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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - BillyRueben

Pages: [1] 2 3 ... 94
1
Suggestions / Re: Item Slider tic-marks
« on: December 16, 2018, 05:41:07 PM »
Easiest thing to do if you want 20 in your example is to "sell" your stack of machinery, then buy back 20. Or you could buy a stack of five, then a stack of four.

2
Suggestions / Re: How 2 Make Conquests Good
« on: November 29, 2018, 09:48:03 PM »
Frigate spam is too much for limited ammo missiles.

I might have to find some way to test that. Anything that is too quick or close for my guns to easily target gets destroyed by missile spam. Never had a fleet that had enough frigates to cause a problem.

3
General Discussion / Commission doesn't pay for station destruction?
« on: November 29, 2018, 09:44:53 PM »
Does a faction commission not pay anything for blowing up a station? I just blew up a pirate base, and earned a measly 4000 credits for it. I know I got paid for the frigates/destroyers guarding it, but it was a level 2 station. It should be worth something I feel.

4
Suggestions / Re: How 2 Make Conquests Good
« on: November 29, 2018, 08:49:01 PM »
Its weak to frigate spam

Nope. Simply throw a couple of Locust missile pods on the front of it and it will delete all of the frigates in seconds.

5
Suggestions / Re: How 2 Make Conquests Good
« on: November 29, 2018, 02:28:40 PM »
AI Conquest is reasonably competent too.  At least it has not died on me more than my other capitals.  Odyssey on the other hand, AI loves to spam Plasma Burn like Aurora's Jets, separate from my fleet, and get itself into trouble.

Really? Nice. I haven't let the AI pilot one in a long time. I play Ironman and it wasn't a gamble I was willing to take. The AI can usually handle a Paragon or Onslaught with no problems, so those are what I usually give them.

6
Suggestions / Re: Colony control: tariff slider!
« on: November 29, 2018, 02:26:59 PM »
Seems like the sort of thing that I could just assume the planetary administrator handles without requiring player interaction.

Agreed. Besides, I'd rather not have to stop every month and fiddle with a bunch of colony sliders in order to maximize my profits. That isn't really all that fun.

7
Suggestions / Re: How 2 Make Conquests Good
« on: November 29, 2018, 02:21:00 PM »
Actually, the Conquest is my favorite Cap ship right now. Excellent campaign level stats, along with an absolutely brutal broadside in combat. I wouldn't give one to the AI, but this thing is a monster in player hands.

8
I've got zero problem with removing the fleet cap. DP in battles does the job of limiting the effectiveness of a massive fleet. I just don't see the problem of the AI having some advantages over the player. The battlefield can't ever be truly "fair" between a human and an AI, and realism goes out the window when within a year your colony that starts with a few thousand people ends up producing the majority market share of 10+ products.

9
There is no need for more features to raise fleet cap.  I am fine with 30 ships as long as the AI (mostly) obeys that limit, like they used to in 0.8.  Now they do not.  Instead they hover around 40 ships.

Why? As the player, there are things that you can do that the AI can't. Why isn't it fair that the AI can do some things that you can't? Especially when the AI might need those extra 10 ships to pose any kind of threat?

10
There are 4 states of weapons/blueprints/etc. acquisition, displayed in the industry description as follows:

"These ruins are largely untapped."

"These ruins have been stripped of easy pickings, but the more difficult areas remain, filled with promise."

"These ruins have been combed through, though the chance for a few new finds still remains."

"These ruins have been comprehensively combed over multiple times, and there is little chance of a new valuable find."

Didn't know that existed. Thank you. I would like to see it a bit more prominently displayed, but I'm glad that it is shown at all.

11
Suggestions / State when Technology Mining is no longer producing product.
« on: November 25, 2018, 04:48:19 PM »
It would be nice to know when Tech-Mining is no longer viable. Sure, you can make an educated guess, but when a colony has so many other producers of the same products, it can be hard to tell if it is still worth having. I like to see it notify the player, or simply disappear, when it is exhausted.

12
Suggestions / Re: Remove Interdiction Pulse
« on: November 25, 2018, 03:50:34 PM »
The only time the AI seems to successfully use the pulse against me is when there are a couple of frigates that are maintaining contact with me, and they spam it. Super annoying and it really doesn't do much of anything other than waste my time. Also wouldn't mind seeing this feature go bye bye.

13
Suggestions / Re: my List of suggestions
« on: November 24, 2018, 08:01:35 AM »
4:Hazard rating should cause accidents like volcanic eruptions and stuff not just a flat increase in upkeep. also a way to reduce Hazard Rating with an upgrade of some sort or a slow terraforming option

Please no. Terra-forming just makes every planet feel the same, and would take away the need to explore. Why settle that jungle planet at the edge of the sector when the volcanic planet near the core systems can be fixed up? Also, I hate the idea of random "accidents" happening on high hazard planets. The increased upkeep cost already includes the additional needs of facilities in hazardous areas.

14
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 07:52:00 AM »
@Grievous69
Well that was incredibly rude. What would posses you to write something like that?

Shi*ting on game mechanics and the game in general without even trying to learn something and just expecting to be showered with solutions is the same as insulting a person you don't personally know. It's childish and stupid. I just hate those kinds of people that's all.

He wasn't *** on the game mechanics at all. He was trying to give a point of view as a "new" player. There are a lot of things in this game that are trial and error, and since a lot of us on this forum are vets, many of the things that cater to new players trying to get the hang of things don't get anywhere near as much play testing in newer versions. Having some hand holding at the start of the game for new players is important. This game throws a lot at you in the beginning, and it can be very overwhelming.

15
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 04:09:52 PM »
Just did my own quick test run of the tutorial, and I can see Star's point. I didn't use any skills, made sure to select the normal difficulty, and used Autofit to equip my fleet. I ended up going 2v1 against the pirate fleets. I was piloting the Wolf frigate, and I didn't give any of my ships orders. The fight was a little harder than I expected. Granted, I didn't use any of the knowledge I used during my playthroughs of the game (don't approach a Sunder from the front, use a phase skimmer to get around the Hammerhead and shoot it in the engines, ect.). The tutorial could end a little easier, but then the rest of the game is a little rough at the start for a new player as well. It's kind of a toss up for me.

Personally, I would remove the larger ships from the tutorial fight altogether. Let them fight waves of smaller ships which even a new player should  be able to shoot their way through without optimized strategy, and quantity can stretch the battle out for an epic feel.

I think that is a pretty decent compromise. Introduce the player to a good helping of frigates, so they can get their feet wet. I think it would also be a good idea to have a larger fleet in the system, and tempt the player with a nice bonus if they want to tackle it.


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