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

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Topics - Twilight Sentinel

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1
After I killed the main TT raid fleet, my transponder action was highlighted red and when I went to turn it on the game informed me that I'd become hostile to the independent faction if I did so. 

2
Suggestions / Make tech mining a structure instead of an industry
« on: February 11, 2024, 02:13:31 PM »
Tech mining in its current form is a purely temporary structure that will almost always be torn down within a year of being built.  Nearly all of the value of the tech mining happens on the first month of being built.  After that it provides far less steady income than industries in most cases.  It doesn't really make sense for it to take up one of your industry slots, at least not in the current implementation.

3
The following three mods can be put on automated ships, but either provide no or minimal benefit for doing so: Additional birthing, blast doors, and operations center.

4
When in the 'add industry' menu on the colony management screen, hovering over an industry that would cause the Luddic Majority effect to become deactivated will cause the colony's stability value to drop down by one in the UI.  You must hover over an industry or building that will not reduce it or leave the screen to fix this minor glitch.

https://i.imgur.com/UCZk6Ma.png

https://i.imgur.com/dAU8H7H.png

5
Bug Reports & Support / [0.97a-RC8] Ships with incorrect designations
« on: February 08, 2024, 03:01:22 PM »
Ships bought from bars and contacts will get the default ISS designation no matter who they were bought from.  Same thing with any derelict ships recovered, even those floating around after battles involving factions.

6
Suggestions / DEM missile blueprint package
« on: February 05, 2024, 11:30:14 AM »
There are currently seven different individual missile blueprints for the new DEM weapons that dilutes the weapons pool somewhat, including a few pretty basic missiles.  The non-DEM equivalents are found in the missiles blueprint package, so why not add an equivalent that has most of the DEMs in it to clean things up a bit?  There are two Gazers, two Gorgons, two Dragonfires, and the Hydra DEM missiles.  5-6 of them could be put in the package, and the Hydra and/or Dragonfire(s) left as individual weapon blueprints.

7
Suggestions / Small black market blueprint and AI core rework
« on: February 03, 2024, 10:33:43 AM »
Selling blueprints on the black market is an interesting mechanic that's ultimately a trap for new players more often than not.  It isn't obvious how much more difficult selling blueprints makes the game and in the case of AI cores isn't as rewarding as turning them over to station commanders instead.  I'd suggest a small rework of changing this to requiring the player directly sell blueprints to pirate commanders to trigger the current mechanics and blocking the sale of AI cores on the black market completely (and to directly push players towards turning them over to commanders instead).

Pirate commanders could also offer a larger sale price on blueprints you sell to them.  Like a 200% sale price?  Maybe with a 10% appearance rate modifier applied to any ships pirates gain this way to avoid messing up their fleet balance too much?

8
Normally when you survey a planet it will list what kind of planet class data you found at the bottom of the list of resources/ruins found on the planet.  However if a planet has no resources or ruins the game will say, nothing found, as the only entry.  You still get a piece of survey data added to your inventory, so the survey screen should still have an entry for saying what class of survey data you found.

9
Suggestions / Bringing delegants to witness the destruction of [Spoiler]
« on: January 15, 2024, 01:26:18 PM »
I recently found the
Spoiler
Planetkiller
[close]
while doing regular exploration.  I didn't really have any idea what I wanted to do with it and eventually looked up what my options were online as I wanted to destroy it but had no idea how to.  I just did so at a
Spoiler
black hole
[close]
, and while a story point is reasonable as a reward for this choice I think it would be nice if we could request a delegation from both the Persean League and Hegemony to witness the destruction for a system wide reputation bonus with all major factions plus the independents.

It would also be nice if the game included some kind hint or direction towards a
Spoiler
black hole
[close]
to make it clear that's an option.

10
Bug Reports & Support / [0.96a] Drone ship wrecks can have sleeper pods
« on: January 13, 2024, 09:24:09 PM »
I just ran into a bunch of scripted Remnant derelict ships, one of which had a sleeper pod with an officer in it.  Those likely aren't suppose to be able to spawn from drone ships, and this likely normally doesn't come up because drone ships normally aren't able to spawn as random derelicts.

11
It's currently impossible to tell if you've scanned a body like a gas giant or not for the Hyperspace Topography without scanning it again.  It would be nice if that was indicated somewhere on the planet tooltips and planet information screen.

12
Suggestions / More maintenance built-in mods
« on: January 12, 2024, 11:26:16 AM »
Flavor wise, high tech ships generally have higher maintenance costs and lower crew and fuel costs relative to their lower tech counterparts.  This is good flavor for the game.  Unfortunately maintenance costs are also tied closely to deployment costs for ships which can lead to some high tech ships feeling like they have too high DP cost for their relative value or they get cheaper maintenance relative to their fuel/crew costs than they should for the weight class.

So my suggestion is to add some hull mods for maintenance costs (and recovery costs?) that effectively decouple maintenance from deployment cost.  A bit like what the Hyperion has.  Say at least a +20% maintenance cost mod and a +50% cost mod.  So say if something like a Medusa proves to be about equal in value to a Hammerhead, it can have the +20% maintenance cost mod to keep it costing 12 supplies per month, while having the same DP as the Hammerhead.  Some phase ships could potentially make use of the +50% modifier.  These also don't have to be exclusively for High tech ships, that's just the category they'd most often apply to.

13
I just got off clearing a couple Luddic Path low tech battlestations, which I'm use to being the big tough targets in previous versions of the game.  These were tough, but doable with a few loses.  Then I went off to take out a midline pirate space station, 40k bounty, and it ruined my fleet.  Like complete wipe.

Is that normal in this version?


Tried again and cleared it with no loses.  You've really got to go slow with them now and very gradually wear them down, compared to how important it was to rush them down in previous versions.  As well as make sure you only send in your smaller ships after the initial wave.

14
General Discussion / New story appreciation thread
« on: January 06, 2024, 09:39:22 PM »
Since I started a new game pretty recently and just experienced the new LC pilgrimage content, I wanted to offer some general positivity about it and say it was very enjoyable to go through that quest and the followup about the knight.  Good writing and very evocative environments and characters.

Starsector remains an excellent game and it's been keeping me coming back for more, more than a lot of other games have recently.

Just wanted to say this since I'd been mostly posting feedback about negative experiences over the last few days.

15
Pirate Eradicators should probably have a reduced spawn rate modifier put on them, and/or a substantial nerf to their overall quality to put them in line with other pirate ships.

I've noticed that the pirate fleets have gotten a lot stronger than they use to be in previous versions because of how many Eradicators (P) their fleets have.  It's just a really good all round cruiser, which shows up more often than it probably should for how the pirate faction otherwise feels.  Most pirate ships are either civilian craft, inferior variations, have crippling weaknesses, and/or are rarely present in their fleets due to being too good or frustrating to fight against.  The Eradicator appears to be the exception, being just a good cruiser sized warship with no modifier on how frequent it shows up.  Since the Ventures and Falcon (P) both have reductions to how often they show up, most pirate cruisers end up being Eradicators and Colossus Mk3.  Their frigate and destroyer sized true warships aren't really a problem since there's so many more destroyers and frigates in the pool pirate fleets can spawn with.

Also, Eradicator (P) seems to have a lower deployment and maintenance cost (18) compared to the baseline Eradicator (22) with the only difference being a burn drive on the pirate variation instead of accelerated ammo feeder?  That is a nerf, but is it a 4 DP (almost 20%) nerf?  No wonder they're so good at overwhelming you with sheer numbers!

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