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Topics - Torch

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1
Suggestions / Custom fleet vs. fleet mode
« on: February 26, 2019, 04:24:05 PM »
I love the combat, and I especially love the fleet and ship customization, and I really want to skip past all those other campaign features and get to the best parts, pitting personally-customized fleets against each other, where I can watch the AI duke it out, or join on either side. Love it all to pieces, but my short attention span prevents me from enjoying Starsector to its fullest :p

2
I've seen the enemy do this once before, and I was absolutely amazed at how hard a Shepherd could be to kill when there's a Hammerhead constantly in front of it - any time I tried to maneuver around the Hammerhead, the Shepherd would move the other way and keep using the Hammerhead as cover. Could this be made the default behavior for any ships not suitable for direct combat? It would give civilian ships a legitimate use in combat as fire support, and is exactly what I expected the Escort order to do.

3
General Discussion / What unusual strategies have you found success with?
« on: January 07, 2019, 06:22:34 AM »
I've recently found that I default to the same boring playstyle every time, so I'm looking to change it up - what (non-meta) tricks are up your sleeves?

4
I have personally almost never kept an excess of cargo because it ramps up so quickly that even an extra 5% over storage capacity bumps your supplies/day up to the hundreds if you have cargo cap in the thousands. Whenever I forget to empty the excess cargo before leaving the debris salvaging screen from a series of massive fights, I'll often get a few supplies burnt in the time it takes me to salvage the debris field again.

I tweaked the settings in settings.json to my own liking (from 0.1 to 0.01 supplies/day per cargo over cap) and it feels a lot better, if slightly too low. I've only tested it with a large fleet, I imagine it would be way too low for small fleets, like a handful of frigates.

Perhaps have the extra supplies/day usage scale with % over cargo capacity? Or have it apply a modifier to ship maintenance? Anything to make it so that you don't bleed supplies from having a tiny % over the maximum with a large fleet.

5
My run that I thought had an incredible start (basically have everything I want) is being cut short because I can't find a single star system or mission that has any derelict stuff outside the core worlds, so no Remnants, no more AI cores, not even any blueprints unless I want to start raiding. In fact, I haven't gotten a single sensor ping outside the core worlds that isn't some sort of piratous vagabond that wants a slice of my cargo, or a merchant going who-knows-where.

I use pretty much every mod that tickles my fancy, but I don't think any of them would affect that.

What may be causing it is the sector generation settings - while I normally play on Mixed Normal, this run I tried Average Small, and this is also the first time I've encountered this bug.

6
General Discussion / What brought you to Starsector?
« on: December 17, 2018, 07:11:03 AM »
If you're into the RPG aspect of the game, what particular fantasy did you want to see play out? What hopes do you have for the ideal, finished Starsector?

I've always had fun really immersing myself into whatever games I play, to the point of disabling vital HUD elements in a competitive FPS because "muh immersion." I really want to play the role of a struggling bounty hunter just barely scraping by because I love the combat mechanics and ship customization in this game and frequently spend half of my playtime in the refit screen and simulations.

Also, bonus round: Post your current fleet!

I can't post mine now but I've got a fleet of Neutrino capitals with a variety of Diable Avionics and Legacy of Arkgneisis cruisers and destroyers (mostly cruisers), and the black/red/blue fleet aesthetic looks soooo good.

7
Suggestions / Ceasefire negotiations
« on: December 13, 2018, 02:25:14 PM »
A way to let us restore relations from the downward spiral of 'Hostile' would be nice

8
General Discussion / What kind of ship do you like most?
« on: December 13, 2018, 10:45:54 AM »
What are the characteristics of your ideal flagship? Are there any ships that suit your tastes perfectly, whether vanilla or from a mod?

My own personal favorite type of ship is a capital with a giant cannon and plenty of fighters - command and artillery sort of role. There's a ship in the SCY mod that is basically the ship of my dreams. I need to get one ASAP now that I remember it.

9
Suggestions / Dynamic battle maps and hazards
« on: December 13, 2018, 07:39:17 AM »
The current 99% blank battle map that we have now could use a look. Dynamic hazards and objects are what I think the combat really needs. Solar winds blowing ships off course, hyperspace storms obscuring vison, dense asteroid fields that you can navigate/plow through/shoot clear, control points acting as small defensive fortifications (destructible fortifications for small ships to hide behind), fights near debris fields spawning destroyed ships and scrap metal debris etc. There are so many possibilities, and they would make combat so much more interesting! I really want to enact my fantasy of plowing through a field of ships I destroyed.

Also, smaller battlemaps please. <3

Edit: Didn't realize a topic was just made on the same thing!  Can someone delete this?

10
General Discussion / How to overcome an endless cycle of start-scumming?
« on: December 11, 2018, 07:10:09 AM »
I'm a glutton for punishment and like to play on Iron Mode despite my complete inability to deal with fleet wipes. Unfortunately, starting a new game is the easiest way of returning from a fleet wipe (which often happens within the first hour of play). I had no trouble reaching endgame in 0.8.1a, but now I can't even make it past assembling anything but a fleet of scrap metal frigates. I understand the game's mechanics quite well but I get impatient and go for big payouts before I'm prepared for them.

I'm considering adjusting the salvage multiplier so I'm not stuck scraping by so much, but before I make the game easier for myself i would like to actually figure out how to overcome these setbacks or avoid them altogether, otherwise i don't think much will change.

A 'few' things I probably do wrong are:
- 0 carriers in fleet
- Intercepted often by more powerful fleets
- Accepting commissions immediately
- Expanding fleet size too quickly
- Relying almost exclusively on space trash to bolster my forces
- Any loss from an 'unexpected' source (like a unique yet counterable weapon/ship from a mod faction for example) feels unfair to me until after I've already ragequit and restarted (screw you, Multi-CAS Beam)
- Focusing on getting all non-colony Industry skills ASAP to reduce my expenses
- Buying storage at Jangala when the Abandoned Terraforming Platform is literally in the same system???
- Saving every single weapon I salvage in storage so I can build a stock to equip my fleet better mid-game (which I never reach)
- Probably not selling my salvage in the best places (Open Market, not looking for ideal stations to sell at)
- Usually can't find more than 1 officer before wiping
- Not really bothering with exploration missions despite enjoying them

Any advice on how to deal with these things that I acknowledge but keep doing anyway would be appreciated, I want to actually experience what 0.9 has to offer.

11
Suggestions / A hyper-aggressive scavenger faction
« on: December 07, 2018, 08:14:51 AM »
I'm not really suggesting this to anyone in particular, but I really like the idea so I'm posting it here. I'll add more info about the faction as I think about it, and anything marked with a (?) is probably going to change, especially if it has any confusing similarities to something already in the game/added by a mod. Expect this to look pretty crummy until it's done.

Name: Hyperion IndustriesFortune Steelworks(?)
Tech: Low/mid-line
Color Scheme: Industrial yellow ships with orange weapons and systems(?)
Design Theme: Militarized utility ships
Relations: Friendly to pirates, hostile to everyone else

Strengths:
(Combat)
- High armor
- High max speed and good forwards acceleration
- Most non-frigates have fighter bays
- Comparatively tough frigates and fighters
- Perform well with D-mods and related skills
(Campaign)
- Good cargo capacity
- Plentiful crew capacity
- Built-in Salvage Gantry


Weaknesses:
(Combat)
- Below average hull strength compared to armor
- Few energy mounts not occupied by a Built-in weapon
- Poor PD integration
- Shields kinda suck
- Larger ships less suitable for brawling
- Vulnerable to flanking and overextension
- Low maneuverability
(Campaign)
- Very high base maintanence
- Limited fuel range (low fuel capacity, higher fuel use)
- Bleeding crew like a mofo

Faction Gimmicks:
- Scavenges any detected debris fields and derelicts (takes time based on size, if interrupted then nothing is scavenged by them, ability only usable by faction during raids on core systems). Never leaves core worlds due to short travel range of their fleets. Launches raids on core systems and frequently targets mercantile convoys. Attracted to significantly large battles, such as station defenses, where they will attempt to secure some loot. Dropping loot for them to pick up will temporarily avert their aggression and gain reputation with them. Occasionally accompanies pirates on raids against tough colonies.

This faction would be extremely industry-focused and caters to the Industry skills. Good at bullying other Low/mid-line factions and breaking heavy defenses. In it for the long game, and their game plan keeps them from launching assaults on any colonies with the intent to destroy them.. As long as you're not getting in their way.

First ship concept
Bolt-Class Frigate
Description: Featuring unusually high armor and speed for a Frigate is the Bolt-Class - a militarized version of an industrialized version of the Cerberus-Class. Its strengths come at the cost of almost everything else, giving it a very niche role in any standard fleet.
System: A result of splicing the Cerberus' Burn Drive and the Damper Field, this quickly-charging system almost completely absorbs hull damage and disables weapons and engines during use, while also preventing the ship from decelerating, even if the engines are knocked out. Collisions with anything bigger than a Frigate will interrupt the system, often causing flame-outs.


Second ship concept
Crossbow-Class Artillery Cruiser
Description: The Crossbow-Class is feared by its allies nearly as much as its enemies, owing to its unique and very self-serving ship system. Capable of accelerating frigates (and destroyers to a degree) to incredibly fast speeds, it can turn just about any ship smaller than itself into an oversized kinetic missile. Great for launching heavy alpha strikes and disposing of disliked subordinates, but not suitable for frontline combat. Weak armaments slightly bolstered by two fighter bays.
System: This ship's system locks Frigates and Destroyers into a very rapid forwards acceleration where the ship cannot turn on its own, adding +100/50 U/s to their max speed. System ends prematurely upon any collisions.

Edit: OK nevermind, making a mod actually takes more time and skills than I have.

12
General Discussion / How to effectively use the Command Interface?
« on: December 04, 2018, 02:05:41 PM »
I`m currently struggling to get all of my ships to actually do what I want them to do. I've tried several different strategies, but the Eliminate command makes my ships suicidal, Avoid makes them stay so far away from the dangerous ships that they can't attack anything anywhere near it, and whenever I assign a ship to escort, it either kills itself by bravely face-tanking everything or stays too far behind the ship it's escorting to have any weapons on target. Am I using the commands wrong?

The one thing that I really REALLY want to use the Command Interface for is to create a main battlegroup comprised of me in a capital/cruiser carrier, 2 dedicated PD/Support frigates, a long range beam destroyer, and maybe a dedicated missile boat too - basically a well rounded squad that has all bases covered that I can use to lead an engagement while the rest of my fleet keeps the enemy busy. Is this possible to do with the current AI?

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