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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - isyourmojofly

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1
Suggestions / Re: Negotiable Piracy
« on: January 04, 2022, 01:43:01 AM »
You don't want to rob a man of everything unless you're desperate.

Yeah, exactly. Not that there won't be out-and-out villains who just want to take it all, but the Pirate faction as described in-game includes all sorts of down-and-outs, some of whom are just trying to get by.

Not that Alex needs inspiration for this, but FTL has amazing encounters that force risk/reward decision making. For instance, a slaver shows up and demands you hand over a crewmember - if your ship is in good shape, you'll probably try to fight your way out of it. If you're heavily damaged and staggering along, this could be enough to kill you all, so maybe it's best to just hand some poor sod over.

Since there are enemy fleets that do this already (Luddic Church 'donate or fight' fleets), I suspect it's pretty doable in the game.

2
Suggestions / Negotiable Piracy
« on: January 02, 2022, 03:25:27 AM »
It would be nice if pirates had a scale of demands. Instead of only ever forcing a fight, it would make sense if they demanded something valuable from you. Depending on your relative strengths, the value of this could increase or decrease. This would improve the player experience, because there's a choice to be made: is it better just to pay them off rather than go through a potentially damaging battle?

Demands could be pretty varied too. It could simply be credits, but perhaps they want you to transfer resources ("We've run out of fuel, and we're taking yours!"), a ship, or something else.

Thinking about it, this could also work in reverse. It would make sense if the player could make demands of their targets. I don't necessarily *want* to destroy a whole convoy of ships just to get the supplies they're carrying, so I'd like the opportunity to demand their surrender. Bounty targets could even try to buy the player off if they think they don't stand a chance.

3
General Discussion / Re: A Noob's Insight on: Ships!
« on: September 03, 2021, 04:32:31 AM »
Oh, dude, the Lasher is a really decent little frigate! Safety Overrides, MGs and assault guns combine with the accelerate ammo feeder to make this thing a mean little piranha of a frigate. Even without that, it's still a fairly sturdy utility frigate. Lasher isn't as good as the Hi Tech kids, but of course this is compensated in campaign play by it being substantially cheaper and easier to obtain.

4
General Discussion / Re: Your best themed playthrough ideas?
« on: June 22, 2021, 07:59:59 AM »

How about this : You keep what you kill - Never purchase nor take as a gift any ship, even in quests. You are, however, allowed to purchase locations of ships that are currently piloted just to shoot them down and hope that you get to loot it.

This is a fun one! Goes for weapons too, so you're always trying to make do with what you've got. It gives you an incentive to attack 'good' factions, not just Pirates, since you need some of that sweet tech.

5
General Discussion / Re: A compliment to the writing
« on: May 04, 2021, 02:16:36 PM »
Yep, I feel the same. It makes the world so much more fun to engage with, I remember fighting off a Hegemony captain with a stick up his ass and feeling so invested in blowing up all his escort ships, then running from his slow, lumbering capital while he (presumably) screamed in rage from his bridge.

It's all really well done, great job David. If you ever write something longer I'll be sure to read it!

6
Sort of. If you find them in the savefile and remove the $unstable tag (I replaced with jump_point) they work again.

But the game still doesn't let you settle colonies in the system, or at least I couldn't find out how to change that

7
I didn't realise the story was over, I kept thinking that I'd get a comms request with the next mission.

I only saw one of the new hyper-AI things, and didn't have to fight it. Did I just miss something?

8
Pouncing on supply fleets carrying high-value commodities (heavy armaments are a good one), then selling them off can make a lot of money.

If you can't hit them yet, smaller drug-smuggling fleets are also a good target.

9
General Discussion / De-isolate a system?
« on: April 24, 2021, 11:10:55 AM »
Hi,

I turned off the jumpholes in a system by running the *device* test. I'd like to colonise a few of the planets, but I can't. I know some people would just live with it, but in this case I would really like to get that system back.

I figured out how to re-enable the jump points (remove the $unstable tag from the jump point entries), but when I get to the planet I'm given a dialogue that says "no can do, jump points no work". So somewhere there's a flag that says the jump points are off, but I can't find it.

Help much appreciated!

10
General Discussion / Re: Recovery Shuttles Balance (?) Discussion
« on: April 15, 2021, 04:28:29 AM »
Am I the only one who uses it just because I don't want people to die?

I think there's a decent case to be made for separating out pilots from generic crew, and perhaps letting them gain XP as well, in the same way that marines do.

One thing that I don't love about the Starsector setting is how disposable humans are. I get that life is cheap, but it's so ludicrously cheap that you have to be cold-blooded in your decision-making; it simply doesn't matter if hundreds of your crew members die, because you can just load up on more. Having them matter in some way would be nice (not that I want ship XP to be a thing, though).

11
General Discussion / Re: AI backing off from 100% sure kill
« on: April 13, 2021, 07:04:44 AM »
I wonder if this is a quirk of the AI that works well in fleet engagements but not in 1-1 scenarios.

As in, ships are very shy to go for the killing blow, because the AI is tuned to prevent them overextending in a fleet setting and getting ganked. I'd rather my ships let the odd target go than trying to get a kill and getting pwned themselves. But in a 1-1 this looks like timidity.

Obviously you'd want the ship to recognise that there's nothing at all around, and that going ham is totally fine, but maybe that's why they don't do it.

12
Apparently the secret is just to have more officers of your own

13
General Discussion / Re: New skill system is a step backwards
« on: April 12, 2021, 10:12:25 AM »
Can't say I've considered things as much as some on this thread, but I really like the new tree. Feels like the skills are impactful and interesting.

Though the wrap-around mechanic seems like I'd end up taking some skills I just don't care about.

14
General Discussion / Re: Remnant fights?
« on: April 12, 2021, 01:09:03 AM »
I should be able to utterly stomp these remnants. I can easily wipe out a nexus; I have 2 paragons, a Doom for me, about 6 other cruisers, some mean bomber Herons and some tempests to cap up points. I specifically gave almost every ship Solar Shielding before setting out, too, so I get plenty of protection from the remnant energy weapons.

I can never cap more than 2 points simultaneously, so I'm limited to about 5 ships (not inc frigates)

15
General Discussion / Re: Story Progression????
« on: April 11, 2021, 02:44:16 PM »
Just want to say I had this problem too. I did a couple of Galatia Academy missions but I got some better offers from other factions, and haven't been back. Was wondering when the story was going to kick in!

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