle that without safety precautions no one ever reaches them in time.
Or they get used as flares! I mean where else would they come from?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on May 09, 2017, 10:56:18 PM
A pirate fleet responded to me blowing a research station around a black hole. As I hid in the ring system, they activated a sensor burst... too close to the even horizon. They then drifted in, feebly attempting to escape, until their fleet was consumed in the center of the abyss.

Have I mentioned how much I love this update?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Jyi on May 10, 2017, 02:28:53 AM
@Jyi: just real quick, since I'm going to bed: you can change the level cap by setting playerMaxLevel in data/config/settings.json.

Well, this really made the game a lot more enjoyable for me. Thanks! I figured there was a way to do this, but didn't know it was so easy.

To me, it seems like something like lvl50 would be a better official cap, considering we now have to "waste" 12 points on aptitudes to get skills on lvl3. It's especially annoying if you want to pick skills from all skill groups and not just heavily invest in one. Feels a bit constricting.

On a more positive note: I've been playing this game for like a week straight. Shows just how addictive and fun it is.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Giblodyte on May 10, 2017, 04:18:46 AM
@Jyi: just real quick, since I'm going to bed: you can change the level cap by setting playerMaxLevel in data/config/settings.json.

Well, this really made the game a lot more enjoyable for me. Thanks! I figured there was a way to do this, but didn't know it was so easy.

To me, it seems like something like lvl50 would be a better official cap, considering we now have to "waste" 12 points on aptitudes to get skills on lvl3. It's especially annoying if you want to pick skills from all skill groups and not just heavily invest in one. Feels a bit constricting.

On a more positive note: I've been playing this game for like a week straight. Shows just how addictive and fun it is.

Yeah I've changed mine to 50 and even though the XP returns are very diminishing after 40 I like it a lot more since it gives scope to round out a character after all the main skills are locked without bluntly maxing out every single skill.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 10, 2017, 06:10:13 AM
I fought mostly bounties and hit the level cap before they ramped up to capitals and before I got my first capital.  By the time I had enough ships and fuel to kill max difficulty bounties and explore farther systems for Remnants, I had about triple the XP cap.  Now, I am slowly grinding more cash to stock up on supplies and rare weapons, restore some rare trophy ships, and attack more Remnants.  Now I am over four times the XP cap.

Level 50 is a better cap.  Currently, after I get the very best fleet skills, I get to choose maybe a few Combat skills to feel good or campaign luxuries like max Surveying and/or Navigation.  Even if I want to be a sub-optimal Combat junkie, 42 points are not enough to grab everything that enhances your ship only, let alone QoL skills like Surveying or Navigation.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Takion Kasukedo on May 10, 2017, 06:24:30 AM
It's happening again, the most common one, which i've tried all solutions for, is the 'ntoskrnl.exe' error which BSOD's me (DRIVER_IRQL_NOT_LESS_OR_EQUAL) when I load or save, meaning I cannot play the game.

It's either that, or 'Wdf01000.sys' (very uncommon) or the nvlddmkm.sys error (which is very rare for me)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on May 10, 2017, 06:34:03 AM
Bad drivers. wdf01000.sys is Logitech SetPoint, nvlddmkm.sys is NVidia graphics. ntoskrnl.exe can possibly be related to graphics as well.

I don't know what you tried exactly, but ideally when changing graphics drivers you'll want to

- Uninstall the old ones,
- Boot into safe mode and run DDU (Display Driver Uninstaller),
- Boot normally and install the new ones.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 10, 2017, 06:37:50 AM
I forgot to mention we will need more skill points if more skills get added, especially since aptitudes other than Combat are not full.  I bet there will be more for outpost management once that feature comes.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on May 10, 2017, 07:34:30 AM
we now have to "waste" 12 points on aptitudes to get skills on lvl3. It's especially annoying if you want to pick skills from all skill groups and not just heavily invest in one. Feels a bit constricting.
you're by no means the only one to think so, but that's actually intentional: getting rank 3 in all 4 aptitudes is not meant to be the ideal way to spend your points. you're supposed to think about how you want to specialize, instead of always getting all the best skills from every aptitude. that is also why the aptitudes themselves do not offer any bonuses anymore.

this system has two advantages:
1) there will be more variety between different campaign runs (at least assuming you don't always specialize in the same thing in all runs).
2) individual skill balance is much easier to get right, since even a really powerful skill might not be worth taking if you didn't intend to grab several other skills in its aptitude as well. having a skill that is a no-brainer within its aptitude is much less problematic than one you'll always want to pick up.

the downside is that, as you say, the system feels constricting, and spending a point on something that doesn't by itself give any bonuses whatsoever isn't satisfying either. rather, that point is an investment into future bonuses.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 10, 2017, 09:12:09 AM
the downside is that, as you say, the system feels constricting, and spending a point on something that doesn't by itself give any bonuses whatsoever isn't satisfying either. rather, that point is an investment into future bonuses.


Maybe it would help if points always came in pairs. With two points at once you'd always have one left to invest in an actual skill, even if you "have to" spend one for an aptitude.



I forgot to mention we will need more skill points if more skills get added, especially since aptitudes other than Combat are not full.  I bet there will be more for outpost management once that feature comes.

Why though? More skills just mean more choice and more viable different play stiles. They don't have to mean a higher power ceiling.

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on May 10, 2017, 10:29:04 AM
Maybe just tackle it from other side and reduce amount of skills officers get? I mean as long as I'm relatively more powerful for investing into personal skills, I'm kind of happy.

Spoiler
(http://i.imgur.com/IG8gqkW.png)
[close]
My build takes as many points into personal skills as I can without reducing fleetwide essentials, at cost of ignoring utility (like sensors or navigation) and money-generators (industry as whole).
Since solo is not a thing anymore, going pure personal skills at cost of fleetwide ones will just reduce my overall power.

After fleetwide skills and aptitudes, I'm left with 18-19 points on personal skills. That's less than 21 any officer can get. Of course, due to ability to fine-tune, these are better distributed. But that's fairly thin margin over level 20 officer (who are not forced to make any trade-offs).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 10, 2017, 10:41:39 AM
I forgot to mention we will need more skill points if more skills get added, especially since aptitudes other than Combat are not full.  I bet there will be more for outpost management once that feature comes.
Why though? More skills just mean more choice and more viable different play stiles. They don't have to mean a higher power ceiling.
Because there are already too few skill points, and adding more skills makes the squeeze even worse.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Jyi on May 10, 2017, 10:42:06 AM
Mildly controversial statement about aptitudes: one not wanting to spend points on them just means it's working as intended and the game is clear about conveying the function of aptitudes.

That said, I kind of like the idea of an aptitude providing a small bonus based on the skill points spent - but it's not clear what that should be in every case. Combat is the easy one, but other aptitudes have applications on several game layers, so there really isn't a fully-representative effect. It's just a lot cleaner to only have them unlock new skill levels.

... possibly it's just a UI issue.

Weird design philosophy, if the aptitudes are meant to feel punishing. I kind of get what the idea behind them is. After all, the player is roleplaying a captain, and the captain can't be good at everything. He's like one of those Star Trek captains: either a leader, a military expert, a scientist or an engineer. But I personally feel it's almost mandatory to take 3 aptitude points in every skill category just to be able to build a relatively fun captain, even though that means I won't specialize in any one category. There are so many things that I just have to take to be able to field a fun fleet; like supply usage and fuel usage reductions.

I'm thinking, every aptitude point could give a small amount of a different quality-of-life boost. Like for example, first industry aptitude point could give 10% extra salvage, second could give 10% combat readiness reduction from being in sun corona & similar environments and so on. Then the player wouldn't actually always need to take some of these "mandatory skills", and could concentrate on taking the more fun stuff, because they would at least get a portion of the "mandatory skills" from aptitude points - or they could just go and minmax these certain attributes. Overall, I think it would encourage more varied builds.

And obviously, technology aptitude 1 or 2 could give 10% fuel usage reduction and a leadership aptitude could give 10% supply usage reduction. Maybe even more. These two stats feel especially mandatory, no matter what kind of fleet the player is building.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 10, 2017, 10:48:51 AM
Leadership and Technology have mandatory skills (in the sense that if you want an optimal character, you will spend points here).  Industry (Surveying) too for some people.  Combat can largely be delegated to officers.  The other three aptitudes cannot.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TJJ on May 10, 2017, 10:55:50 AM
Skill tree.

[insert screenshots demonstrating good skill tree designs from a myriad of other games]

[insert exhaustive list of attributes that make a skill tree 'good']
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 10, 2017, 12:03:29 PM
A pirate fleet responded to me blowing a research station around a black hole. As I hid in the ring system, they activated a sensor burst... too close to the even horizon. They then drifted in, feebly attempting to escape, until their fleet was consumed in the center of the abyss.

Have I mentioned how much I love this update?

:D

To me, it seems like something like lvl50 would be a better official cap, considering we now have to "waste" 12 points on aptitudes to get skills on lvl3. It's especially annoying if you want to pick skills from all skill groups and not just heavily invest in one. Feels a bit constricting.

I can see raising it once tech/industry are a bit more fleshed out, yeah.

On a more positive note: I've been playing this game for like a week straight. Shows just how addictive and fun it is.

Thank you :)

Since solo is not a thing anymore, going pure personal skills at cost of fleetwide ones will just reduce my overall power.

This is true, but presumably at some point there'll be more of a reason to have a more compact but more powerful pound-for-pound fleet. That's already true to some extent - fuel and logistical costs, deployment costs, etc - so combat skills, while technically weaker in terms of total fleet power, do make you more efficient.

There are so many things that I just have to take to be able to field a fun fleet; like supply usage and fuel usage reductions.

The supply usage skill is probably a bit too good, while the fuel usage reduction one is not really mandatory in my experience. Overall, I'd say that if certain things feel mandatory that's an argument for adjusting their balance, which the aptitude system makes easier.

(Surveying is... well, I've said it before, but it's very much a stub. If anything, I'd say "skill-point efficient" play requires not taking it.)


Skill tree.

We're just not on the same page there, then. In my experience, skill trees tend to lead to one or two "optimal" builds. They *are* good for managing the complexity a new player is exposed to, but in terms of offering overall build variety I think they fall far short, because the restrictions in how you can spend the points make it much easier to figure out the optimal builds.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Takion Kasukedo on May 10, 2017, 12:41:38 PM
Bad drivers. wdf01000.sys is Logitech SetPoint, nvlddmkm.sys is NVidia graphics. ntoskrnl.exe can possibly be related to graphics as well.

I don't know what you tried exactly, but ideally when changing graphics drivers you'll want to

- Uninstall the old ones,
- Boot into safe mode and run DDU (Display Driver Uninstaller),
- Boot normally and install the new ones.

Will try that, thank you.

I'll inform if it fixes this conniption inducing problem.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 10, 2017, 12:52:57 PM
(Surveying is... well, I've said it before, but it's very much a stub. If anything, I'd say "skill-point efficient" play requires not taking it.)
It is, but it sure makes raising money much slower.  I got used to how bounties work, and I can slowly build a profit.  Not so much that I can restore ships willy-nilly.

In a way, I am glad I did not take Surveying because I have those three points where I really want them instead of easy cash, but it sure hurt without it while I was playing toward endgame.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on May 10, 2017, 01:32:47 PM
I just adjusted the level cap to 99 without touching the experience modifiers.  I'm in the high-40's now and levels come so slowly even bashing through endgame content that I cannot imagine ever reaching a point where skillpoint bloat seriously overpowers my character or how long it would take to even get like, two and a half trees filled out.

Honestly Alex, I think the soft cap did the job fine.  In practical terms it still limits the development of the player and forces them to make meaningful decisions about how to allocate their skill points, but it still lets you feel like you're making progress.  I know you're not trying to make some Korean MMO Skinner Box but the empty levels in aptitudes and hard cap do create some feelbads and I don't think they're necessary for you to realize your design goals.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on May 10, 2017, 01:36:20 PM
This is true, but presumably at some point there'll be more of a reason to have a more compact but more powerful pound-for-pound fleet. That's already true to some extent - fuel and logistical costs, deployment costs, etc - so combat skills, while technically weaker in terms of total fleet power, do make you more efficient.

I don't think that kind of approach can apply to whole play-through.
Moderate investment into personal skills makes sense as early to mid-stage, but cleaning up endgame challenges (currently Remnant Station is the only example) would likely require fully optimized fleet.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on May 10, 2017, 04:00:48 PM
Honestly Alex, I think the soft cap did the job fine.  In practical terms it still limits the development of the player and forces them to make meaningful decisions about how to allocate their skill points, but it still lets you feel like you're making progress.  I know you're not trying to make some Korean MMO Skinner Box but the empty levels in aptitudes and hard cap do create some feelbads and I don't think they're necessary for you to realize your design goals.

For now, I will agree. A level cap doesn't really seem necessary. Later, when there are other things to do in this game than blow *** up, a level cap would be good. It tells the player that they've hit the point in the game where they should stop focusing so much on their player character and start looking at more "end game" activities.

I actually like how the aptitudes are an "empty level". It makes the level 1 (and 2) perks of skills that much more enticing.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 10, 2017, 04:27:05 PM
This is true, but presumably at some point there'll be more of a reason to have a more compact but more powerful pound-for-pound fleet. That's already true to some extent - fuel and logistical costs, deployment costs, etc - so combat skills, while technically weaker in terms of total fleet power, do make you more efficient.

I don't think that kind of approach can apply to whole play-through.
Moderate investment into personal skills makes sense as early to mid-stage, but cleaning up endgame challenges (currently Remnant Station is the only example) would likely require fully optimized fleet.

We have no real idea of what the final end game challenges will look like, and if we really need to command the most powerful fleet for it. Maybe we can unite the Sector peacefully, or solve the riddle of the gates, or boot out other factions trough market manipulation, or build the strongest industry infrastructure and dominate that way. Or if we fight an boss enemy, maybe as an elite core of a big allied fleet, or as a mobile raider interrupting enemy supply lines.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 10, 2017, 04:57:58 PM
5 D-mods - Bug or just rare?
(http://i.imgur.com/TiGbDzK.png)

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 10, 2017, 05:01:03 PM
5 D-mods - Bug or just rare?

Rare, I believe. Or unlucky. :P
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: zaimoni on May 10, 2017, 05:01:55 PM
5 D-mods - Bug or just rare?
(http://i.imgur.com/TiGbDzK.png)
Rare.  I've had six d-mods on a ship before (started at four, then recovered twice by the virtue of reinforced bulkheads, taking it to six).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Clockwork Owl on May 10, 2017, 05:59:13 PM
Combat Endurance skill under Combat aptitude has fleetwide -50% malfunction chance at level 2. Is it intended?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: FooF on May 10, 2017, 06:27:30 PM
Rare.  I've had six d-mods on a ship before (started at four, then recovered twice by the virtue of reinforced bulkheads, taking it to six).

Was about to say, I think I have a 6 D-mod ship in my current fleet. It had 4 before dying and being recovered.

As far as feedback goes, I'm trying the Industry-oriented "rust bucket snowball" approach and I have to say, it's a lot of fun. I haven't bought or restored a single ship and just a bit ago, I tried buying something on a military market and realized I had hit the 30 ship limit. I don't have anything above a destroyer in my fleet: something like 10 destroyers, 15 frigates, and 5 freighters/tankers. Most have 3-4 D-Mods on them and their deployment costs are all ridiculously low. I think I can "Deploy All" for about 100 CR and the sheer number of ships is impressive. Autofit is a godsend, though I have to have weapons on hand to outfit all my new acquisitions after a fight. I think I lose 3-4 ships in large battles but everything feels expendable. In previous versions, I'd F9 real quick not with this playstyle. It's quite refreshing.

As has been mentioned in other threads, the only thing that kind of bogs the whole playstyle down is fuel costs. Even though I'm not fielding a huge fleet (logistically), the fuel costs are still pretty high. I know you mentioned something about Tugs being reworked to help with this.

I have fought bounties into the low 200k range and don't feel outclassed yet but I'm sure I'll start losing more than I gain. Almost all my ships are sub-optimal: not just the D-mods but the autofit weapons that I have to use in the field. There are Enforcers with Vulcans in 3 of 5 medium mounts. The whole outfit is laughably frankenstein'd together but...they get the job done.

I don't think I'll be able to do [Redacted] stuff any time soon, mostly because you can't recover those ships: I'll lose by attrition. Still, my zombie-horde is a really cool alternative playstyle. :D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 10, 2017, 07:45:59 PM
@ FooF:  I used clunkers throughout the whole game, with a completely unskilled character.  Killing Remnant fleets is easier than you think, if you have carriers.  The bigger fleets in two or three ping systems are a great source of various rare weapons and exclusive fighter LPCs.  Occasionally, you get cores as random loot, and you can consider that as your bounty payment.  Fleets regenerate after a while, so they can be farmed from time to time.

As for battlestations, the weakened ones are... weak, and a fleet of clunkers can destroy it without much of a problem.  I do not know about full powered battlestation; I resorted to range and ECM stacking to make beam Paragon outrange it (in an experiment).

I am more likely to lose ships in endgame bounty fights than from Remnants.  However, bounties have guaranteed income.  Remnants may have special loot.

Astral, Onslaught, and especially Paragon are strong.  Get one in your fleet, even if it is a clunker too.  Legion is good, though not quite as strong.  They are common capitals; even the pirate faction uses Legion as their capital of choice.

My weapons are mostly things I buy from open market, plus some relatively common stuff at Black Markets such as graviton beams, pulse lasers, and Piranha chips.

Clunkers are effective and disposable.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TheWetFish on May 10, 2017, 08:59:15 PM
Combat Endurance skill under Combat aptitude has fleetwide -50% malfunction chance at level 2. Is it intended?
No, that can't be right <digs through the files>
Huh.
LevelBasedEffect.ScopeDescription.ALL_SHIPS;
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on May 10, 2017, 09:03:19 PM
This is true, but presumably at some point there'll be more of a reason to have a more compact but more powerful pound-for-pound fleet. That's already true to some extent - fuel and logistical costs, deployment costs, etc - so combat skills, while technically weaker in terms of total fleet power, do make you more efficient.

I don't think that kind of approach can apply to whole play-through.
Moderate investment into personal skills makes sense as early to mid-stage, but cleaning up endgame challenges (currently Remnant Station is the only example) would likely require fully optimized fleet.

We have no real idea of what the final end game challenges will look like, and if we really need to command the most powerful fleet for it. Maybe we can unite the Sector peacefully, or solve the riddle of the gates, or boot out other factions trough market manipulation, or build the strongest industry infrastructure and dominate that way. Or if we fight an boss enemy, maybe as an elite core of a big allied fleet, or as a mobile raider interrupting enemy supply lines.

While that's true, Starsector feels like a game that should have strong endgame combat challenges. Winning peacefully or being overshadowed by allies would be kind of disappointing (what are all my Onslaughts/Paragons for then?).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Takion Kasukedo on May 11, 2017, 01:00:44 AM
Gothars, that's rare, i've had that on a few ships.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Histidine on May 11, 2017, 04:16:28 AM
The Combat Endurance thing is a text error. (http://fractalsoftworks.com/forum/index.php?topic=11966.0)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 11, 2017, 06:30:48 AM
Quick question:  If range debuff from ECM is capped, say from 30% to 10%, does ECCM reduce the original total or the capped total?  In other words, with the 30 capped at 10 example, does the object with ECCM hullmod get -15% (capped at -10%) or -5% to its shot range.

If it is applied to capped total, then adding ECCM hullmods to the battlestation (sections) can be a quick and dirty way to prevent player from stacking ECM to let beam Paragon outrange the battlestation.  Player absolutely needs to inflict the full -25%, and stack every range buff (from Gunnery Implants 3 and Advanced Optics hullmod) to do that.  Even -20% is not enough all of the time.  (That makes Command & Control 3 mandatory for a battlestation killer character.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on May 11, 2017, 10:24:41 AM
Anyone feel that there is not enough skills for officers? We all know that leveling system for them is lacking.
20 levels is worth of 7 full skills and if you go full no carrier there is really little builds. For carriers its even less as 5 skills are pretty much mandatory.
Like there could be some rank(level max) system where you can pull some basic officer(max 6 level) from the rank, then have some professionals(up to 12 levels) and some elites(up to 20).  Maybe different categories of officers with different access to skills(?).
Plus some support skills so you can put some lesser officers on support vessels with skills that either reduce supply usage/maintenance/fuel usage, give boost to salvaging/surveying, fast repair , increase recovery rate for crew from destroyed vessels, increase sensor range etc.
Fleet would also benefit from putting different aptitude officers to support ships.
Leadership skills could offer boost to having more professional and elite officers. Or even make elite officers hard to find(kind of heroes) and recruit-able from quests or events(or from commissions).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 11, 2017, 10:32:34 AM
Quick question:  If range debuff from ECM is capped, say from 30% to 10%, does ECCM reduce the original total or the capped total?  In other words, with the 30 capped at 10 example, does the object with ECCM hullmod get -15% (capped at -10%) or -5% to its shot range.

If it is applied to capped total, then adding ECCM hullmods to the battlestation (sections) can be a quick and dirty way to prevent player from stacking ECM to let beam Paragon outrange the battlestation.  Player absolutely needs to inflict the full -25%, and stack every range buff (from Gunnery Implants 3 and Advanced Optics hullmod) to do that.  Even -20% is not enough all of the time.  (That makes Command & Control 3 mandatory for a battlestation killer character.)

Uncapped totals are compared, then the difference is capped by the winner's limit.

I think I'll just make sure the station AI "officer" always gets gunnery implants - it's thematic, and would probably do the job.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: TaLaR on May 11, 2017, 10:33:05 AM
Anyone feel that there is not enough skills for officers?
At 21 skillpoint officers already have more personal skills than player, unless you go for personal skills at cost of giving up fleet-wide essentials. I'd rather see officers have less skill-points (or player should get more).

I'd like to see better skill selection for officers though. Under current system I often face choice - either accept ones who failed to reach goal skills (like carrier without all 3 fighter skills), or fire-hire them till I find ones that get right skills.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 11, 2017, 10:38:16 AM
Just a quick note re: officers - for .1, a) an officer without carrier skills is guaranteed a non-carrier skill choice on levelup and b) an officer with carrier skills is guaranteed at least one carrier skill choice on levelup.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 11, 2017, 10:46:19 AM
I think I'll just make sure the station AI "officer" always gets gunnery implants - it's thematic, and would probably do the job.
Probably.  Player needs to get and min-max everything range related (three skills, Advanced Optics hullmod, no Glitched Sensors allowed) to get guaranteed range superiority with beam Paragon.  If -20% was sufficient, I would not have touched Command & Control.  Occasionally, -20% sometimes lets the Paragon outrange it, but the range difference is too narrow, and the Paragon is too slow to adjust position as the station's arms rotate.  Paragon really needs -25% to outrange.  Adding any range to the battlestation should stop that exploit.

Although, since Gunnery Implants do not affect missile range, I guess taking hits from HIL and Gauss only instead of all among Gauss, Squalls, and HIL is better.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 11, 2017, 10:47:16 AM
Alex I think you could stop the complaining about aptitudes & leveling by making uncapped a part of easy mode.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on May 11, 2017, 11:24:09 AM
Anyone feel that there is not enough skills for officers?
At 21 skillpoint officers already have more personal skills than player, unless you go for personal skills at cost of giving up fleet-wide essentials. I'd rather see officers have less skill-points (or player should get more).

I'd like to see better skill selection for officers though. Under current system I often face choice - either accept ones who failed to reach goal skills (like carrier without all 3 fighter skills), or fire-hire them till I find ones that get right skills.

Not enough to choose from.
So making more skills to choose from or limiting max level of officers so they can get all the skills and player need to do some choosing will be be the point.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on May 11, 2017, 12:39:09 PM
Just a quick note re: officers - for .1, a) an officer without carrier skills is guaranteed a non-carrier skill choice on levelup and b) an officer with carrier skills is guaranteed at least one carrier skill choice on levelup.

Nice :). I'm very much enjoying my Reckless carrier captains on Mora's, but I don't really expect them to be able to get the carrier skills I want, which would be nice. Watching the AI brawl with those wonderful ships is so much fun.

Also, minority opinion here, but I think that the current skill system of needing to sink points into aptitudes is working well.  Currently a player can get a good batch of skills in 3/4 branches, which feels right. Perhaps change the levelup from 1 point to 2, cut max level to 20, double XP required etc, so that a player never has a level where 'nothing happens'. I do support an increase of max level when more industry skills are in the game (and if the other branches get some more skills).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on May 11, 2017, 12:45:35 PM
Just a quick note re: officers - for .1, a) an officer without carrier skills is guaranteed a non-carrier skill choice on levelup and b) an officer with carrier skills is guaranteed at least one carrier skill choice on levelup.

Wait.
So if I want have no carrier officer then he is always forced to have carrier skill to choose on level up - its fairly limiting leveling of no carrier officers.
Unless its more than 2 choices on level up.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 11, 2017, 12:53:49 PM
Hmm - I think maybe you misread what I said - it's "at least one", not "one".
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Voyager I on May 11, 2017, 12:57:12 PM
Just a quick note re: officers - for .1, a) an officer without carrier skills is guaranteed a non-carrier skill choice on levelup and b) an officer with carrier skills is guaranteed at least one carrier skill choice on levelup.

Wait.
So if I want have no carrier officer then he is always forced to have carrier skill to choose on level up - its fairly limiting leveling of no carrier officers.
Unless its more than 2 choices on level up.

No, you are misreading this.  If an officer has no carrier skills, one of his options on levelup is guaranteed not to be carrier-related, meaning you will never end up in the situation where one of your non-carrier officers rolls two carrier skills and is forced to pick between them.  The second skill will presumably still be chosen from the full available pool, which means it will sometimes be a carrier skill but mostly not.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on May 11, 2017, 01:41:57 PM
Ah, my bad.
I see it now. Now excuse me gentlemen gonna throw myself into river.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 11, 2017, 02:40:29 PM
This is true, but presumably at some point there'll be more of a reason to have a more compact but more powerful pound-for-pound fleet. That's already true to some extent - fuel and logistical costs, deployment costs, etc - so combat skills, while technically weaker in terms of total fleet power, do make you more efficient.

I don't think that kind of approach can apply to whole play-through.
Moderate investment into personal skills makes sense as early to mid-stage, but cleaning up endgame challenges (currently Remnant Station is the only example) would likely require fully optimized fleet.
I think I agree with TaLaR.  With the combination of personal skills a shadow of what they used to be, weakened Unstable Injector, and much more craven AI, soloing fleets with one ship is not practical, assuming it is viable in the first place.

If I have a choice of chain-flagship my whole fleet versus deploy all the same ships at once and sweep the enemy, I will do the latter.

I tried a character with all points spent in personal skills.  The ship did not perform well enough to solo fleets like I used to in the pre-0.8 days.  Before 0.8, a Wolf with max skills can solo most unskilled cruisers and some capitals in one-on-one without too much trouble.  Today, the Wolf will struggle at best or die against anything bigger than a destroyer.  Even enemy Hammerhead was still dangerous instead of the complete pushover it used to be.  The only ship I can see that could do well solo is Paragon, but if I deploy a bunch of small enemy ships, I guess they may wait out the clock, and nothing with peak performance can cheat time.

Quote
If I want more compact but more powerful pound-for-pound fleet
For that, my first instinct would be to put at least two (if small battle map size) or three (bigger battle map size) in the skill that increases maximum officers.  They can focus hard on all of the combat skills my character cannot afford to take (without giving up everything else).  If I need to deploy about ten ships in endgame fights, that what is more effective than little old me with all the combat skills is four or six more wingmen with more Combat skills than I can afford.

In addition, since nothing outruns fighters and many ships have difficulty dealing with them, carrier skills may be a great choice, and that is in Leadership, not Combat.

Also, if player wants to play without commission, he cannot find enough elite ships and weapons to buy (few military markets without commission requirements), and restoring all of the ships recovered from battle is too expensive.  (Not paying triple the ship price if it will likely die again.)  This means such a player may need to rely on sub-par clunkers.


P.S.  Few of the very useful hullmods, like IPDAI and various shield hullmods, that used to be easily available (from must-take skills like old +OP skills) before 0.8, are locked behind commission (and cooperative relations) in Tri-Tachyon or Persean League markets.  That means a character that used to depend on them before 0.8, do not have them unless he joins either of those two factions!  I tried raiding various outposts in the dungeon, but they still cough up the same old junk I find in shops (except the occasional Remnant fighter chip).  The few hullmods I find are still mostly the same com mon trading cards found in open/black markets.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Takion Kasukedo on May 11, 2017, 03:14:16 PM
Bad drivers. wdf01000.sys is Logitech SetPoint, nvlddmkm.sys is NVidia graphics. ntoskrnl.exe can possibly be related to graphics as well.

I don't know what you tried exactly, but ideally when changing graphics drivers you'll want to

- Uninstall the old ones,
- Boot into safe mode and run DDU (Display Driver Uninstaller),
- Boot normally and install the new ones.

This comes at a possibly good time for both of us.

THANK YOU, SINCERELY. You've save countless saves, even if it happens to be temporary. I have managed to save a mid-late game save finally, and do not have to restart again, finally. Now I can work on getting that commision and finding bounties.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 11, 2017, 03:24:40 PM
Just a quick note re: officers - for .1, a) an officer without carrier skills is guaranteed a non-carrier skill choice on levelup and b) an officer with carrier skills is guaranteed at least one carrier skill choice on levelup.

Are there more changes to officer leveling? Because, that still leaves the problem that it's hard to only level up to level one or two of a skill, as the system keeps offering you these "unfinished" skills until you eventually run out of better alternative offers.



In general, one issue I see with the skill system is that it sometimes fails to explain the implications of a given skill. What you want to ask if you choose a skill is what ship, situation or play stile actually benefits from it.

The are some examples where I couldn't answer that question:

- What does "+150 armor for damage reduction calculation only" imply, other than "better armor"? How does it compare with the "+50% armor..." perk?

- All the "- crew lost due to hull damage" perks apply to total ship loss too... right? While technically stated (as ship loss is technically 100% hull damage), ship destruction is intuitively another category than hull damage. So it's easy to miss this connection here.

- I have trouble thinking of a good use for level 1 and 2 of Advanced Countermeasures



And some others are incomprehensible for new players. They must be thinking "What is the point of:"

-  -50% weapon recoil?
- 0-flux boost at up to 1% flux?  
-  +50% weapon hitpoints?
- +50% missile hitpoints?


One or two explanatory sentences here and there could go a long way at making skills less opaque.




Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 11, 2017, 03:55:06 PM
-  -50% weapon recoil?
As someone who played Star Control 2 and Transcendence before finding Starfarer, my initial guess would be it reduces how far your ships get propelled backwards after firing a heavy weapon, but Starfarer/Starsector does not do that.  It took me a while to figure out that it chokes the spread of your scatterguns.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 11, 2017, 03:58:17 PM
maybe we should be given a third option per officer level; discard this level? Bumps the officer back down to one level less (not losing any excess XP they may have) so you can re-roll that skill choice if or when you get that level back
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sy on May 11, 2017, 04:15:23 PM
I have trouble thinking of a good use for level 1 and 2 of Advanced Countermeasures
yeah, that one seems really, really weak compared to pretty much all the others. especially when we have perks in other skills that reduce all armor or shield damage by the same amount, rather than only from the damage sources that are already weak against them.

also: is -25% phase cloak cost from Defensive Systems rank 1 really a quarter less hard flux from being cloaked? because that is way more powerful than -25% passive soft flux from shields, which seems rather underwhelming. i think either the numbers need to be very different (-35% shield, -15% phase cloak?) or make the phase cloak cost apply only to the initial cloak activation cost, not the constant flux build-up.



maybe we should be given a third option per officer level; discard this level? Bumps the officer back down to one level less (not losing any excess XP they may have) so you can re-roll that skill choice if or when you get that level back
i'd prefer to just be offered 3 or 4 options on each level-up, but that idea isn't bad either. it would still be a bit frustrating to 'lose' the progress of that level, but that's still a lot better than getting to a point where i'm forced to take a skill i really didn't want to take (and that is not only an issue for carrier skills specifically, even if those are the worst offenders).
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kirschbra on May 11, 2017, 08:42:58 PM
@Jyi: just real quick, since I'm going to bed: you can change the level cap by setting playerMaxLevel in data/config/settings.json.

oh thank you alex!

on this note... is there a, just as easy, way to slow level gain?  like lower exp gain percentage? I feel 50% would feel better maybe even 25% (edit: Nevermind I found it right under player cap, but does that also effect captains exp gain rate or just players?)

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kirschbra on May 11, 2017, 09:01:07 PM
I have been playing this game since the early times when it was still called Starfarer. I think I probably played the first public release when it came out, but I have very rarely commented anything on the forums. First, I have to state that I absolutely love this game; it's on the top10 list of my all-time favorite games.

same, and I love how far it's come,  I can't wait until they do more with the universe, colonizing planets, setting upp stations, industries, trading stations, maybe even establishing factions, and once you can fight stations and take them over ect. 

Wouldn't it be cool if alex introduces a boarding battle mechanic, it could actually work on the same exact engine/set up,  just instead of ships you have a bunch of soldiers that don't take collision damage and instead of space it's a bunch of tight corridors, instead of nav bouveys ect you fight to capture ship control points.  gasses that effect visibility, fire areas, random explosions.   I bet someone could mod that in eventually even.

you know alex... development never ever has to end, just imagine! this could be the new dwarf fortress in space! starsector 15.0!!!!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: FooF on May 12, 2017, 07:47:50 AM
Are there more changes to officer leveling? Because, that still leaves the problem that it's hard to only level up to level one or two of a skill, as the system keeps offering you these "unfinished" skills until you eventually run out of better alternative offers.

In general, one issue I see with the skill system is that it sometimes fails to explain the implications of a given skill. What you want to ask if you choose a skill is what ship, situation or play stile actually benefits from it.

The are some examples where I couldn't answer that question:

- What does "+150 armor for damage reduction calculation only" imply, other than "better armor"? How does it compare with the "+50% armor..." perk?

- All the "- crew lost due to hull damage" perks apply to total ship loss too... right? While technically stated (as ship loss is technically 100% hull damage), ship destruction is intuitively another category than hull damage. So it's easy to miss this connection here.

- I have trouble thinking of a good use for level 1 and 2 of Advanced Countermeasures



And some others are incomprehensible for new players. They must be thinking "What is the point of:"

-  -50% weapon recoil?
- 0-flux boost at up to 1% flux?  
-  +50% weapon hitpoints?
- +50% missile hitpoints?


One or two explanatory sentences here and there could go a long way at making skills less opaque.

You're not wrong but at this stage of the game, which is still in flux (ha, puns...), its extra effort for little gain. Ultimately, I think every skill, weapon, ship system, hull modification, etc. should be in the Codex with more explanation than what we have in tooltips. However, that doesn't need to be done until you have most everything in place, lest you spend a bunch of time explaining placeholder content.

The other side of this, which I've come to accept, is that most player-bases create their own documentation that is just as good, if not better, than the Devs'. A Wiki or forum guide, with Dev input, tends to stay more current and has more practical use than in-game documentation. That doesn't give Devs a license to slack on proper documentation, per se, but a game that has a lot of interest in it generates a lot of player-created content that tends to self-regulate. If I'm really interested in getting better, I'll look for help and often outside the confines of in-game helps and tutorials. That won't be everyone but an official website or simple search for tips and tricks is usually sufficient to lead an interested party down the right path.

@Alex re: Officer change

That sounds good. One suggestion considering that change: since we're essentially committing to a carrier/non-carrier officer right from the beginning, it may be a good idea to draw attention to that somehow during the officer hiring screen. The more I thought about this, the more I realized that even after playing for years, I still haven't memorized the names for all the skills (especially the new ones) but I do recognize the icons.

For example:

(https://preview.ibb.co/itdjy5/Officer_Hire2.png) (https://ibb.co/ikvmBQ)

And if you mouse-over the icon you would get a simplified version of the skill screen:

(https://preview.ibb.co/cq8jy5/Officer_Hire3.png) (https://ibb.co/hECBd5)

Or use what you have for the officer screen upgrade menus. If you don't have a carrier skill upon hire, you can always get one later but if you start with one, that's pretty important to know because you're guaranteed to get them from then on. Just having the green icon somewhere on the hire screen would be enough for me to know what that means but highlighting a carrier skill in some other way could also achieve the same goal.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on May 12, 2017, 09:00:46 AM
One suggestion considering that change: since we're essentially committing to a carrier/non-carrier officer right from the beginning, it may be a good idea to draw attention to that somehow during the officer hiring screen. The more I thought about this, the more I realized that even after playing for years, I still haven't memorized the names for all the skills (especially the new ones) but I do recognize the icons.

That's... a really good idea. It would be awesome to see that become part of the game.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 12, 2017, 11:06:02 AM

@Alex re: Officer change

That sounds good. One suggestion considering that change: since we're essentially committing to a carrier/non-carrier officer right from the beginning, it may be a good idea to draw attention to that somehow during the officer hiring screen.

I agree but I think the officer distinction should be made more of a thing. Differentiate between officers focused on direct combat roles (regular as is now), officers meant for carriers (as carrier skill split works now) and expand it to at least two others: officers with a combat support role (guaranteed defensive combat skills the way carrier officers are guaranteed fighter skills) meant for vigilances & geminis who can pull from non-combat fleet & industry skills for their second choice, and non-combatant fleet logistics officers (who belong in shuttles & freighters) who draw a guaranteed fleet & industry skill and one random (weighted towards defensive/escaping combat) general skill
And, liven up the boring "plus x officers" leadership skill with a perk that grants a small & increasing per level XP share for officers not deployed, so officers on, say, a Hermes could still level up for a ship you want them to pilot if/when they get x skill without risking losing that ship to an unskilled officer
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: FooF on May 12, 2017, 01:28:40 PM

@Alex re: Officer change

That sounds good. One suggestion considering that change: since we're essentially committing to a carrier/non-carrier officer right from the beginning, it may be a good idea to draw attention to that somehow during the officer hiring screen.

I agree but I think the officer distinction should be made more of a thing. Differentiate between officers focused on direct combat roles (regular as is now), officers meant for carriers (as carrier skill split works now) and expand it to at least two others: officers with a combat support role (guaranteed defensive combat skills the way carrier officers are guaranteed fighter skills) meant for vigilances & geminis who can pull from non-combat fleet & industry skills for their second choice, and non-combatant fleet logistics officers (who belong in shuttles & freighters) who draw a guaranteed fleet & industry skill and one random (weighted towards defensive/escaping combat) general skill

And, liven up the boring "plus x officers" leadership skill with a perk that grants a small & increasing per level XP share for officers not deployed, so officers on, say, a Hermes could still level up for a ship you want them to pilot if/when they get x skill without risking losing that ship to an unskilled officer

I think that's too complicated for what we have right now and I'm not sure how you'd put Industry/Logistic skills on an officer, considering their global implications. If we had auxiliary trade fleets or survey fleets under our command, sure, those kind of roles would be beneficial but we don't. As it is, unless you have more officers than ships, putting them on non-combat vessels is just wasting them. It would take significant fleet bonuses for me to even consider putting an officer on a non-combat ship.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sarissofoi on May 13, 2017, 05:24:54 AM
You could make officers have different RANKs which would make officers only able reach certain max level and certain max level for skills. With low Rank officers being plentiful and easy to hire and high RANK hard to find, costly and limited by leadership skills.
Also industry and tech skills for officers would not affect whole fleet(mostly) but rather grant bonus to specific type of support vessel or if granting fleet bonus it would be much weaker player version.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 14, 2017, 05:23:22 AM
With fuel being such an important factor now, I have to ask:What is the reason frigate fuel consumption was unified to 1/ly back at...was it .7? Somehow now I have a hard time justifying shuttles like the Mercury, Hermes or Kite around, which all used to consume 0.5 fuel/ly. Which is a shame, because I like having those cute little ships around.

Alright - reduced to 0.5/ly, and turned the fuel capacity down to 15 (from 25).

If you don't think it's to finicky, I'd suggest to lower the Hound's consumption, too. Maybe to .75, where it was before IIRC. I'm currently running a pack of shiny Hound(A)s, which are really fun, but have a unreasonable fuel consumption for what they can archive in combat.
Maybe adjust the Mudskipper, too?

Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 14, 2017, 11:32:39 AM
Hmm - I think the Hound/Mudskipper are pretty reasonable given the carrying capacities they provide. The Hound in particular, I could see 1 fuel being a bit high purely combat-wise, but it's not a pure-combat ship.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 14, 2017, 11:43:07 AM
Well, the Wayfarer and the Cerberus both have more cargo capacity, fuel capacity, crew capacity and combat capability than  the Hound, and still need the same fuel...

Did you know the "Hound and the Hangar" painting hangs in my bedroom? Just saying to avoid any impression that I might be unbiased towards this ship ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 14, 2017, 11:45:00 AM
we need more ship illustrations btw
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 14, 2017, 02:18:59 PM
Well, the Wayfarer and the Cerberus both have more cargo capacity, fuel capacity, crew capacity and combat capability than  the Hound, and still need the same fuel...

Yeah, that's true, hmm. I'm just hesitant to get into balancing frigates with minor adjustments in fuel/LY costs. For the shuttles, it makes more sense, since they're basically a smaller ship class, despite being classed as frigates.

Did you know the "Hound and the Hangar" painting hangs in my bedroom? Just saying to avoid any impression that I might be unbiased towards this ship ;D

:D That is most excellent.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 14, 2017, 02:31:39 PM
To be honest, game could use some economical rebalance in the future, but there are many more things that should go first.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 14, 2017, 02:33:23 PM
To be honest, game could use some economical rebalance in the future, but there are many more things that should go first.

Yeah, no argument from me.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: basildazz on May 15, 2017, 11:18:35 AM
I am enjoying the direction the game is heading, Great stuff, a hybrid invention of action and strategy.

Would it be possible to have a finer mouse control of the shop window, the game is nearly entirely playable on mouse, presuming you relinquish control of the battles to your captains. It's just the case that my cocoa spills on my T-shirt moving from a recline to an upright to reach for that shift key.

Regards,

Basildazz 
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on May 15, 2017, 12:46:49 PM
I am enjoying the direction the game is heading, Great stuff, a hybrid invention of action and strategy.

Would it be possible to have a finer mouse control of the shop window, the game is nearly entirely playable on mouse, presuming you relinquish control of the battles to your captains. It's just the case that my cocoa spills on my T-shirt moving from a recline to an upright to reach for that shift key.

Regards,

Basildazz 
You can reverse the shift-key behaviour in the settings menu, so your ship points to your mouse by default.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on May 15, 2017, 03:51:00 PM
Heh, I think he's talking about shift-splitting stacks of stuff in inventory/market screens.

As an aside, it's kinda shocking to me how many players don't control their own ship and instead use autopilot.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: zaimoni on May 15, 2017, 04:03:29 PM
The AI is much better than a newbie tactically.

Frigates are too twitchy by default for a newbie like me to even maneuver strategically, but destroyers and higher have smooth enough default controls for strategic piloting, then hand over to autopilot for tactics.  (I have not tested the combatSpeedMult option in settings.json, yet.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 15, 2017, 04:19:52 PM
Quote
(I have not tested the combatSpeedMult option in settings.json, yet.)
Ever since I learned of it, I set it to 2f, and the game plays much more smoothly for me.  1f is just way too slow.  3f is a bit too fast at times.  2f will be my default speed from now on, although I try to practice at 3f at times so I can get used to it and maybe graduate to 3f as my preferred speed.

Regardless of speed, newbies will not play perfectly.  They need all of the help they can get.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on May 15, 2017, 05:05:40 PM
Quote
(I have not tested the combatSpeedMult option in settings.json, yet.)
Ever since I learned of it, I set it to 2f, and the game plays much more smoothly for me.  1f is just way too slow.  3f is a bit too fast at times.  2f will be my default speed from now on, although I try to practice at 3f at times so I can get used to it and maybe graduate to 3f as my preferred speed.

Regardless of speed, newbies will not play perfectly.  They need all of the help they can get.
Have you tried 2.5? I'm pretty sure that will work
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 15, 2017, 05:21:11 PM
Just a note: setting the combat speed mult to values >1 changes the game a bit, since it's a direct multiplier to the per-frame step size. Setting it to 2 should be alright, since the game is meant to work at 30 fps (which doubling the step size at 60 fps roughly amounts to), but higher values can mean missed collisions, poor AI performance, etc. As can setting it to 2 and then having the frame rate dip. That setting is meant to slow the game down rather than speed it up, and doesn't retain simulation fidelity when speeding up.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Clockwork Owl on May 15, 2017, 08:00:49 PM
Well, there goes my Temporal Stasis system idea...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on May 15, 2017, 08:07:39 PM
as someone who's been looking for a way to slow down combat in this game since v0.52... WHY DIDNT I KNOW THIS OPTION IS A THING

0.7x speed feels so good to me (along with some other changes)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 15, 2017, 10:08:39 PM
As an aside, it's kinda shocking to me how many players don't control their own ship and instead use autopilot.
Don't pilot your ship in early game because you don't know how, don't pilot your capitals because you don't have skills/AI is better at this... Jesus Christ.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 16, 2017, 05:42:23 AM
@ Midnight Kitsune:  I thought about it.  Did not get there yet.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 16, 2017, 05:58:41 AM
Just a note: setting the combat speed mult to values >1 changes the game a bit, since it's a direct multiplier to the per-frame step size. Setting it to 2 should be alright, since the game is meant to work at 30 fps (which doubling the step size at 60 fps roughly amounts to), but higher values can mean missed collisions, poor AI performance, etc. As can setting it to 2 and then having the frame rate dip. That setting is meant to slow the game down rather than speed it up, and doesn't retain simulation fidelity when speeding up.
So much for the idea of me posting a request to make this setting accessible in the settings menu in-game.  The game plays much better at 2f than 1f, at least for me.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 16, 2017, 02:15:35 PM
Mh, is the enemy supposed to retreat 0% CR ships? I can't tell, because these ships have so much trouble moving, but it doesn't seem so. At the moment an enemy ship with low CR is a real treasure in a difficult, deployment point limited battle. They take up enemy deployment points without adding any combat strength, which is sometimes enough to tip the balance in my favor. I actually put avoid orders on them so they stay save.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 16, 2017, 04:59:16 PM
Mh, is the enemy supposed to retreat 0% CR ships? I can't tell, because these ships have so much trouble moving, but it doesn't seem so. At the moment an enemy ship with low CR is a real treasure in a difficult, deployment point limited battle. They take up enemy deployment points without adding any combat strength, which is sometimes enough to tip the balance in my favor. I actually put avoid orders on them so they stay save.

I'm fairly sure they're supposed to, yeah. Whether they actually do or not is another question.  ;)

But I can confirm I have been in a battle with allies and they have had ships retreat because of either low CR or low hull integrity, so it does happen. It's possible the AI just struggles to find good situations to say, "Okay, you're hurt but currently in the clear, take a breather than get off the battlefield."
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 17, 2017, 03:32:45 PM
It's a bit strange that Borer drones (100su/s) are slower than their host ship (140su/s), especially in escape scenarios were they trail behind. When the enemy comes from the sides that's a real disadvantage.


It's possible the AI just struggles to find good situations to say, "Okay, you're hurt but currently in the clear, take a breather than get off the battlefield."

You'd think that should be easier with the two escape commands we now have. But I have the same problem as the AI some times, I retreat ships to late and then it takes them forever to make it to the edge of the battlefield.

I wonder if there would be any way to abuse it if 0CR ships would just not count towards DP anymore. It would stop the cheap trick of safeguarding enemy 0CR ships and the frustration of your own ships retreating so slowly.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 17, 2017, 05:06:36 PM
It's a bit strange that Borer drones (100su/s) are slower than their host ship (140su/s), especially in escape scenarios were they trail behind. When the enemy comes from the sides that's a real disadvantage.

it really feels like being in close proximity to a mothership that's faster than its fighters should give those fighters a 0flux boost
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 17, 2017, 06:59:08 PM
Re: Retreat / 0% CR
At first, I thought Safety Procedures 2 would be a good perk, until I realize that by the time I hear the warning, it is too late to retreat before ships malfunction and become dead in the water (space).  Even without it, 40% may not be enough time for a very slow ship like Mora to retreat before engines malfunction and ship is hopelessly crippled.

Safety Procedures 2 could be good for maximizing time to solo fleets, if you pay attention to your CR%.  Not so good if you wait until your AI ships alert you when ready to malfunction.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kirschbra on May 17, 2017, 08:57:09 PM
as someone who's been looking for a way to slow down combat in this game since v0.52... WHY DIDNT I KNOW THIS OPTION IS A THING

0.7x speed feels so good to me (along with some other changes)

I feel you, I'm just learning about editing this stuff, combat speed for me has always seemed fine though, I bet it has more of strategic feel slowed down vs the arcade feel
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kirschbra on May 17, 2017, 08:58:05 PM
As an aside, it's kinda shocking to me how many players don't control their own ship and instead use autopilot.
Don't pilot your ship in early game because you don't know how, don't pilot your capitals because you don't have skills/AI is better at this... Jesus Christ.

I am for sure a much better pilot than the ai, I'm sure I'm not the only one.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 18, 2017, 09:57:52 AM
As an aside, it's kinda shocking to me how many players don't control their own ship and instead use autopilot.
Don't pilot your ship in early game because you don't know how, don't pilot your capitals because you don't have skills/AI is better at this... Jesus Christ.

I am for sure a much better pilot than the ai, I'm sure I'm not the only one.

I can't control Omni shields and weapons at the same time. Simply can't be done, I have only one mouse, as far as I'm concerned that aspect of the game is broken and made for AI only
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 18, 2017, 10:08:21 AM
Hmm - imo that's one of those "in principle" things. In reality, you've got autofire you can toggle on and off, and ship damage output is mostly flux-capped besides, so taking a few seconds to control shields is usually not a detriment to overall firepower anyway.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 18, 2017, 10:26:13 AM
Maybe I just have a hard time controlling a ship with the camera free, hard enough not to be able to control two freely floating things at once (ship & shield) but not so hard that I can't control a ship with locked shields. I'm sure if the camera were locked to the orientation of the ship I could do both; I get if that's not possible this far into development but I do wonder if any others feel the same as I do
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 18, 2017, 10:32:04 AM
Camera being locked to ship orientation is something I experimented with briefly a long time ago (not to the point where it worked 100%, but enough to get a feel for it). It was very nausea-inducing due to how things moved on the screen.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 18, 2017, 10:37:03 AM
I get that, handling multiple independent moving layers of background terrain was my #1 most hated thing back when I was designing stuff that weren't for me and will never ever do again.
Which leaves me thinking that the only real solution that could make mobile Omni-shield ships viable for me, aside from just omni-weapons (altho my time in a condor suggests that doesn't help much either) would be a hullmod or something that allowed me to order my second in command to control shields in-combat
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 18, 2017, 10:41:54 AM
I'd say that omni shield is highly dependent on the weapon group you're controlling. Hard-points or missiles make it that you just have to point your ship the right way with keyboard and point your shield with mouse. Turreted firegroups are going to be impossible to aim because you either aim correctly weapons or shield, but not both.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 18, 2017, 10:49:54 AM
I'd say that omni shield is highly dependent on the weapon group you're controlling. Hard-points or missiles make it that you just have to point your ship the right way with keyboard and point your shield with mouse. Turreted firegroups are going to be impossible to aim because you either aim correctly weapons or shield, but not both.

Even hardpoints, I find. I can't aim the dual triple auto cannons on my eagle if I put Omni shields on it unless I'm %100 concentrating the movement and orientation of my eagle on its cannons, at which point I might as well have fixed shields anyway. I think maybe the problem wouldn't be so pronounced if it weren't for the AI appearing to have no trouble doing both.
But, that's not incredibly helpful a thing to point out cause the AI already needs as many edges as it can get against a human player. It just would be helpful to some if they were able to leverage a bit of that point-perfect shield slinging the AI can do casually from time to time without having to surrender player agency entirely to do so
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on May 18, 2017, 01:21:52 PM
I thought that the AI uses autofire for its weapons, not that it has a "mouse" that it aims at - it has the same tools as the player, if not less. Perhaps its just me, but I haven't manually aimed a weapon (other than pointing my ship at the enemy for hardpoints) in years so I have no trouble with omni shields.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 18, 2017, 01:25:50 PM
It doesn't always, but it could to achieve that effect, so whether or not it does is just a minor implementation detail.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 19, 2017, 12:06:42 AM
Alex, you aren't planning on disabling friendly fire for bombs, are you? I ask because when I'm piloting an Aurora I've been repeatedly flying into Flashes' bombs because I either don't spot them in time or because they missed their target and hit me. It's a bit worse because GUI doesn't show they're bombs because they're "yours" and your PD doesn't shoot them, but they hit you all the same. I suspect that if I used a frigate it would be even worse.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: kobeathris on May 19, 2017, 06:28:43 AM
Alex, you aren't planning on disabling friendly fire for bombs, are you? I ask because when I'm piloting an Aurora I've been repeatedly flying into Flashes' bombs because I either don't spot them in time or because they missed their target and hit me. It's a bit worse because GUI doesn't show they're bombs because they're "yours" and your PD doesn't shoot them, but they hit you all the same. I suspect that if I used a frigate it would be even worse.

I think Bombs in general are kind of weird. They seem either totally ineffective or hilariously overpowered. I'd almost rather see them become mines instead and add a command to lay a mine field in a certain area. This could open up some different tactics as it would allow for a form of battle field control. They could be used to funnel ships into a kill zone, or screen a retreat.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 19, 2017, 08:03:38 AM
Bombs are not the only one; that is one of the disadvantages of non-guided... anything.  There were few times I took Swarmers instead of Annihilators because the Swarmers can pass through ships.  Handy when you want to send about thirty frigates against a tough cruiser or capital, but only ten or so can attack the target while the rest hover in a back-line waiting for their turn.

As for funneling enemy ships into minefields, will that even be effective given how omniscient and fiendishly the AI acts now?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: kobeathris on May 19, 2017, 09:28:34 AM
I wasn't thinking of funneling into minefields, but how you could use minefields as a funnel so that you had superior local firepower. Like, if you had a small fleet with a few mine layers against a larger fleet that wants to press the attack, you could limit where they could engage.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Toxcity on May 19, 2017, 10:07:16 AM
Bombs could use some sort of color change so they are more noticeable or some jets (like the Reaper got) to be more noticeable.

As for bombs being effective in some situations and useless in others, isn't that bombers working as intended?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Kwbr on May 19, 2017, 05:58:06 PM
Bombs seem fine imo, the dark color makes them a threat if they're coming from the enemy and you aren't paying attention. The main problem I have with them is more the bombers fun habit of dropping them directly behind you instead of plotting their attack run on a course that doesn't result in them carpet bombing your flagship. Any bomber with any sort of unguided ordnance is nigh unusable currently unless you like running the risk of severe friendly fire.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Linnis on May 19, 2017, 10:35:02 PM
...fun habit of dropping them directly behind you...

I noticed this alot also...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 19, 2017, 11:32:05 PM
Bombs seem fine imo, the dark color makes them a threat if they're coming from the enemy and you aren't paying attention.
I don't have problems with those, I always spot them because I pan my view towards enemy. Bombs from my bombers, on the other hand, are hard to spot because they come from behind, exactly where you're not looking because enemy is ahead, not behind. That's why I hated being hit by bombs from my bombers, they literally hit me from nowhere.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Clockwork Owl on May 20, 2017, 04:31:42 AM
Yeah, bombers need to 1) lead their target and 2) try avoiding friendly fire.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 20, 2017, 05:03:13 AM
My view is that the risk of friendly fire is inherent with swarms of dumb bombs. They are very price-efficient tools otherwise, I think it is an appropriate part of their balance. If you don't want friendly fire use high-tech torpedo bombers. In this case mechanics and lore work well together.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on May 20, 2017, 07:40:33 AM
Often they lead their target masterfully, and occasionally they're way off. Usually it's good, but it does incur friendly fire and other fun incidents. There was a bug about bombers ignoring their own inertia when calculating friendly fire, so that should be fixed for the next version at least. Accuracy will probably stay the same, unless something unrelated to that bug has also been changed.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 20, 2017, 09:51:49 AM
As far as target-leading accuracy, it depends on CR (as does the accuracy of all other AI ships and autofire) and Wing Commander level 3 also gives a bonus to it.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on May 20, 2017, 10:32:49 AM
I'm very happy with current bomb behavior, and the performance of piranhas in general. My only gripe is that, every once in a while Kopesh bombers that are in the "recall" state will launch rockets into your own carrier's backside if an enemy is nearby. Has only happened once or twice to me and I had a hard time reproducing.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 20, 2017, 10:34:47 AM
Yeah, that's the thing that should be fixed for .1. They'd get some lateral movement going, not appreciate that fact, and start a salvo that looked ok at first and ended up very much not ok.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 20, 2017, 02:34:24 PM
Some feedback bits:
1. For whatever the reason, Drover is incredibly trigger-happy with its missiles - and I mean "dumps all its harpoons at the first buffalo mk2 while being farer than Enforcer which is behaving reasonably"-happy. From what I've seen only similar thing is when ships with Squall start shooting frigates and miss completely.
2. You can sorta-kinda mess with admiral AI by underdeploying and smashing enemy fleet wave by wave.
3. Very subjective thing here... I have to mothball literally all ships I salvage because I don't have weapons for them, I never salvage enough weapons for them (unless chain battling/bounty hunting) to make them of some use and I'm not keen on taking additional weapons just to be able to equip some worse-than-mine ships with weapons. Probably if I didn't choose my battles very carefully it'd come in handy (when in desperation), but after playing SS daily since release I've never used this feature.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Jay2Jay on May 20, 2017, 03:13:26 PM
I seem to be having an interesting problem.

For some reason, there are no debris fields or derelict ships being spawned after battles, only ones that spawn on system generation. However, I do still get the option for "salvage" and "Consider ship recovery" in the after battle reports...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 20, 2017, 03:49:35 PM
Debris fields only spawn after medium to big battles with, like, several destroyers lost at leat. Maybe you only saw smaller battles?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Jay2Jay on May 20, 2017, 04:45:40 PM
Debris fields only spawn after medium to big battles with, like, several destroyers lost at leat. Maybe you only saw smaller battles?

No I mean like, no battles AT ALL left debris fields no matter how large it was. I saw a massive Ludic Church fleet and two pirate armadas fight each other over a period of two ingame weeks with several Capships being lost over the course of the fighting, and no debris field spawned.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Clockwork Owl on May 20, 2017, 05:38:21 PM
Derelicts spawn even in small battles,, too. Sounds like a bug... What mods are you running with?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Jay2Jay on May 20, 2017, 06:09:45 PM
Derelicts spawn even in small battles,, too. Sounds like a bug... What mods are you running with?

None, I'm going straight vanilla for a while to get used to the balance of the game.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on May 20, 2017, 07:25:40 PM
Is there a reason we still have run of the mill premade (D) hulls? Looks to me like these can all eventually be replaced with a system that randomly assigns d-mods to certain hulls in markets/AI fleets
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 20, 2017, 07:35:46 PM
Is there a reason we still have run of the mill premade (D) hulls? Looks to me like these can all eventually be replaced with a system that randomly assigns d-mods to certain hulls in markets/AI fleets

Yeah, I believe the premade (D) ships are basically leftovers. IIRC Alex said they're going to be removed in future (possibly except for some special circumstances) and we'll be left with entirely randomized D-ships. Personally I'm looking forward to that, since it suggests to me that D-ships in markets will also have random mods, allowing a little more excitement when it comes to buying stuff.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Jay2Jay on May 20, 2017, 11:58:33 PM
Debris Fields and Derelict ships have returned to mah game! I had to delete all my save files and restart my computer, but the bug is gone... hopefully it doesn't happen again.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Orikson on May 21, 2017, 12:51:23 AM
Is there a reason we still have run of the mill premade (D) hulls? Looks to me like these can all eventually be replaced with a system that randomly assigns d-mods to certain hulls in markets/AI fleets

Run of the mill premade D hulls came from a time before 0.8.

This leads to confusion especially when the player decides to restore ships with D-hull mods (also labelled as a D ship), with some ships end results of restoration being 'D ships without D hull mods'.

0.8.1 will introduce the 'P' tag for ships that when you restore, it does not go to the original base hull, such as the Sunder.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Serenitis on May 21, 2017, 08:49:22 AM
Yeah, bombers need to 1) lead their target and 2) try avoiding friendly fire.
3) drop thier bombs a LOT closer to thier targets.
Every time I've used bombers so far they've started dropping thier bombs several destroyer-lengths away from the target they are going for, creating a slow moving carpet of death that would be impressive if the hostile ship couldn't effortlessly sidestep it.
I would dearly love it if the bombers I have used so far behaved like they did in that other thread where the OP was complaining that they dropped bombs directly on top of things.

Also, friendly fire is irritating as hell and frequently unavoidable with bombers (espeically if you're on the front line). And p. much a guarantees that they will never get used in my fleet. Fool me once....
It would also be nice (and sensible) if PD shot drifting hazards regardless of source.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Schwartz on May 21, 2017, 10:05:24 AM
Making the approach shorter means Piranhas and others can't deliver nearly as much ordnance. Same reason why speed-buffed Piranhas become less effective. They need the range.

Another quibble with fighter missiles like Swarmers is that they become so numerous with only a handful of Talon wings. When they burn out, they become a credible threat to friendlies and turn the battlespace into bullet hell. Limiting ammo should make that more manageable.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 21, 2017, 10:46:37 AM
Maybe reduced FF damage would be an interesting candidate for the combat skill tree. Something to buff Advanced Countermeasures?



I was just thinking, it would be nice if there was any incentive to put Nav Relay/ECM package on combat ships. Some direct buff, like +10%maneuverability/+10% peak readiness time. As it is, every time I want to use these hull mods I'm feeling like I'm making a mistake.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 21, 2017, 07:12:49 PM
I was just thinking, it would be nice if there was any incentive to put Nav Relay/ECM package on combat ships. Some direct buff, like +10%maneuverability/+10% peak readiness time. As it is, every time I want to use these hull mods I'm feeling like I'm making a mistake.
ECM could be a secondary ITU if you have OP to burn and you do not plan to deploy a big fleet.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Bishi on May 22, 2017, 01:53:38 AM
I hate to be that guy, but when are we expecting 8.1? Are we talking weeks or months?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 22, 2017, 04:44:17 AM
Well, it won't be months. Should be pretty soon, actually.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 22, 2017, 06:05:11 AM
That doesn't sound good, especially that Alex earlier said that .1 is already taking him much longer than he expected.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 22, 2017, 09:08:01 AM
It's not going to be too long - yeah, it's taken longer (in part because I was sick for a week) but also, .1 this time is what .2 was last time around - meaning it's got a bunch of balancing and polish in addition to bugfixes. That said, it's coming together really well.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Bishi on May 22, 2017, 09:19:33 AM
It's not going to be too long - yeah, it's taken longer (in part because I was sick for a week) but also, .1 this time is what .2 was last time around - meaning it's got a bunch of balancing and polish in addition to bugfixes. That said, it's coming together really well.

Awesome news. Glad you are feeling better. Thank you Alex!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on May 22, 2017, 09:54:04 AM
(in part because I was sick for a week)

Did you git gud?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: hawkeye on May 22, 2017, 10:11:58 AM
Have we never been able to put ships into storage hanger or is this a new bug?

In "fleet" window, the GUI seems to suggest you can put ships into the storage but I tried everything and there didn't seem to be any way to move a ship over...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 22, 2017, 10:23:53 AM
You have to "sell" ships to storage to get them there. If that's not working, make a report in bug subforum.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 22, 2017, 11:33:37 AM
Thanks guys, yeah, I'm feeling a lot better. It was the typical post-release plague.

Have we never been able to put ships into storage hanger or is this a new bug?

In "fleet" window, the GUI seems to suggest you can put ships into the storage but I tried everything and there didn't seem to be any way to move a ship over...

Hover over the ship and press "s" to "store" - that's the top right button in the ship's overlay.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Thaago on May 22, 2017, 12:03:45 PM
Glad to hear you're doing better Alex :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on May 22, 2017, 12:26:24 PM
You use the "sell" icon to transfer a ship. I've only ever stored ships at the abandoned station near Asharu though...
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 22, 2017, 02:20:06 PM
Thanks guys, yeah, I'm feeling a lot better. It was the typical post-release plague.

Have we never been able to put ships into storage hanger or is this a new bug?

In "fleet" window, the GUI seems to suggest you can put ships into the storage but I tried everything and there didn't seem to be any way to move a ship over...

Hover over the ship and press "s" to "store" - that's the top right button in the ship's overlay.

Oh I've forgotten to mention, I hate that menu interaction, I bought storage space, went to put my fleet into storage then discovered afterwards that I had been selling my fleet on the open market ):
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 22, 2017, 02:30:51 PM
... but that gives you a confirmation dialog, where storage doesn't.

Even so, my condolences, that's a rough one.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 22, 2017, 03:03:17 PM
Who reads the fine print! Anyway I gotta go pay the Independent Mafia 60% of my fleet's value to get it back.
I'm definitely going pirate after this c.c
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Alex on May 22, 2017, 03:05:39 PM
More people should, really. Who needs to align with a faction to get their ships if you can turn the transponder off and find a fleet of theirs in a dark alley?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 22, 2017, 03:28:47 PM
I recently played a pirate character, was a lot of fun! The industry tree really comes in handy, it allows you to operate your fleet as such low costs that normal fighting is enough to keep you afloat and even slowly growing. And then when you eventually catch a trade fleet with something like 1000 refined transplutonics it's euphoric! Somehow it feels better than earning money with missions, you never have the feeling it gets handed to you.

Sometimes it has bothered me that its so hard to tell if a fleet in orbit still/already has wares. I think they get them all at once, instead of steadily stocking up, right? For a pirate that makes a huge difference. And yeah, pirate cred is super hard to get, I still could not access the pirate military market when I got to level 40 with that char, despite only interacting with pirates and never losing rep with them.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Wyvern on May 22, 2017, 03:31:57 PM
despite only interacting with pirates
This might be the problem - I don't know if it's in 0.8, but didn't previous versions give pirate rep for black market transactions with other factions (if there's a pirate station in system)?  Something like that.  I'm not too sure on the details, because I haven't tried a pirate run-through.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 22, 2017, 03:37:34 PM
I count black markets as pirate interaction :)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 22, 2017, 03:43:40 PM
despite only interacting with pirates
This might be the problem - I don't know if it's in 0.8, but didn't previous versions give pirate rep for black market transactions with other factions (if there's a pirate station in system)?  Something like that.  I'm not too sure on the details, because I haven't tried a pirate run-through.
Before 0.8, they did if relations were not at Vengeful.  (I do not know today, relations hit Vengeful before I did any significant trading with them in 0.8.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 22, 2017, 07:01:48 PM
So I finally got to test the new release today. I'm going to be brief and speak in generalities since I intend to address the entire design philosophy behind the last few updates rather than specific features.

Starfarer used to be an excellent space shooter with light tactical elements. Starsector, especially this latest release, completely buries that under a heap of tedious management chores that consist of bars that fill up and deplete and cooldowns that need to be waited through. If I had to name the two most uninspired and boring gameplay mechanics ever invented, it would be those, and Starsector uses them in abundance. Improvements to the core space combat gameplay have been marginal at best in the last few updates, and some features actually detract from it (e.g. CR depletion in combat, which effectively puts a time limit on the battle). The fun part of the game is blowing up enemy ships, and almost all the new features serve no other purpose than to delay or obstruct the player getting to that part.

I played every other release until there was nothing left to see or do. This one I'm sick of after only a couple hours. I wish you all the best and great success with your project, but sadly Starsector is no longer a game I find fun.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Dri on May 22, 2017, 07:39:34 PM
I think that's a risk that comes with putting out a campaign and then slowly adding depth to it—earlier versions of the campaign really were all about just flying your ships around and smashing them into enemy ships. Now that you can't do that anymore, some players that had the impression that Starsector was gonna be more "arcade-like" are now bucking pretty hard.

Ah well, can't please'em all.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 22, 2017, 08:59:31 PM
Eh, people were bucking four years ago (http://fractalsoftworks.com/forum/index.php?topic=6728.0). And Starsector's core gameplay is just as arcadey as ever, just more diluted by waiting and grinding menus.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Deshara on May 22, 2017, 10:43:27 PM
People have been complaining since public release 1; Alex you're doing a wonderful job and i love the work you do
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Gothars on May 23, 2017, 12:48:11 AM
Starfarer used to be an excellent space shooter with light tactical elements. Starsector, especially this latest release, completely buries that under a heap of tedious management chores that consist of bars that fill up and deplete and cooldowns that need to be waited through. If I had to name the two most uninspired and boring gameplay mechanics ever invented, it would be those, and Starsector uses them in abundance. Improvements to the core space combat gameplay have been marginal at best in the last few updates, and some features actually detract from it (e.g. CR depletion in combat, which effectively puts a time limit on the battle). The fun part of the game is blowing up enemy ships, and almost all the new features serve no other purpose than to delay or obstruct the player getting to that part.

Well, to each his own.
What I don't get is how this relates to .8, though. There are no new management mechanics or "filling bars" that I can think of. All of that was already present in 0.7. And I can't say it takes me any longer to get into a fight than in 0.7.  We did get new combat things though, i.e. station battles, an improved (more arcady!) fighter mechanic and an entire new combat style utilizing d-hull fleets.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 23, 2017, 01:47:42 AM
There's just even more menus to grind now, and none of the other recently added roadblocks on the way to fun has been removed. Meanwhile elements of the core combat gameplay that have been in dire need of change for years have not been touched at all. The space battlefield is still constrained by an artificial box, the AI is still inhumanly perfect when it comes to things like timing phase cloak or shields but at the same time is perfectly happy to park a friendly frigate right between your ship's guns and an enemy you're shooting at, there's still no way of giving more nuanced fleet-wide orders than "full assault" and "full retreat" (maybe something along the lines of "hey guys, we're outnumbered three to one, maybe stick together instead of suiciding into the enemy fleet one by one"), the HUD colors of enemies and allies are still extremely similar, it's still difficult to tell friendly missiles from enemy ones, and I could go on for some time like this.

The new combat things sure sound nice and all, but I'd happily trade all of those for a fix to even one of the issues mentioned above. I get that's never going to happen; adding new features is a lot more exciting than going back and overhauling old ones that are "good enough". But I'm never going to stop being unhappy about it either.

Edit: Also, are you supposed to be able to recover ships that broke into pieces during the battle?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 23, 2017, 02:33:32 AM
... the HUD colors of enemies and allies are still extremely similar...

Okay, I fully understand personal opinions, and I respect people who have them, but what?  ??? Enemies are RED. Allies are YELLOW. Friendlies are GREEN. What part of those colours are "extremely similar"?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 23, 2017, 03:17:21 AM
Enemies are RED. Allies are YELLOW. Friendlies are GREEN. What part of those colours are "extremely similar"?

If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: HELMUT on May 23, 2017, 04:13:44 AM
Quote
If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.

Spoiler
(http://fractalsoftworks.com/wp-content/uploads/2015/10/battle_combat.jpg) (http://i.imgur.com/A8JRXEn.png)
[close]

You might want to take a look at it with another monitor than the one you're currently using, because that's definitely not normal.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: AxleMC131 on May 23, 2017, 04:34:22 AM
^ Thanks for explaining that way better than I did HELMUT.  ;D
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Histidine on May 23, 2017, 05:00:44 AM
settings.json says:

Code
"yellowTextColor":[255,215,0,255], # ALLY
"textFriendColor":[155,255,0,255], # FRIENDLY
"textEnemyColor":[255,100,0,255], # ENEMY
(comments mine)

I find the current colors readily distinguishable at a glance, but ALLY could stand to be closer to FRIENDLY (since confusing the two is far safer than confusing ALLY for ENEMY). Also the blue channel could actually be used.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 23, 2017, 06:24:34 AM
The space battlefield is still constrained by an artificial box
Your CPU is thankful for not having to render every single ship in both fleets.
Quote
the AI is still inhumanly perfect when it comes to things like timing phase cloak or shields but at the same time is perfectly happy to park a friendly frigate right between your ship's guns and an enemy you're shooting at
There are some things AI can do better and many things it's worse at and making very life-like AI would be too ardours and too hard to spend time trying to achieve it. It's still very good for this kind of game.
Quote
there's still no way of giving more nuanced fleet-wide orders than "full assault" and "full retreat" (maybe something along the lines of "hey guys, we're outnumbered three to one, maybe stick together instead of suiciding into the enemy fleet one by one")
Escort, capture, eliminate, engage, avoid... What exactly would you want? Flanking (which AI does already on its own) or what?
Quote
Edit: Also, are you supposed to be able to recover ships that broke into pieces during the battle?
IIRC yes, it's just harder and ruins ships with D-mods.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: zaimoni on May 23, 2017, 10:42:26 AM
Enemies are RED. Allies are YELLOW. Friendlies are GREEN. What part of those colours are "extremely similar"?

If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.
I was going to guess that the problem might have been
Code
"colorblindMode":true
in settings.json, since the colors in the forum post are comparable to the colors used in the game and the forum post colors are distinct.  However, when I tried this no colors obviously changed on a game in progress; only the intro screen was clearly adjusted for red-green colorblindness.  (Blue-yellow is much rarer and I wouldn't expect a color blind setting to work for that.)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Midnight Kitsune on May 23, 2017, 11:34:46 AM
Enemies are RED. Allies are YELLOW. Friendlies are GREEN. What part of those colours are "extremely similar"?

If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.
I was going to guess that the problem might have been
Code
"colorblindMode":true
in settings.json, since the colors in the forum post are comparable to the colors used in the game and the forum post colors are distinct.  However, when I tried this no colors obviously changed on a game in progress; only the intro screen was clearly adjusted for red-green colorblindness.  (Blue-yellow is much rarer and I wouldn't expect a color blind setting to work for that.)
Actually, GraphicsLib has a somewhat experimental colorblindness mode
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 23, 2017, 12:44:23 PM
Quote
If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.

Spoiler
(http://fractalsoftworks.com/wp-content/uploads/2015/10/battle_combat.jpg) (http://i.imgur.com/A8JRXEn.png)
[close]

You might want to take a look at it with another monitor than the one you're currently using, because that's definitely not normal.

Colors AxleMC131 used in his post: xxxxxxxx

Colors used in the game itself:       xxxxxxxx

If you're having trouble seeing how those are nowhere near the same and how the in-game colors are very similar, you might want to take a look at it on another monitor. It doesn't help that a lot of the UI elements that use those colors are either composed of thin lines (ship bounding boxes) or translucent (screen edge icons). God help you if you find yourself on a map with a brown background.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: PCCL on May 23, 2017, 12:50:24 PM
Also the blue channel could actually be used.

blue is used for dead stuff. Though I imagine those can be shifted to grey without too much issue? note to self to play around with those settings when I get home
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Megas on May 23, 2017, 12:56:30 PM
@ Sordid:  Can you be more specific with "more menus to grind", among other things?

For me, more annoying is AI's new fighting quirks, such as kiting like an annoying turtle player in a fighting game unless they have the numbers to swarm and destroy the enemy like a pack of xenomorphs.  Combat is slower paced than before.  So slow that I have resorted to doubling the global combat speed to have something resembling combat during 0.54 to 0.7x.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: zaimoni on May 23, 2017, 02:48:23 PM
Quote
If those were the colors used in the game, there would indeed be no problem whatsoever. But they aren't.

Spoiler
(http://fractalsoftworks.com/wp-content/uploads/2015/10/battle_combat.jpg) (http://i.imgur.com/A8JRXEn.png)
[close]

You might want to take a look at it with another monitor than the one you're currently using, because that's definitely not normal.

Colors AxleMC131 used in his post: xxxxxxxx

Colors used in the game itself:       xxxxxxxx
That is proof positive it's your monitor/driver combination; this looks typical for a software gamma correction that isn't needed. 
The colors on your monitor are nowhere close to what is requested by SS.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: zaimoni on May 23, 2017, 02:54:49 PM
I was going to guess that the problem might have been
Code
"colorblindMode":true
in settings.json, since the colors in the forum post are comparable to the colors used in the game and the forum post colors are distinct.
Actually, GraphicsLib has a somewhat experimental colorblindness mode.
I had been holding off on installing GraphicsLib until I had a mod that used it, because of the warnings that it didn't play nice with integrated motherboard graphics (which the six-year-old target machine for SS is using).  If that setting only works with GraphicsLib, that's fine.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on May 23, 2017, 03:08:02 PM
That is proof positive it's your monitor/driver combination; this looks typical for a software gamma correction that isn't needed. 
The colors on your monitor are nowhere close to what is requested by SS.
Checking in a paint program shows that the colours Sordid is posting are almost exactly the same as the colours in HELMUT's pictures; a burnt orange, and a burnt greenish yellow. Checking on both my mac laptop and my windows desktop shows those same colours. As far as I can tell, those are pretty much the colours as requested by SS. They're certainly far closer to the in-game colours than AxleMC's bright red and bright yellow.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 23, 2017, 03:09:06 PM
@ Sordid:  Can you be more specific with "more menus to grind", among other things?

For example the new features, planet surveying and ship recovery/salvage. I get it, gotta give the player something else to do besides just constantly fighting. An alternative way of earning XP and money. Good idea in principle. Thing is, the combat path involves actual gameplay, whereas surveying and salvaging is just clicking through menus. If you choose to be a prospector who avoids combat and goes around scanning things, you remove the interesting part of SS's gameplay and you're left with nothing but the laggy and tedious overworld map navigation punctuated by occasionally clicking through a menu. As far as I can tell those features are a complete waste of everyone's time, the dev's as well as the players'. And sure, you can say "you don't have to do it". That's true, but the development time used to implement these things could have been used to do something more worthwhile instead.

Speaking of the overworld map, that's actually been made worse as well. I don't think I'm alone in hating how laggy and rubberbandy it feels. Instead of working on that and making it more responsive, the dev introduced Sustained Burn. The speed bonus from this is so good that it's basically mandatory to use it, and it makes your fleet feel even more laggy and unresponsive than before. And it stops you for a couple seconds as it activates. Wanna go fast? You gotta wait for that! Same thing with the Active Sensor Burst. Wanna know what's around you? Better stop and wait! So two more things for you to click on that will annoy you every single time you do.

Every new feature seems to just be an item in a menu somewhere or a button to click. While I appreciate the complexity that goes on behind the scenes, clicking menu options and buttons isn't exactly engaging gameplay.

That is proof positive it's your monitor/driver combination; this looks typical for a software gamma correction that isn't needed.  
The colors on your monitor are nowhere close to what is requested by SS.

You do realize I can't sample the colors from my monitor, right? I can't make them appear on your screen the same way they appear on mine. They're are just sampled from game screenshots. That's what they look like in-game. Feel free to take some screenshots and sample them yourself if you don't believe me.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: BillyRueben on May 23, 2017, 03:32:14 PM
Bummer. Saw the large influx of new posts and hoped it would mean patchnotes.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 23, 2017, 03:47:50 PM
Sadly not. Just a crotchety old man complaining about a video game.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: zaimoni on May 23, 2017, 04:00:02 PM
That is proof positive it's your monitor/driver combination; this looks typical for a software gamma correction that isn't needed.  
The colors on your monitor are nowhere close to what is requested by SS.

You do realize I can't sample the colors from my monitor, right? I can't make them appear on your screen the same way they appear on mine. They're are just sampled from game screenshots. That's what they look like in-game. Feel free to take some screenshots and sample them yourself if you don't believe me.
That's why I said "gamma correction": that makes the colors in screenshots disagree with the colors requested by SS.  I did not find AxleMC131's use of forum shorthand colors rather than measured colors helpful to his credibility (his yellow is indeed way off from what is either used, or requested, in game.)

That said, it does look like there's a bunch of ex post facto alpha transparency applied, which complicates things notably.  (This is easier to verify on the strategic screen; non-selected ships use dimmer colors than what are configured.)  Also, text and icons have different JSON configuration entries.

So...summary is:
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 23, 2017, 04:15:06 PM
That's why I said "gamma correction": that makes the colors in screenshots disagree with the colors requested by SS.

What? No it doesn't.

Quote
alpha transparency means we can't simply say the configured colors are what is requested.  (I'm seeing some background color bleed-through so I think that's how the dimming is applied), so "proof positive" is not valid.

Colors were sampled from ship health bars, which have no transparency.

Quote
On the tactical screen, we measure about the same ally color, but my enemy-actual is nowhere close to your enemy-actual (both do have an orangeish tinge in spite of not having blue coordinates, but mine is much closer to a pure red i.e. easier to distinguish).  That suggests my monitor is using a different gamma factor/correction than yours, as alpha transparency is in the color specification but the monitor's gamma factor isn't.  (Gamma correction is converting the color coordinate from 0..255 to 0..1, raising the floating-point numeral to the power of the gamma correction, then back-converting to the 0..255 range.  This leaves 0 and 255 fixed, but brightens/dims intermediate color coordinates in a reasonably intuitive way.)

You're talking gobbledygook. Take a screenshot, sample the color.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: zaimoni on May 23, 2017, 04:37:17 PM
That's why I said "gamma correction": that makes the colors in screenshots disagree with the colors requested by SS.

What? No it doesn't.
Most reasonable cause.  I've seen this trash screenshots before -- of images I have on the hard drive.

Quote
alpha transparency means we can't simply say the configured colors are what is requested.  (I'm seeing some background color bleed-through so I think that's how the dimming is applied), so "proof positive" is not valid.

Colors were sampled from ship health bars, which have no transparency.
Thank you.  I was checking a wide variety of possible locations.

You're talking gobbledygook.
One of my former jobs was website design implementation.  Would linking an authoritative web page have been more credible than inlining the required definitions?

Take a screenshot, sample the color.
I did before posting; wasn't relevant without an agreed measurement procedure.  My measured color for the enemy health bar is xxxx

The *configured* color is xxxx.  That is, I got post-processed, like Helmut's screenshot behind the spoiler tag, but you are close to the raw configured color -- which is indeed much harder to distinguish than the post-processed color I and Helmut are getting.

Edit: reviewing the color coordinates: I'm at 75% of the configured value so could be alpha transparency not being applied consistently across machines.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: ANGRYABOUTELVES on May 23, 2017, 05:38:07 PM
My measured color for the enemy health bar is xxxx

The *configured* color is xxxx
Wow! It's nothing!
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 23, 2017, 05:47:34 PM
Okay, confession time. I took some shortcuts in my earlier post and used other people's screenshots. Bad idea. Turns out you were right, the orange is too bright in those. I guess someone 'enhanced' them. Here's what it actually looks like, your enemy color compared to mine, and my ally color compared to the one from my earlier post (which was taken from Helmut's screenshot). The ally color is spot-on, the enemy color is off.

(http://i.imgur.com/BwoWSXz.png)

I still think the colors are too close, though. Here's a revised version of my comparison:

Colors AxleMC131 used in his post: xxxxxxxx

Colors used in the game itself:       xxxxxxxx

Still not as contrasting as it should be, IMO. Especially since, as I pointed out earlier, everything other than the health bars has some transparency applied to it, which brings the colors closer together by blending them into the background.

Most reasonable cause.  I've seen this trash screenshots before -- of images I have on the hard drive.

Visually on the screen, yes. In-game gamma/brightness/contrast settings are typically respected in screenshots, though not always. That's moot anyway since SS has no such settings. But I have yet to see a driver/monitor setting that has any effect on the number a color picker tool in an image editor gives you.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: LoweN on May 23, 2017, 05:48:31 PM
For example the new features, planet surveying and ship recovery/salvage. I get it, gotta give the player something else to do besides just constantly fighting. An alternative way of earning XP and money. Good idea in principle. Thing is, the combat path involves actual gameplay, whereas surveying and salvaging is just clicking through menus. If you choose to be a prospector who avoids combat and goes around scanning things, you remove the interesting part of SS's gameplay and you're left with nothing but the laggy and tedious overworld map navigation punctuated by occasionally clicking through a menu. As far as I can tell those features are a complete waste of everyone's time, the dev's as well as the players'. And sure, you can say "you don't have to do it". That's true, but the development time used to implement these things could have been used to do something more worthwhile instead.

From what you're saying Starsector might not be for you. I think it was always intended to be mainly a top-down tactical sim, not any kind of "space shooter". Personally, I think .8 is one of the best updates yet, but it does have a few issues with balance at this time.

A lot of the new exploration seems like a placeholder for when outposts get in the game - right now they just give you money, but in the future, the player will be able to take a more active role exploiting them. This probably means less surveying a planet and running to the next and more defending your planets and trade routes from pirates.

That isn't something that will excite someone looking for a space shooter, but for me, it's a big deal. You say it's just "clicking through menus" but it gives the player incentive to get into fights - the frontiers have dangerous stuff in them that will attack you, but also rewards. I think the big problem is there are balance issues with payouts for surveying and salvage right now along with sustained burn being too good.

Speaking of the overworld map, that's actually been made worse as well. I don't think I'm alone in hating how laggy and rubberbandy it feels. Instead of working on that and making it more responsive, the dev introduced Sustained Burn. The speed bonus from this is so good that it's basically mandatory to use it, and it makes your fleet feel even more laggy and unresponsive than before. And it stops you for a couple seconds as it activates. Wanna go fast? You gotta wait for that! Same thing with the Active Sensor Burst. Wanna know what's around you? Better stop and wait! So two more things for you to click on that will annoy you every single time you do.

Every new feature seems to just be an item in a menu somewhere or a button to click. While I appreciate the complexity that goes on behind the scenes, clicking menu options and buttons isn't exactly engaging gameplay.

Well if you're just looking for a space shooter you won't appreciate the strategic game. I guess it can just look like boring buttons to click. But for me, I love the cat and mouse game that the transponder/sensor ping/go dark/emergency/sustained burn create. I just did an assassination mission where I went dark in a ring system close to my target and waited weeks for the patrols to clear and a good moment to strike - I had to reload that fight like 10 times, but when I eventually won it felt amazing. The strategic context was a big part of that, there's no way to get it without having different options that have drawbacks.

You mentioned not liking CR earlier and I have to say I love it. Another thing that made the fight so memorable was how out of shape my ships were at the end of the battle - even my cruiser flagship was suffering from minor malfunctions by the end. It gives fights a real sense of wear and tear/exhaustion. CR serves a similar role to morale and exhaustion in a Total War game and I really appreciate the way it's done in Starsector.

On a final note, you know the game still has missions right? If you don't like the campaign you can just play those, there's nothing wrong with that. I know I enjoy doing missions.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on May 23, 2017, 06:06:50 PM
@Sordid

Are you *sure* there isn't something off about how your computer displays colors? Because that's nothing at all like what I see when I play the game. Here are the colors enemy and friendly health bars have in my Starsector:

(https://i.imgur.com/rcPwmRG.png)

I sampled these colors from a screenshot, and subjectively, this picture matches what I see in game. It looks nothing at all like the colors you posted, which are indeed very dull and hard to tell apart. But on my screen the combat UI has vivid colors.

And for extra reference: here is a raw (just cropped) screenshot from the game. Again, nothing like your screenshot.

(https://i.imgur.com/LLm8a0z.png)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 23, 2017, 06:20:24 PM
Well part of it is that I'm comparing ally/enemy, not player/enemy. But your colors do indeed look much more vivid than mine. WTF is going on with this.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: LoweN on May 23, 2017, 06:34:25 PM
Well part of it is that I'm comparing ally/enemy, not player/enemy. But your colors do indeed look much more vivid than mine. WTF is going on with this.

Check your video card control panel for color correction settings maybe?
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: orost on May 23, 2017, 06:36:30 PM
Oh, sorry, I missed that somehow. Here's what hostile/ally looks like for me:

(https://i.imgur.com/V3hM4TZ.png)

Maybe not quite as distinct as I would like, but the orange is a lot brighter than in your screenshot, which helps a lot. I don't know what could make this difference though.

edit: another comparison - top half are your colors, bottom are mine.

(https://i.imgur.com/JK6VzgR.png)

Your yellow is very nearly identical, but your orange is a lot darker.

(By the way - WTF is with taking screenshots of Starsector? Pressing Print Screen doesn't actually capture what's on the screen at the moment, but something that used to be there a while ago - I kept getting the loading bar or a pause screen, and had to download Fraps to get a proper screenshot)
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: Sordid on May 23, 2017, 07:24:56 PM
(By the way - WTF is with taking screenshots of Starsector? Pressing Print Screen doesn't actually capture what's on the screen at the moment, but something that used to be there a while ago - I kept getting the loading bar or a pause screen, and had to download Fraps to get a proper screenshot)

There's a screenshot folder in your Starsector folder. Print Screen puts a .png file in there.
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: SCC on May 23, 2017, 11:34:43 PM
For example the new features, planet surveying and ship recovery/salvage. I get it, gotta give the player something else to do besides just constantly fighting. An alternative way of earning XP and money. Good idea in principle. Thing is, the combat path involves actual gameplay, whereas surveying and salvaging is just clicking through menus. If you choose to be a prospector who avoids combat and goes around scanning things, you remove the interesting part of SS's gameplay and you're left with nothing but the laggy and tedious overworld map navigation punctuated by occasionally clicking through a menu. As far as I can tell those features are a complete waste of everyone's time, the dev's as well as the players'. And sure, you can say "you don't have to do it". That's true, but the development time used to implement these things could have been used to do something more worthwhile instead.
Well, for some people reading text in menus is actually fun and enough motivation to go around the sector. There aren't just menus to go through, but also lorebits, feelings of loneliness in space and of wonder of discovery.

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Speaking of the overworld map, that's actually been made worse as well. I don't think I'm alone in hating how laggy and rubberbandy it feels. Instead of working on that and making it more responsive, the dev introduced Sustained Burn. The speed bonus from this is so good that it's basically mandatory to use it, and it makes your fleet feel even more laggy and unresponsive than before. And it stops you for a couple seconds as it activates. Wanna go fast? You gotta wait for that! Same thing with the Active Sensor Burst. Wanna know what's around you? Better stop and wait! So two more things for you to click on that will annoy you every single time you do.
What do you mean by "laggy and rubberbandy"? Do you mean ship inertia? By the way, Sustained Burn is MASSIVE improvement, it makes going anywhere actually bearable. Also, you know that reduced manoeuvrability and wind-up are there for a good reason. Namely, to stop you from having godlike mobility even with battleships and not to make Emergency Burn redundant (because Sustained Burn without wind-up would be a better EB).

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Every new feature seems to just be an item in a menu somewhere or a button to click. While I appreciate the complexity that goes on behind the scenes, clicking menu options and buttons isn't exactly engaging gameplay.
Like I said - maybe not for you if you skip any and all text, but for some it's actually engaging. *insert EVE Online spreadsheet simulator meme here*
Title: Re: Starsector 0.8a (Released) Patch Notes
Post by: zaimoni on May 24, 2017, 12:22:53 AM
Well part of it is that I'm comparing ally/enemy, not player/enemy. But your colors do indeed look much more vivid than mine. WTF is going on with this.
Could be GraphicsLib; it's advertised as doing that sort of thing.  I certainly would have intentionally disabled it as part of trying to estimate context, just like I tested the color blindness configuration.