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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - WastedAlmond

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Blog Posts / Re: Skills and Story Points
« on: July 09, 2019, 04:30:16 AM »
This update seems promising. I like RPG stuff a lot, so this kinda content gets me excited. The story points seem like a really cool addition, but all the conversation about the name for the points gave me some ideas. Maybe something useful can be gotten out of them.

One thing that could be done to the "story points" to give them some fluffy flavor would be to tie the name into what kind of character you roll. For example a tritach start would begin you with a few of their smaller ships and a commission. This start could also rename story points to something flavorful for the faction, like uuhh... Executive points. For pirate players they'd be Rogue points. A tooltip should point out that these are special "story points", to avoid confusion.

Then again the name could be something more generic (yet fluffy) like "Connections" or "Favor points", because as the player accumulates experience and grows in power they'd also gain contacts and powerful people owing favors to them. People who could know a certain someone who could refit ships like nobody else in the sector. A gray market of connections if you like. The points could even at some point in the future, be introduced by the player meeting a powerful individual/administrator who needs a favor.

Or the points could be explained by something special in the player character themselves. Like a Domain era experimental quantum computing interface, that somehow ended up in the player's head. Which would be a good excuse for the player being able to pull off some weird stuff (as well as why they could grab them droneships, when nobody else seems capable of doing so). While remaining neutral enough that it would fit with whatever playthrough the player attempted. It could even have some plotpoints or storylines related to it. This could help the player feel special. The points could also be called something more scifi at this point! I'm terrible with names, so I'll just say "Quantum points" and shamefully leave it at that.

Thanks for all the hard work! 8)

Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 22, 2019, 03:09:58 AM »
Changes as of January 31, 2019
  • Maximum number of industries limited to a value based on colony size
    • From 1 at size 3 to 4 at size 8 and above

This could actually leave some room for customizing and adding flavor to colonies.

A case where this could be extra nice would be let us to spruce up our "capital worlds". Like settling on an otherwise excellent desert world with only poor farmland, the player could go to the a faction planet and buy (at an exorbitant price) a supporting structure schematic, like advanced hydroponics, which would augment the production of farms. Now this could be used to enhance the strong sides of certain colonies as well, with far less of a positive impact, but further specialization.

Another option would be to steer clear of industry enhancements and have most factions sell some specific support structures, that either slightly mitigate the effects of hazards or otherwise improve or specialize a planet. For example: tritachyon sells habitation shielding (heat), which would drop the hazard rating of a volcanic planet, but cap its population at 4 or 5 due to practical limitations on shielding a larger settlement.

This could also eventually provide long term industry goals, like limited terraforming in the form of solar shades or investing on larger projects.

These are just random ideas as I don't really know your goals for settlements, but maybe you can get some further ideas from this ramble :P

Thanks for all the hard work btw! SC is shaping up nicely. :)

Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: January 27, 2019, 08:43:55 AM »
It makes it feel very bland.
If you could combine this awesome new design with the old (improved with the red accents) colour scheme, I think it would be amazing.

If I remember correctly the de-saturated look was to emphasize the faded/fading glory of II, like they are just barely holding up the facade of immense power. With that in mind I think the de-saturated look is pretty thematic. DISCLAIMER: I could remember things completely wrong by the way, I've been lurking on and off for ages now and can't say for sure :P

Although yeah, a little extra saturation couldn't hurt for the colored bits, but going all the way back to the garish yellow wouldn't fit with the artstyle of starsector in my opinion.

General Discussion / Re: Oh my god, if only I knew
« on: November 27, 2018, 08:46:49 AM »
I think the d-mod tooltip should mention the loadout screen, then the issue would be fixed. Though D-mods aren't that bad in most cases, so I rarely restore ships unless its like top of the line stuff.

General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 27, 2018, 08:38:32 AM »
I'm dropping in to give my experience with colonies. I've had no issues with expeditions except when my colonies were rather small and barebones.
First I gathered some capital by exploring and doing some minor bounty hunting. I'd managed to scrounge up some good ship BPs and a pristine nanoforge during my exploration also. Then after discovering a low hazard planet I proceeded to colonize it and rapidly expanded the infrastructure of said planet, managing to both start up its economy and defenses quite fast ~3 in game months. Then for the first few expeditions I had to help the planet fight them off.

After some time the planet produced enough revenue that it payed for most bribes by itself and even left some cash to spare in case my fleet failed at something. At this point I realized how useful it is to use growth incentives for a low hazard colony, because of the total population's effect on fleet size, at this point the planet could take most assaults and I'd bribe the absolutely huge ones. But once it grew to the size of "several millions of people" the defensive fleets would pound anything that came within the system.

I can really just leave my colonies to fend for themselves at this point, smaller outposts I have to protect occasionally, but the powers that be really hate my capital world so they don't get much hate anyways.

Edit: I started with one colony and bulked it up a bit before colonizing more, trying to avoid too much flak from pirates and factions. Throughout the game this first colony which is huge has continued to be the biggest target for factions.

Bug Reports & Support / Re: Redacted battlestation/nexus loot issue
« on: November 23, 2018, 09:18:38 AM »
Alright! Thanks for the awesome update to starsector and (super) fast reply! ;D

Bug Reports & Support / Redacted battlestation/nexus loot issue
« on: November 23, 2018, 09:15:30 AM »
Recently destroyed an AI nexus battlestation thingie, and it dropped somewhere around 6 supplies and a bit of metals, nothing else significant.
Was hoping for AI cores but it seems like it gives the same loot a standard frigate would. It's difficult to test as the fight is quite difficult (I'm no
ace), but could be useful to check if there's something fishy with the loot system.

EDIT: I also lost an odyssey capital ship as well as a frigate or two in the fight, in case the losses could somehow lead to this.

Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 13, 2018, 09:43:11 AM »
Interesting, I expected something different for the blueprints. In particular the fact that they can be learned and effectively "duplicated" in every player owned shipyard seems to go directly againt the premise of the blog:

Copying these is difficult-to-impossible, and their dwindling supply contributes to the gradual decline of the Sector.

I was expecting something more like "shipyard loadouts" akin to the carriers, where blueprints are an object you have to mount in production slots of the right class or above, and balanced by a similar system as Ordinance Points. (And obviously upgrading the shipyard would have raised the amount of "OP", the production slot sizes and their number). Blueprint packages would have fitted such system perfectly.

I'd "headcanon" it so that there is indeed only one factory producing the blueprints, but it is able to supply many shipyards with its hulls/weapons/components.

Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 13, 2018, 04:36:48 AM »
Will it be possible to alter the appearance of your ships?

For instance, the wolf exists in various different sprites (TT, hegemony, neutral, damaged to various degrees and pirate)

Will you be able to swap between these or alter the appearance of your ship sprites somehow?

A color variable area on ships would be nice so that you can change the color by a palette

A tint mask would be really nice to have. It would require the devs to go through every sprite and mask in the tint able areas and could, depending on how its executed, require the masked areas to be grayscale. Though there are games that tint colored surfaces quite well also.

Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 13, 2018, 03:05:29 AM »
Aww yeah! The next update seems really nice! And uh, excuse my excited suggestion but: As a big fan of really endgame upgrades/customisations, could it be possible to find object(s) similar to nano-forges, that would allow you to create your very own faction specific hullmod? Similar to what has already been suggested, but aimed at player fleets exclusively, as we want to keep "elites" special (and as we know the player is super special and they like to feel like it). Would be really awesome to push the envelope with a hull by just a few more percents towards your preferred playstyle. (An atlas with less OP but more cargo space? Load and pray indeed. Or a combat ship with a few more OP & speed, but less armor)

Imagine finding a domain era "advanced materials" database allowing you to design a hull mod, with some set amount of points OR selectable archetypes. Of course applying this hullmod would require an advanced shipyard and cause a significant price hike, as the factory would have to implement nonstandard advanced materials etc. As a final note on this, maybe they shouldn't be as powerful as XIV, as a trade off for that customization. Plus I'd hate it if XIV ships would end up devalued by player made creations, even if expensive. Could even tie it in with AI cores or some rare materials that would need to be bought from around the sector, to facilitate such exotic upgrades.

In the end, this is just me wanting to have more cake, but being able to finetune juuuuust a little bit in the end game would be very fun. Sorry for my ramblings and thanks for the update, very exciting!  ;D

Blog Posts / Re: Population Growth
« on: November 22, 2017, 07:04:07 AM »
There are some plans to make marines useful, but I'll have to refrain from detailed comment for now, since I don't know exactly how it'll pan out :)

I will say that in general, I'd like things on planets to only be detailed to the degree that they tie into things that happen in space. Stuff like attacking specific installations etc, in my opinion, veers dangerously into "mini-game" territory.
Alright! Will wait and see what happens, Star Sector is so full of promise (while being an excellent game already) keep up the awesome work!

Blog Posts / Re: Population Growth
« on: November 21, 2017, 12:55:49 PM »
As a huge scifi fan, I really need to know. Will marines be able to find a purpose in this brave new world?

It'd be nice if we could "solve" problems in our own outposts by dumping a lot of marines in there to provide some law and order.That being said marines would be cooler if they had more roles than just... "peacekeeping".  :P

What I'd wish for in the pipiest of pipedreams, is the ability to deploy marines into combat against "key points" on settled planets. This combined with a massive orbital fleet battle would lead to occupation of the planet if successful, and total war with the faction of course. The keypoints could be a list of things generated from the market itself, with size and infrastructure affecting how many and what keypoints there are. A military base would need tons of marines, and maybe some other fleetbased elements(ships?) to neutralize, while a factory would need relatively few. Then the nature of the orbital battle would depend largely on what and how much of the enemy assets you can neutralize with the marines at hand. /endspazout

More realistically, it would be nice if marines played some fleetbased role in or before combat, like a force multiplier versus stations or something. Smashing a pilotable boarding ship/pod into the station to cause some random malfunctions in various systems, as the marines rampage inside would be cool and useful, while remaining expensive (marine casualties and heavily damaged or one use boarding ship).

Guess my spacemarine rant keeps on going, I'll stop now :-X

Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: September 22, 2017, 09:43:39 AM »
Thing I was going for was that yeah bumping isn't bad, apart from "YES, ITS UPDATED! Wait, no.." But asking about dates or saying "still waiting", can add to the frustration of the dev themselves for being late or something. I'm pretty sure the wording caused my reaction (even though polite and innocuous), since I've experienced a bit of the similar. Again no judgement, and I don't have the full picture so just pointing out a possibility.

Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: September 22, 2017, 04:06:13 AM »
First, I'm not authoring Starsector mods, nor do I represent this mod.

But never the less, it's not going to come faster if you keep asking :P Plus real life has an awesome way messing up mod development schedules. And well, at least I get frustrated when I perceive myself being too slow or lagging behind with updates, and at that point people politely asking for updates can start to grate a bit or even cause stress to the author.

Not saying it's a mistake flat out, but it can get annoying for the dev (depending on personality). Patience with mods/modders is a good habit, and definitely appreciated.

Also THI is one of my favorite mods, so thanks MesoTroniK! Cool stuff overall!

Blog Posts / Re: Economy & Outposts
« on: September 20, 2017, 09:56:47 AM »
One (semi?)interesting way of allowing more than X amount of outposts could be to allow the creation of independent(faction) outposts. This way you could create an independent minor supplier outpost for yourself and other surrounding places, while keeping your personal administration points for more interesting planets. This could lead to Independent planets becoming very common though, and I don't know how the faction itself interacts with the other factions.

Cool stuff overall, can't wait to see the systems in-game when they're ready!

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