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Topics - Half-full

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Has anyone else noticed that fighters don't make a good judgement about how dangerous a target ship is? As I'm seeing things, this is affecting performance of most vanilla wings so badly that the only fighters I can recall being able to fly out to a target, shoot it, and fly back safely are ones that fight at the furthest distances with large amounts of protection like Longbows and Tridents. I have also witnessed many fighters flying into fields of fire they could avoid, or not taking advantage of spots on an enemy ship where there is nothing to shoot at them effectively.

This weird fighter AI is hampering other choices over torpedo bombs. Why take fighters that barely do the job of intercepting bombers effectively when a flak combined with some small AC's or some burst laser PD can do the job far more consistently? Why try to have fighters attack a ship when, excluding special wings like Claws and Thunders, their usefulness in a fight is piddling at best? Maybe with the current AI most fighter wings are too situational?

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Suggestions / Persean League Specific Mechanics
« on: September 13, 2019, 12:15:34 AM »
Please consider implementing internal political mechanics for the Persean League similar to the lore description given ingame. 
I believe that right now something many players agree about is that more strategic gameplay would be good for making the endgame more interesting, so I'm going to try to segue this into talking about the Perseans, which I feel like could also use some love. Please discuss and share some ideas too.
  • Besides just being nice to have (not a good enough reason of course), a special political mechanic would add a novel new layer to the simulation for the player to make strategies around.
  • The chaos resulting from League politics, judging by what we hear about the League, would probably help shake up the dynamics of warfare in the core worlds not only by creating strategic situations which are unimaginable in a war between say Hegemony and Tritachyon, but also by perhaps allowing the player or even other entities to meddle in League politics directly.
  • Finally, this would go a long way in distinguishing this vanilla faction from the others. My perception right now is that Perseans are for the most part just Independents, but with a different flag and fleet boundary color, and some nicer markets.

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General Discussion / Independents mechanics in general
« on: August 23, 2019, 06:18:59 PM »
    So as I'm accumulating more and more hours in the latest release of Starsector I'm concluding that the independents don't behave intuitively or other factions do not treat the independents intelligently. Here are some examples of things I think others will agree are not good.

    • Independent bounty hunters will get angrier with you if you attack and destroy independents smuggling illegal goods like drugs and harvested organs. Wouldn't these smugglers be natural targets for vigilantes like them?
    • Independent markets do not act, as far as I can tell, independently at all. Why would a budding economic market like Nova Maxios decide to also make drugs illegal like independents bordering the Hegemony given that its closest immediate neighbour to trade with is a Tritachyon station that would buy it up?
    • To what end is attacking all independents because of the actions of smugglers? Wouldn't it be more rational to increase patrols to encourage more legal independent trade instead?


    This list can be expanded quite a lot, but I want to be brief and just say that I don't believe the independents are working as intended. I would love some input from everyone else. I haven't checked if Alex ever commented on this, so I may just be beating a dead horse here too.

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