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Starsector 0.95a is out! (03/26/21)

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Messages - tinsoldier

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1
General Discussion / Re: Colonization and possible ways to improve it
« on: November 20, 2018, 04:11:14 PM »
Did I see this right, you can get blueprints by colonizing planets with ruins? I thought ruins give blueprints only once after the survey.

There is a "Tech Mining" structure that you can build to scavenge materials out of the ruins. It can also randomly find blueprints and items. It has diminishing returns as the ruins are cleared out.

2
General Discussion / Re: Colonization and possible ways to improve it
« on: November 20, 2018, 08:09:25 AM »
@ tinsoldier:  Orbital station is a big help to lean on when fighting invaders personally.  If you want bigger fleets, you want to grow your colony size fast.

Yea I know, perhaps I wasn't clear but I don't have any trouble fighting the expedition fleets with or without the battlestation (mine was just upgraded to star fortress even). The issue is that the largest system defense fleet I have seen had only two or three dominators, maybe a venture or couple condors plus some rabble. That's not enough for me to feel comfortable with the idea of them defending against a fleet of multiple conquests and carrier heavy fleet compositions. All this to say that the point I was really trying to make is that the one thing I can't control effectively (defense fleets sizes and quantities) is the one thing I need to not have to baby sit my colony. I know all about the doctrines and I've bought just about every upgrade... it's just that the organic system fleet growth is sloooowww and I wish I could artificially boost it up by investing cash or spare ships into it.

I've only been investing growth incentives to get up to 15% or so, maybe I'll just dump a cool million into that and see what happens.

3
General Discussion / Re: Colonization and possible ways to improve it
« on: November 19, 2018, 06:37:35 PM »
The first things I built on my colony was the farming and tech mining. 30 days later and I was already at 5% of the food production market with a size 3 farming colony. That's pretty darn goofy.   ::)

Anyhow, a couple months later and I was already getting expeditions sent after my colony. I could bribe them away for 100k a shot, but that was more money than I had to burn on something like that. Now I'm up to size 4 and $135k/mo and we're receiving expeditions regularly (but not back to back, per se). Basically I just go exploring for a bit and keep an eye on the countdown and rush back when necessary to fight them off. Unfortunately the defense fleets and pickets are pretty useless at this point. They can pick off the stragglers but I don't trust that they're big enough to properly defend the place so I don't even take the chance. If this was Nexerelin then I would just invest in a few defense fleets OR if I could just leave a bunch of ships around to serve as the defense fleet then that'd be awesome too. It's not clear what I am supposed to do to get a defense fleet that actually has some meat on it. I've unlocked the plans for a few big capitals/carriers but they're not being used.

4
General Discussion / Re: (Un)Official Starsector Mascot Ship(s?)
« on: June 07, 2017, 02:52:38 PM »
space-porn

Language, please.


Sorry, adult-themed photography of disrobed spaceships.

5
General Discussion / Re: (Un)Official Starsector Mascot Ship(s?)
« on: June 07, 2017, 02:13:49 PM »
@Tinsoldier you really shouldn't add your comments inside quotes, you should make them after a "" (last one) or, at least, differentiate your comments from the rest of the quote.

Just didn't scroll down far enough, thanks for the heads-up.

6
General Discussion / Re: (Un)Official Starsector Mascot Ship(s?)
« on: June 07, 2017, 02:09:21 PM »
The conquest, not only is it the picture google has when you search "starsector" it is also alex's twitter avatar.

Other than that, The apogee is certainly up there. one of the most recognizable ships, and it is on the home page.


Spoiler
[close]

Spoiler
[close]

I didn't specify image search! :^)



Google is obviously customizing your results based on a history of "Conquest space-porn" searches you've made.

7
General Discussion / Re: (Un)Official Starsector Mascot Ship(s?)
« on: June 06, 2017, 01:37:17 PM »
The conquest, not only is it the picture google has when you search "starsector" it is also alex's twitter avatar.

Other than that, The apogee is certainly up there. one of the most recognizable ships, and it is on the home page.



8
Doesn't this also apply to friendly patrols when you refuse to turn on your transponder?  In either case, I agree they shouldn't engage the player if they wouldn't have normally.

If they don't engage then the player should still get an additional reputation penalty as if you did fight them (or nearly as much if not quite) and the patrol should maintain contact (perhaps it can blast out some sort of distress call to attract nearby fleets, call for backup!).


9
Suggestions / Re: Toning Down coronas
« on: May 26, 2017, 09:20:34 AM »
am I reading this mods description wrong? It says it only reduces combat readiness loss while in combat in a corona. So it won't reduce the supply hit of your fleet. It just lets you CR out your opponent in a fleet battle.

I think you may have misread, from the wiki (I assume it's trustworthy?):

Quote
Decreases the effect operating in a solar corona has on combat readiness by 75 percent; also has the same effect against storms in deep hyperspace.
In combat situations, reduces beam damage taken by 10 percent.

It doesn't mention "while in combat" when referring to the CR reductions.  It does refer to combat situations when describing beam damage reduction bonuses.

10
Suggestions / Re: Toning Down coronas
« on: May 22, 2017, 03:25:33 PM »
It would be nice if the coronas were more gradual. Sometimes for big stars, you can't even see the star and can't clearly see the edge of the corona and then you are suddenly losing 100+ supplies per day.

I have the skill that is supposed to minimize the effect of coronas but it doesn't seem to do much (It might be a bug, I have also noticed since I got it, the neutron star beam thing does nothing to my fleet).

The solar shielding hull mod also seems super useless because you would need to put them on the majority of ships in your fleet to get a significant effect which is not worth the op, even for an exploration focused fleet. Maybe if the hull mod had a fleet wide effect, might be worth throwing on a few ships. Or if you had the option to send a detachment (http://fractalsoftworks.com/forum/index.php?topic=12247.0) so you could have solar shielding only on the ships dedicated to going into coronas.

If solar shielding was only like 2 OP for a frigate then I'd probably put it on everything.  At 5, it begins to feel like I'm giving up things that would contribute greater to survivability and TTK than the solar shielding, especially when it is something that needs to be applied *everywhere*.  Of course, for 20 OP at the top-end, it's totally off the table.  The 10% beam damage protection it offers isn't terribly compelling for me.

11
Look at this quote from Alex some time ago:

I feel comfortable saying that it'll be a sandbox, without "you have to do these story missions to progress" type of mechanics. Not to say that there won't be missions, or even mission chains - that's still TBD.

So there is a chance they will be added to the game

Yeesh, a five year old quote! 

Doesn't the tutorial experience reflect what OP is after pretty well?  There's not much "storytelling" but you have a rudimentary quest chain with recurring characters.  Seems reasonably possible you could build an entire story based on that although I have no idea how much of that is moddable (hopefully more and more over time).

12
General Discussion / Re: .8 feedback thread
« on: May 16, 2017, 02:17:40 PM »
Quote
No, I think it basically always says "sizeable fleet". If I'm honest I agree that there needs to be some more information: maybe what the bounty's flagship is or something.
That would be nice.  I would hate to drive all the way out somewhere only to find out my fleet is not strong enough to kill the fleet because one of the ships is too powerful.

The bounty fleets start off pretty anemic and they only increase in size as you complete bounties.  If you haven't been doing bounties for most of the game then your late-game fleet will severely over power any and all bounties until you complete a dozen or so (possibly at a loss in terms of time and fuel).  It'd be nice if there was always a mix of bounties (big and small).  However, that would necessitate the player having clarity into what they're going after or else the issue you've raised would plague players.



13
I wonder how many people who voted have only fought the damaged battlestation and not the hero battlestation.

14
General Discussion / Re: Drawn-Out Battle
« on: May 10, 2017, 03:55:34 PM »
I have to say, I haven't really had an issue with turtling/kiting. It may be because my fleet is 75% >=destroyers, but I tend to find my fleet and the enemy's will engage along a battle line before the enemy eventually break and (try to) flee. However, I do try to avoid the enemy kiting by just having overwhelming firepower (especially the remnant ships).

I haven't really had an issue with kiting ever since I got a bunch of fighters.  They are kind of a necessity.  The Remnant Lumens will kite you all day long, it's the worst.

15
Suggestions / Re: Ctrl Click fills to minimum first
« on: May 09, 2017, 05:28:35 PM »
It's worth noting that some folks deliberately salvage everything even if it takes them beyond capacity just so they can dump it as cargo pods.  When you leave been salvage it just disappears but if you dump cargo it becomes retrievable cargo pods.  If there is enough loot, you may event want be able to justify paying the additional supply cost to stabilize the orbit of the cargo pods so you can come back weeks/months later for retrieval.

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