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Topics - torbes

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General Discussion / .95 Good and Bad
« on: April 04, 2021, 06:42:43 PM »
Happy that .95 is here! obv all this is my opinion!

Good:

  • Story Points, pretty much everything about them works!
  • New missions, love the bar contact stuff, think some RNG needs tweaking and some values also. My experience I had a ton of difficulty finding bounty contacts and a metric ton of break someone out, codes for whatever, steal whatever. I didn't bother as good relations are far more important that any short term gain. Maybe spend a story point to speak to the bartender to influence NPC generation?
  • Questy missions, and spoilery stuff was alot of fun!
  • New ships are pretty effing sweet!
  • colony items are awesome, lots of choices to make/theorize


Middle of the road:
  • don't know how i feel about built in hullmods: i'm still just dumping itu, hardened shields, heavy armor on anything not SO or carrier. not sure if that's bad but definitely not making difficult strategical choices. maybe instead of every ship getting 2 base, its an RNG thing based on number of battles and performance. like how officer promotes go. win ~5 battles get a prompt to build one of your mods in, lose a bunch of hull a few times get a prompt to build in reinforced bulkheads for example
  • less map level travel please, shrink the map, up the default burn, more fuel & supplies everywhere, -50% hyperspace storm amount. as of right now the map level traveling is so boring. its just time between the fun stuff!
    now if you have plans to add a ton of content and emergent (buzzword!) gameplay to the map level i.e. distress calls like events but 10x variety and reward then that would be awesome but i'm not sure how long that might realistically take!
  • feels like destroyers are in no mans land atm i didn't even touch dusa/hammerhead this time
  • any way we can see the intel screen in the bar missions would be great !
  • adjust pirate bases needs so they aren't a money printing machine, i don't care if they play by different rules at this point
  • almost all low tech have is burn drive, maybe a few could have instant repair or even EMP immunity, more options to not shield tank but still fire!

Stuff I don't like:
  • skill stuff - more thematic through-lines - just emulate the class system - 3 combat options for warship, phase ship or carrier, and then skill trees for fleet, colony, money making salvage/exploration. make everything respecc'able if humanly possible. please no more colony boost at the end of the salvage/expo line. i want to pew pew and build awesome colonies please!
  • stuff everyone talks about - DP, too many officers ECM, derelict contingent etc. my suggestion is to just split DP in half no matter what. maybe let you get another 1-2 ships out from an early objective and make sure there's always 1 in your 1/3rd of the map

finally:

still weird progression timing. i start with wolf/sheppard grab a few more sheppards and spam exploration missions for the first ~2 years maybe? scoping out where settle, getting blueprints, building my fleet out. grouping missions all efficient and whatnot. by end of this early game period i have a few mil credits, a decent chunk of the map explored and nice exploration fleet of apo, omens, sheppards and few tempests & scarabs. my frigates can easily handle bounties up to ~150k as they are mostly junk ventures, falcons and below.

then around now bam ! 80% of bounties are 200k+ with 3 >6>9 (!) cap level ships. at this point i feel pigeon'ed into SO aurora (which is still fun), paragon, 2 heron's, 1 champion, 1 dominator. this is exactly 180 dp and all 3 warships have ton of range. my AI turtles at 1 objective while i pick around at the flanks.

please allow range of bounties continue to spawn for much longer, even at my current point its either 300k or the random 50k 4 ship bounty. i understand that the bar contact allows more options but this whole playthrough i've seen 3 and was only able to make 1 a contact. makes it harder to profit flying 30 LY for 1 mission.

 
appreciate anyone taking the time to read. thanks Alex for all the new awesome stuff and your continued work! :)

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Discussions / Void Destroyer 2
« on: September 06, 2016, 12:14:54 AM »
Hey all. Just a heads-up if you're interested in a different space sandbox I recently got to test a game called Void Destroyer 2. It's more elite/evochron than starsector but it does have some nice fleet mechanics and I enjoy the combat. Take 5 minutes if you like and check out the steam page, or post to the forums the dev is very active and pretty cool.
Thanks for your time!

Steam Link: http://store.steampowered.com/app/369530/

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