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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Sonlirain

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General Discussion / Re: Nothing to do?
« on: August 01, 2017, 08:55:21 AM »
The game is more like mount and blade without any real goal you need to accomplish. Later on i guess you could start doing industry and factions will start expanding their borders. But as things are the only endgame is fighting clowns in beacon systems.

General Discussion / Re: Some feedback
« on: July 24, 2017, 11:10:38 AM »
To be honest i personally hate the pirates in this game but for all the wrong reasons.
The Luddite fanatics are fine because They just take tolls and fight you if you try to run without paying.
Pirates should imho. work the same way.
Demand Fuel/Supplies/Cargo or protection money and if you say no or try to run THEN attack.

As is they literally act like griefers in Elite Dangerous who will gladly blow you up for no reason while filling your chatlog with profanity.

To be frank now that i think about it... pirates and luddites should switch places in their "aggression" levels.
Pirates as the name implies should be about making money off you while luddites are the ones who should be waging a genocidal holy war and not bother with taking tithes from dirty sinners like you.

General Discussion / Re: Questions before I buy
« on: July 22, 2017, 03:25:10 PM »
1. Not in right now aside of mods. The inclusion of planetside operations and player owned industry hints that owning your own faction (or a subfaction of a larger faction) is planned which means multiple fleets will likely be in as well... in due time.

2. Ships from destroyer class and up are pretty durable but it varies with skills and how overwhelmed the ship gets so a duel between a Mule and Lasher will take quite some time but a mule accosted by a swarm of fighters that overloaded its flux capacitor with kinetic guns while 2 wings of daggers are approaching to get the kill then the fight will end in a hurry and the mules hull will likely break into several pieces.

3. 30 ships, as for multiple fleets... see point #1.

General Discussion / Re: Some feedback and questions.
« on: July 20, 2017, 11:11:20 AM »
Note that there is a specific subforum for suggestions and the like. It's not really a problem that you've gone and posted this thread here, but it may be worth keeping in mind for the future.

To be frank the topic is less of a suggestion and more of a pile of observations and seemed to belong more in "general" than just suggestions.

General Discussion / Some feedback and questions.
« on: July 20, 2017, 03:45:12 AM »
I've been playing the game on and off since 2012 here's a bunch of opinions after playing the current version after a year long.
Here's a couple suggestions/questions/opinions in no particular order.

1 - I like the idea of directly assigning craft to carriers and the fact they generally try to sync up their attacks (or at least it seems so) with stuff like broadswords coming up deploying chaff and plinking at the shield followed closely by the bombers dumping their payload but craft from different carriers seem to have issues with syncing up properly which is weird since officers seem to promote specializing carriers... except fighter only carriers seem to act a bit dumb and bomber only carriers appear to avoid attacking frigates (that includes the Khopesh)... meaning that gunships are probably the best bet for a 1 bay carrier

2 - The procurement missions still sometimes give you a procure cargo for the station giving the mission... cargo that's readily available on the station itself meaning the mission is basically free money.
Also the game could use specific delivery missions where you need to deliver cargo provided by the station (with monetary/reputation penalties for losing part of the cargo or selling it elsewhere.)

3 - Scan missions seem a bit OP for how easy it is to get to the fringe and back even with a small cheap tanker for a 50-70 thousand credit payout (especially since 1 mission basically buys you a cruiser and stripping derelicts refunds a good chunk of the travel expenses (and may even source weapons to outfit said cruiser) and while i think the fuel economy is fine as is the sector could use some more damaging hazards as the player gets further away from the core sectors. The fringe should be a hedgemaze of hazards you carefully move around not a place you sustained burn to and back in 2 minutes.

4 - Can the colorful Clowns in the beacon systems be reasoned with or is that not in this version just yet and they are there purely to be vanquished once you get your hands on a fancy Paragon/Onslaught?

Suggestions / Expending planetary warehouse functionality?
« on: April 28, 2016, 06:47:16 AM »
Ok so i played this game for the first time in... maybe a year now and like the addition of trade, CR ETC.
However the trading is kinda lacking due to not really allowing for trading in bulk outside of times when a planetary crisis of some kind takes place (Famine and food delivery of course).
But if i find a classic seemingly profitable trade route with a mining colony selling ore for 2c and refinery buying for 12c i can't take any advantage of that because the first price will start rising/dipping on a per unit basis (unlike X where the player can in buy and sell for one set price) so you likely won't make any profit past maybe the first 3 units traded because the prices will fluctuate immediately.

Now while that's more realistic economy wise compared to what X did it's still a trap for people who want to try trading.
A simple solution would be expanding the warehouse functionality by adding an automatic buy/sell functionality so i can tell my warehouse at the mining colony to buy ore whenever it's available for under 3c and my refinery warehouse to sell it as long as the price is above 10c (tariffs included).

Naturally if you try storing food on a planet prone to famine and set the selling price to 200+ (so it gets autosold when a famine event pops up) you will either anger the faction for hogging the food and being co-responsible for the famine or have an angry mod break into your storage and take what's theirs (possibly ending the famine as well if you had 1000 or more food there) without playing you a single credit (and angering the faction as well).

Suggestions / Re: Pirate/Luddic Path Atlas Variant
« on: February 27, 2016, 08:24:54 PM »
Neat idea but... there is nothing stopping the player from simply keeping 1 ox in reserve.
Additionally it could just have a terrible burn in space forcing the player to keep oxen if they want this thing to even have a sliver of usability.

Overall this looks more like a ship for AI fleets for the player to destroy rather than anything the player would want to use himself.

Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 26, 2016, 05:59:09 AM »
Well power wise real life lasers actually are classified by color (wavelength).
Red is the weakest (but we managed to get red lasers more focused than more powerful blue beams) carrying the least energy.
Green is intermediate.
Blue is the most powerful but also the least focused.
I don't know where yellow stands but probably near red.

With that in mind i'd suggest keeping the blue beam on the HIL. Just add some extra effects to it to make it look powerful but unfocused
Something like this perhaps.

Tariffs and highway tax.

Why make a giant economy with planets having imports exports and resource usage if its all barricaded behind 60% tax + any extra tax put on you by marauding patrol fleets.

Suggestions / Re: Story Based Upgraded Weapons and Ships
« on: July 06, 2014, 07:30:17 AM »
I actually would love to see a weapon modification system similar to Space Rangers where you could tell a bunch of technicians/scientists to do something with your gun and they'd try their best in upgrading its stats.
There were also "gems" (one time use upgrade items that wait in your cargo hold waiting for ou to "slot" it into appropriate equipement to give it a boost or even radically change the way it works like changing the damage type on the heavy mauler to energy or causing part of the EMP damage on the tahyon lance to damage shields.

Jurry rigging of equipement is pretty straightforward and many other games/universes where technology is in decline have some way of doing it.
For example Hellhounds from Warhammer 40k are said to be modified by their crewmen. Same thing in Fallout where some people can hotwire plasma rifles turning htem into turbo plasma rifles.

Slottable upgrades would probably be lost pieces or advanced tech or advanced modification kits that cannot be recreated but since they were made for a specific weapon in mind can easely be used to change it by any technician who reads the included manual.
For example a "vulcan modification kit" that would allow to change a limited number of vulcan cannons into a rapid fire pulse laser version of it that can be used in both balistic and energy hardpoints.

General Discussion / Re: Adult themes in Starsector
« on: March 28, 2014, 04:50:05 PM »
Setting up a counter of "people killed" would be a nice (if a bit useless) addition. As a bonus it could also have a counter listing the # of orphans created during your game to be extra demotivational.

General Discussion / Re: anti fighter variant?
« on: March 17, 2014, 06:23:08 AM »
Omen hands down. That special system just tears righters apart lie nothing and if coupled with fire from your main ship and its own PD guns all fighters are as good as dead.

Blog Posts / Re: On Trade Design
« on: March 11, 2014, 01:03:55 PM »
I'm still not really sold on "event only proftable trading" altho i can understand it not wanting to make dumb economy like:
This is a ore mine. they buy food and sell minerals.
This is an industrial planet they buy food/ore and sell goods.
This is a farming world they buy goods and sell food.
This is a hive world they buy goods and food.

Altho if making a trade system irks you tnen maybe... Transport Tycoon IN SPACE!
Simply put if your relations with a planet are good enough you can get "freight" missions that require the transporation of a certain ammount of goods provided by the planet to another planet (connected with a trade route).
You can do those missions manually or delegate some of your ships to do the freight running for you and with time (and planetary reations) you might get a contract to deliver goods at a regular basis you can (and should) delegate ships to because doing so manually would be a bore. Also cowardly officers that might become availble in the future would be the PERFECT ones for the job.
Over time you freight empire would span several planets and bed things wold happen if you decided to stop transporting goods for some reason.

This way we get some "trading" a logical trade system and a relatively safe source of credits in case of unforseen things happening to your fleet.
Of course said credits would not be great considering you're not the actual trader but do the footwork for ACTUAL traders.

Blog Posts / Re: On Trade Design
« on: March 06, 2014, 05:34:28 PM »
So the only good thing about trade in that game is that you don't have to do it? oO

But as you said, there are already plenty games that do spreadsheet trading, so I think it's great that we are getting something new here.
Well yeah trade in flatspace was just dull as hell. Pretty much a textbook example of how to not do trading as it was totally undynamic so if you found one station selling and one buying then all you EVER did as a trader was just going back and forth between them. There was no looking for trade routes supply/demand (aside of literally random price fluctuations that were too small to matter anyway because if you bought someting from an exporter and sell it to an importer you WILL make profit) or production chains at all.

Now Alex wants to tie trade with events. And that's a great idea but making trade unprofitable EVERYWHERE else pretty much removes one playstyle and throws it out of the window.

Blog Posts / Re: On Trade Design
« on: March 06, 2014, 03:52:05 PM »
I'm not sure why trade being event based would be a problem; you're saying it's because you need to be able to scrounge something up if you need to but... why is *that* necessary? In a nutshell, I see making money from standard trade as a bad thing because it encourages safe, boring trade runs. You might say that responding to an event isn't any better, but the difference (hopefully) is that you can do more interesting things to set yourself up to respond to an event effectively (such as, say, cultivating connections to get the information early, or even acting to create the necessary conditions for an event to occur), and then the actual "trade run" is the culmination of that work and planning, rather than being the actual work.

There is a thing you overlook alex. There are players who simply LOVE doing spreadsheet style trading. Look at the X series and its fanbase... a giant part of the game is about trade and creating/shipping goods.
While you might think that simply going from A to B is boring ther ARE people who like doing just that so instead of discouraging people from commerce at every corner you should instead encourage people to do something else.

Flatspace 1 and 2 are great examples. The trade system is VERY bland and basic in both games (every station imports one class of goods and exports another and if you buy good x at a station selling it and sell it at a station that imports it you will ALWAYS make a profit no matter what) but... the game has also a LOT of missions you could do for money be it capturing criminals and delivering them to the police station or delivering some ornate statue to a faraway station.

So unless you REALLY wanted to buy a battlecruiser or carrier with a full squadron of fighters (largest ships in the game that cost unrealistic ammounts of money) you never had to faff around trade at all... ever.

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