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Messages - Torch

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1
Suggestions / Custom fleet vs. fleet mode
« on: February 26, 2019, 04:24:05 PM »
I love the combat, and I especially love the fleet and ship customization, and I really want to skip past all those other campaign features and get to the best parts, pitting personally-customized fleets against each other, where I can watch the AI duke it out, or join on either side. Love it all to pieces, but my short attention span prevents me from enjoying Starsector to its fullest :p

2
Suggestions / Re: Less money from Colonies
« on: January 28, 2019, 06:04:27 AM »
I entirely agree, the income from colonies is many times safer and faster than anything else once you get it going. I believe Alex is putting a limit on how many industries a single colony can have in the next update, so hopefully that will stem the flow of money.

3
Whenever I go on a salvaging run, it's a given that I find a nearby scan package mission beforehand. This alone is enough to make a trip to the fringe worth it, but I also get quite a good deal of riches and loot from salvaging - Domain-Era structures and other derelicts are more than enough to sustain your fleet until you return to the core systems. Don't take a war fleet out to explore, spec into the right skills for what you're doing, etc.

4
General Discussion / Re: New and Improved Escort!
« on: January 25, 2019, 07:02:46 PM »
Can't describe how much I've wanted this, literally my most desired change. How does it scale with more escorts? I want a swarm of wolves around an Aurora so badly

5
They have weapon slots, so I expect that most ships (asides from those quite clearly under-equipped, like the Atlas) should be viable to deploy in some manner, even if its not engaging in direct combat. A small missile mount and PD drones following you around is pretty significant early-game.

It also makes combat more interesting IMO - you could just plow through the Hammerhead sitting in front of the Shepherd, assign a frigate to flank it, strike with fighters, etc. Actual tactics of any sort used by AI would go a long way in making each battle more unique.

6
I've taken Serenitis' tactics to heart and started a combo space hobo/auto-loading missile run (with rebalanced pilums of course), and it's surprisingly effective! My Venture flagship can throw out a significant amount of missiles in a very short time, and while I only have a few ships with the proper missile mounts, I can already tell that achieving 'critical mass' isn't too far off.

7
General Discussion / Re: Relative balance of cargo\fuel ships
« on: January 11, 2019, 07:32:17 AM »
Maintenance efficiency is an extremely poor metric for comparing freighters of all things. Fuel efficiency is waaay more important, and is what I use to judge the best haulers for my fleet. 1 Atlas and 1 Prometheus are enough to supply a mid-size fleet for exploring pretty much the entire sector, and that's before the cargo expansion hullmods.

8
I've seen the enemy do this once before, and I was absolutely amazed at how hard a Shepherd could be to kill when there's a Hammerhead constantly in front of it - any time I tried to maneuver around the Hammerhead, the Shepherd would move the other way and keep using the Hammerhead as cover. Could this be made the default behavior for any ships not suitable for direct combat? It would give civilian ships a legitimate use in combat as fire support, and is exactly what I expected the Escort order to do.

9
I've recently found that I default to the same boring playstyle every time, so I'm looking to change it up - what (non-meta) tricks are up your sleeves?
Please elaborate on that. What is the "default" playstyle. What do you find "boring" about it.

More of an invitation for open discussion than a request for help. I always take the same ships, take the same skills, and generally just don't change things up, so I wanted to hear what others do. I would like to try a fleet focused on high overall speed, but I don't know enough about fleet burn and retreat mechanics to bother with it yet.

10
General Discussion / Re: Procedural Generation needs improvement
« on: January 07, 2019, 06:55:16 AM »
Ensuring that there are at least a few procedural systems of significant value and interest would set a good base for factions fighting with each other over it, too.

11
General Discussion / What unusual strategies have you found success with?
« on: January 07, 2019, 06:22:34 AM »
I've recently found that I default to the same boring playstyle every time, so I'm looking to change it up - what (non-meta) tricks are up your sleeves?

12
Mods / Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
« on: December 28, 2018, 07:34:39 AM »
I'm really loving the pirate start too, it feels like the 'real' way to play Starsector - most importantly, I can attack pretty much every faction now because relations don't matter! So freeing to be an outlaw for once.

13
General Discussion / Re: Any reasons to give away "academic" core
« on: December 27, 2018, 06:43:41 AM »
Currently no penalties to keeping the core, so no reason not to.

14
I'm not sure specifically which mod caused it, but I uninstalled AE, SAD and a couple other faction mods that I didn't want any more, and it's working again.

15
Suggestions / Re: Re-working command points and fleet command
« on: December 21, 2018, 12:57:16 PM »
If a ship is over-extended for some reason or is off chasing a single frigate across the map, a significant delay would most definitely make an impact. The timescale of combat compared to 'real' time in-game is likely disconnected from the gameplay, so an order that takes 2 seconds of IRL time may take a lot longer for the crew and command to 'actually' execute. Gameplay first, THEN the lore can be used/changed to justify why things work the way they do.

Ships should definitely be responsive to orders. A queue would kill an already under-used feature. Latency on a per-ship basis may work, but it would still needlessly complicate an already quite complex game.

I think the most important thing is to refine how orders are actually carried out, with ships not acting suicidally whenever an attack order is given, and 'Avoid' command not creating a ridiculously large area that your entire fleet will avoid. Perhaps make Avoid based on the enemy ship's weapon ranges?

Edit:  #1 thing I want related to commands is for escorts to take cover behind their escort target to vent flux if they're being overwhelmed. Escorts are useless because they so willingly facetank everything. If I have a decent fleet vs. anything that may pose a risk to a good frigate, if an escorted ship presses the attack then those escorts will almost always die. Good escort AI would make frigates really useful.

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