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General Discussion / Re: Brawling Simulator
« on: July 23, 2023, 12:27:45 AM »
...So I guess nobody's ever tried this? Honestly, I think it's pretty useful. I'm happy to give more documentation if anyone is interested.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
In my experience, putting any sort of combat equipment on logistics ships ends up being self-defeating; not only could you have given them more storage or a buff to your surveys or salvaging, but if I have to deploy a colossus or a prometheus, things have gone horribly, horribly wrong. After I've seen to their logistical use with expanded holds, efficiency or whatever, I tend to give them unstable injectors, armor mods and such; anything that keeps them alive and helps them disengage faster is worth far more in my opinion than whatever minor contributions they might make to combat.Phaetons are kind of a special case, because they only need to start full of fuel, then they become a liability, like early rocket stages that are discarded during launch. Once you get to your destination and you're half-empty, it doesn't really matter if you lose one, and they're easy to replace once you get back to civilization. Furthermore, +30% cargo for +50% cost is not hugely compelling to me on a civilian ship except when you're at the fleet size cap. Anyway, carrier AI plays it pretty safe. I have lost a Colossus this game, but not a Phaeton.
A note on salvage gantries: I'm pretty sure they only increase the amount of regular loot you find, such as metals, fuel and supplies; I don't think rare things like blueprints are affected.Yep, but considering the OP is running out of fuel and supplies, that's exactly what he needs. They have diminishing returns though so I don't bother with more than 1 (destroyer-size) in a fleet.
I fully support indie devs and smaller dev companies such as Tale Worlds, sunk thousands of hours into Warband and Viking Invasion, yet was utterly dismayed with the quality of launch of Banner Lord.When it was in development for 10 years, I really didn't understand how it could possibly be unfinished at release, but there you have it...
Armor is great already. High Armor is already massively better than low armor due to the 5% rule....unless you have Impact Mitigation 1, which makes it irrelevant. But I agree that armor (on un-captained ships) is most relevant once it's been stripped, which is a bit counter-intuitive.