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Messages - FinalTwist

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Doing a full modded run now, with greater sector (huge sector), lots of new factions, ships, and activated gates to help  with travel.  Also seeker (more stuff to discover), unknown skies, and a ton of other mods.

The game is "finished" if you install the right mods.  no need for an update :)

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Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: March 05, 2020, 11:32:13 AM »
Hi, really interested in this mod, but i notice its from 2015 with an older game version... is there a version out there that is for .91?

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General Discussion / Re: My take on Starsector as a new player
« on: February 19, 2020, 05:41:45 AM »
Good writeup!

Exploration really needs to be fleshed out more, since its so fun... you forgot to mention selling blueprints to make money instantly and early on.  I usually get a *** ship and go explore, get a 400k blueprint or two, then instantly have enough for a magnificent fleet... maybe 30 minutes in the game.

Exploration needs some flavour to it... stories, background, more randomness.  totally agree there.  its a really fun (and dangerous) part of the game.  Decivilized planets?  why not put some background story on there?  why is it decivilized?  who did it?  what happened?  who were they before?  Community writers could really help here.

As for colonies... i disagree... get Nexerelin.  Nexerelin should really be integrated into the main game.  MAkes holding on to colonies a lot harder, and more fun.

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Discussions / Re: Starsector Community Map (post in the thread first!)
« on: February 09, 2020, 09:43:04 AM »
Just added my location to the map - i'm in the Cayman Islands

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Discussions / Re: this game has ruined mechwarrior for me
« on: February 09, 2020, 09:41:02 AM »
Avorion is like SS but in 3d... ive never played it but it also has great customisation of ships supposedly.  I run SS on a laptop with integrated graphics so SS is fine for me.. if i had a 3d card id check out avorion

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General Discussion / Disagree with the new proposed skill system
« on: February 07, 2020, 07:07:23 AM »
I just read the blog post from the developer about the proposed changes to the skill system and although I do agree that a change might be beneficial, I'm very sad to see this truly open ended game will be going the way of scripted character-archetypes for the sake of preventing "new player overload".

The game is enticing because it allows us to do whatever we want.  Currently I can focus my early skill points on a skill i want to focus on, max it out without having to do or focus on skills i don't want to use.  The system is great. 

Most games steer new players into a set archetype (you're a warrior or a mage) without the ability for the user to customize their characters.  I loved truly open ended games like ultima online where I could have a warrior/mage/blacksmith or whatever combination i wanted. 

actually that skill system made the most sense because you gained skill in something whenever you used it.  If you used swords your swordsmanship skill encreased, if you snooped, you gained snooping.  I wish it were possible for skills in starsector to be the same.  To me it doesn't make any sense for a captain to earn a skill that helps mitigate shield damage because he earned XP by trading. 

Bottom line:  please don't force me to spend points in skills i really have no interest in, just so i can get a skill i want at the end of a skill tree.  Thanks

**edit... AMAZING game you have here.

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