Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tempest

Pages: [1] 2 3 ... 6
1
General Discussion / Re: Is this game dead?
« on: January 24, 2021, 05:40:22 PM »

^^ this is not really the dev interacting with us, it's a Alpha core, Alex is an Alpha core.

Can we sell him then?

2
2. If the answer to #1 is "Yes", is the game in a completed enough state to enjoy a full experience?

It plays like a fully completed game, but there is ongoing development to rebalance, redesign and introduce new stuff.

3
General Discussion / Re: Ironman Runs
« on: January 06, 2021, 09:47:55 AM »
I don't turn on Ironman, but I restart the game whenever my flagship is destroyed.

4
General Discussion / Re: Conquest is bad - change my mind
« on: November 18, 2020, 01:06:00 PM »
It would be nice if everyone that defends one thing or the other, posted some videos that show how that actually works.

5
General Discussion / Re: Note-making mod?
« on: November 15, 2020, 09:13:24 AM »
Apparently it only exists on discord somewhere:

https://fractalsoftworks.com/forum/index.php?topic=16485.0

6
General Discussion / Re: General Thoughts from a new player
« on: November 09, 2020, 06:48:23 AM »
Make it a toggle. People that don't like it or are using too many mods can turn it off. People that expect something that has been industry standard for more than a decade for good reason to be in the game get to have that QoL feature.

Then we'll get complaints that it's taking too long, and why is there even a toggle if it's taking so long.

Basically, if a feature is implemented, it should be working properly, otherwise it should not be implemented. Quicksave is enough then.

7
General Discussion / Re: where do i find...
« on: November 03, 2020, 05:15:19 PM »
If there is no relay in the system, it won't work.

8
General Discussion / Re: where do i find...
« on: November 02, 2020, 11:55:18 AM »
Dock with a planet. Press M, or click on the colony info button on the top left.

Click on any commodity in the list on the right.

9
General Discussion / Re: money making guides?
« on: October 30, 2020, 05:07:00 PM »
To make money through trading, you need to buy something on black market somewhere, and sell it on black market somewhere where that something is in demand.

The best candidates for selling are certain pirate or luddic planets, because they tend to have supply problems (if someone intercepts their trading fleets, that actually causes a shortage and increases prices of certain goods). For example, Umbra or Qaras often have a shortage of supplies, drugs, organs, and fuel (because every faction is attacking their trading fleets). Chalcedon constantly has a shortage of marines in addition to that as well.

When you approach such systems, they will frequently spam procurement missions for the goods they are missing. Those let you offload things like organs or heavy armaments at prices like $1000 or more, while they cost $200-500 to buy elsewhere. You can go there with a full cargo of such goods, sell some on black market and give some to the quest NPCs for a massive profit.

You can fly around, buying these goods wherever you can, and store them at various abandoned stations until there are missions that require them (there are such stations in Mayasura, Corvus and other places).

You can also cause shortages yourself. If you see a pirate fleet heading to, say, Qaras, and you destroy it, you will be able to sell a bunch of stuff to Qaras for a massive profit for a while. You have to do that in hyperspace, because if you fight their ships in front of their planet they will not let you trade for a month or two. You can also raid planets for the same effect, as others have mentioned, but that's rather exploity.

All of this regularly changes with patches. It massively changed from previous game version, and will probably change in the upcoming version as well.

10
I never explored those anyway.

My starting strategies involve mostly smuggling and salvaging free ships. Taking that Tri-tachyon loan is also an option if you just want a faster progression.

11
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 18, 2020, 09:07:06 AM »
Number of recoverable ships shown not limited by maximum number of ships in player fleet
Yay!

12
General Discussion / Re: How do i deal with dumb friendlies
« on: June 04, 2020, 11:12:00 AM »
5: Never --and I mean, NEVER--  give the AI reapers.  Just...don't.  In fact, don't give them dumbfire torpedoes of any kind, period.  The number of enemy ships they MIGHT kill is NEVER worth the friendly ships they WILL kill by not checking their fire.

I once had the idea of deploying Mules full of annihilator missile pods with expanded missile racks. Took me a while to figure out why my own engines kept getting destroyed.

13
I actually posted that as a suggestion a while ago.

Option for no automatic rearranging/hiding weapon groups

I wish weapon assignment worked like in X3 series, those games nailed ship control, especially with mods.

14
General Discussion / Re: Is Transverse Jump Too Good?
« on: May 16, 2020, 02:53:15 AM »
I m using TJ to escape black holes and to deal with neutron stars (allows to go "deeper" to loot/investigate more stuff).

You can use e-burn for that instead.

15
General Discussion / Re: Game no longer active?
« on: May 16, 2020, 02:50:41 AM »
There are so many devs that keep releasing half-assed updates too frequently, to the point where it's not worth committing to a long playthrough. Having stable releases less frequently is a lot better for Starsector imo.

Pages: [1] 2 3 ... 6