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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Euqocelbbog

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1
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 12, 2015, 11:46:39 AM »
With a crew of 1500, you probably have a fleet strong enough to take on 300k bounties, so it doesn't seems that bad even for someone that hates trading.

In theory this appears sound but in reality bounties as a source of income are vastly reduced now that if you have a commission you can only reliably do bounties for one faction. In addition, now that bounty fleets can move around it's not terribly uncommon for them to just wander off into the aether. It also feels like having several faction mods activated exacerbates the problem because there will be significant periods of time where some factions just aren't offering any bounties whatsoever.

2
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 11, 2015, 06:29:10 PM »
Crew salaries are being changed and are also optional in 3.0.1. 
Oh good. This is one of those things that looks great when you first see it, but the more you play the more it just bugs the hell out of you.

Also looking forward to it. As it is, the cost of having a mid-sized fleet of a couple cruisers, some frigates, a destroyer, and a decent marine contingent is pretty much financially crippling if you don't do some silly micromanagement of cycling out elite crew, especially now that your ability to pursue bounties and trade is severely limited if you take a commission.

3
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 07, 2015, 02:40:07 PM »
Looks awesome, can't wait to try it out when I get home.

Rip asura

4
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 07, 2015, 02:27:16 PM »
The bribe amount sounds way wrong. It's supposed to max out at 100k credits when the investigation has a maxed out chance of starting/finding you guilty. If it's just a minor BM purchase here and there, the bribe shouldn't rise much about 10k.

Checked into it a bit - looks like there's a bug where it wasn't being properly capped, but still, to get to 192k credits, the probability of an investigation (i.e. suspicion level) had to go to almost 200%. Which would require selling a *lot* of stuff on the black market, or for the market to be really small. So I suppose it's possible that this is a legitimate outcome - if you sold 40 drugs at a premium to a very small market, then this might have happened, but it still sounds unlikely. I just tried selling 40 drugs to a size 5 market, and the investigation chance from that was 20%. so to get to 190% or so? I suppose it is possible, with a market with a lower trade volume and high stability. Are you sure that black market ship purchases and such weren't involved?

Anyway, the major difference in effect from selling the same amount on a small vs large market is rather hidden from the player... hm. Something I'll need to look at, for sure. Right now smuggling investigations are there so that there's a real risk to smuggling (plus, sneaking into a market to pay a bribe can be fun, though the issue there is it just interrupts whatever you were doing, and that can be annoying, hence the long duration); but might be able to find another way of accomplishing the same thing.

For context, the drug sale was to Coatl, the Hegemony military base in the Aztlan system. I don't remember the size of the market offhand but I imagine it's fairly small. Coatl did have a significant demand for drugs when I sold, as I was holding onto them for a big payday. I don't remember exactly, but the profit was probably around 30-35k for the load of 40. Didn't do any other smuggling during that trip.

I dig the system of smuggling being a risk, but I think the game just needs to better communicate the gravity of how serious an investigation might be. Something as simple as an added note to the log notification that "hey, all the evidence is arrayed against you and if you don't bribe the investigator you're gonna get canned" would go a long, long way towards making the system appear more logical and would alleviate a lot of the associated frustration. When bounties on pirate and deserter fleets that aren't too intimidating net rewards in the realm of hundreds of thousands of credits, a smuggling run worth 30k is not immediately apparent as something of significant consequence.

5
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 06, 2015, 06:26:00 PM »
I feel like something has to be wrong with smuggling investigations. A while ago I incurred an investigation after picking up a couple of AM blasters and disregarded it because it's just a pair of guns, who cares. Later the investigation hit me with an about 100 point penalty, breaking my almost cooperative relations and my commission, but I was able to load just far enough back to burndrive over and pay a big ass bribe. More recently, I incurred another investigation after offloading 40 units of drugs and tried to go pay the bribe, but a patrol decided to orbit the respective planet for at least an ingame month. I eventually loaded back and went off to do other stuff before returning, where I had the choice of eating a 124 point penalty or paying a bribe of 192,000 credits.

It seems that investigations that find you guilty always set you to about -30 relations and always entail absolutely enormous bribes. I could understand if it was a neutral faction and I was drowning their black markets in drugs, weapons, and organs, but in this case the most I'm doing is occasionally buying the odd rare weapon or offloading some drugs looted from pirates and with a faction that I'm cooperative with and hold a commission. Honestly, the smuggling investigation system right now feels just as random and arbitrary as the old boarding system and likewise only results in frustration.

6
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 08:49:04 AM »
Gryphon stuff

Very much agreed, when I first tested it out I tried the ability once in the sim and then never used it or allowed the AI to pilot the ship. Tying ability use to something like CR degradation just does not work out simply because it heavily punishes the pilot for using the system. Interestingly, the ship and ship system descriptions both never mention anything about CR degradation but do emphasize a supposedly massive flux cost which in reality is very minor.

7
Mods / Re: [0.7a] Upgraded Rotary Weapons V1.0 (21/11/2015)
« on: November 21, 2015, 05:23:46 PM »
The Chaingun seems to have an issue when it is placed on a turret slot, where it's barrel looks a bit like the Thumper. It looks as intended on hardpoint slots. Also, in either case it seems to have the Thumper's windup and windup sound.
Spoiler
[close]

8
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 21, 2015, 02:12:30 PM »
Yeah, don't fret about not recognizing it, as it's just about always been so rare that it only really exists in the codex. I don't think I've ever seen it fielded by the AI and I've only seen it in markets a couple times in all the years I've played Starsector.

9
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 21, 2015, 01:15:34 PM »
Wait what? This mod isn't compatible with 0.7, It crashes with a "Fatal: Index: 0, Size:0" Error.

The Omen is a vanilla ship.

10
Ironman would certainly be the ideal way to play, but it's a pretty iffy proposition at this point in development. As incredibly solid as SS is, it's still in alpha and thus some issues will occasionally arise and especially so when mods are involved. I think Ironman will be really nice later on when there's more involved campaign-level stuff so that what occurs on the battlefield has an affect on more than just personal wealth.

11
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 21, 2015, 12:46:43 PM »
i have a feeling the Gryphon isn't great flagship material, though. i do wanna try it out, but unless it's a torpedo heavy loadout, it will probably do just as well in the hands of an officer as in your own, whereas most other ships become a lot more dangerous if you pilot them yourself.

I've actually found the Gryphon to be a fantastic flagship when fighting cruisers and capital ships. Fit it with the Squall MLRS and Harpoons in the other slots and it will absolutely crush cruisers and capital ships. The AI, however, is actually pretty bad at handling this loadout and will tend to slowly bombard from range to minimal effect rather than getting in close where a well timed strike will rapidly overload and destroy targets. I imagine the AI is fine with stuff like MIRVs, LRMs, and Salamanders but that's a bit of a waste of the Gryphon's potential.

12
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 21, 2015, 08:34:07 AM »
I wasn't too sure on the redesign when I first read the blog post on it but now that I'm playing with it I love them. Among other things, they give a nice appearance of depth. The old sprites end up looking pretty flat in comparison.

13
General Discussion / Re: Starsector Ship Tiers
« on: November 20, 2015, 08:44:42 PM »
The new Gryphon is pretty nice. With the Squall MLRS and harpoons in the other missile slots and with max missile specialization it can take down cruisers in a few seconds at almost no risk to itself and capital ships have just about the same experience with a few more seconds, especially if the Gryphon has any allies to pin down the victim. It's a bit situational though, at least with this setup; it's power is limited in fights not involving cruisers/capital ships and the AI seems to handle it very poorly (rather than firing large salvos at medium range, the AI will tend to just fire a steady and useless stream from far away).

14
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 03:22:28 PM »
I feel like the casualty rates for boarding are a little crazy. It always seems like I lose at least twice as many marines as there are enemy crew in any boarding action and at times it's far higher. I just encountered a rather extreme example where I lost 28 marines boarding a Lasher with 2 crew.

15
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 20, 2015, 02:29:59 PM »
Yeah, the new sensor system is so good that I really want to see it more expanded. How about some ships that are focused on making your fleet more stealthy or having a huge coverage area? I don't know what drawbacks they should have though, but the possibilities are there.

It wouldn't be without precedent, as the Apogee has a "high resolution sensors" hullmod built in, though I'm not certain what its exact effects are since I haven't gotten my hands on one yet.

Edit: oh hey, looks like the Omen has it too.

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