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Messages - kobeathris

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Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 27, 2017, 11:58:46 AM »
If you're playing vanilla - could you send me your save? This sounds really odd. (fractalsoftworks [at] gmail [dot] com)

When I was getting ready to send you the save, I figured out what the issue is, and it has nothing to do with the salvage fleet. Because the fleet was much larger than mine, I selected everyone and ordered them to a map corner, that turned on autopilot fort he flagship as well. As soon as auto pilot engages and I unpause, it turns off auto fire for group 2. It does this consistently whenever I turn on autopilot for the command ship. Not sure if that is intended behavior or not. If I turn on autofire for group 1 and 2, just a s a test, it turns both back off when I engage autopilot.

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Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 27, 2017, 07:45:27 AM »
Weird bug to report, and if it is already addressed, sorry for missing it.

When fighting Salvage fleets that go pirate (I THINK that is only when this happens) I frequently (always?) see weapon group #2, which should be autofire, start combat as manual, and I have to toggle it back to autofire.

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Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 25, 2017, 07:23:28 AM »
Any plans to make the Combat skill tree more appealing? As it stands, the other three seem to be outshining it pretty hard. Everyone I have spoken to says they don't use any Combat skills.

Not at the moment, no. I'd like to see how it shakes out later on; personally I think it's getting overlooked a bit right now because the new stuff is shiny while combat got a nerf. It's still quite good, though - I've played through with a combat character - so I think things may swing back in its direction a bit. Not entirely opposed to buffing it some, though.


Just wanted to chime in that in a play through to level 40 with a fairly even split between combat, leadership, and tech, slightly leaning toward combat, I found that I could accomplish quite a lot with 1 Eagle (Flagship), 2 Pirate Eagles (restored and with combat officers), 2 Sunders (No Officers, HIL), a Heron and a Drover (Both with Carrier officers).  My biggest problem was with high tech fleets, as I had to be really careful in dealing with phase ships, since I didn't have a good way to get rid of them quickly, and they can cause havoc. I would reload after failed battles to try again, but I was up to 270 to 300K (Legion flagship for one, Doom for another) bounties and heavily out numbered and still able to win with this setup. It would have been easier with a larger fleet, but not having to worry much about fuel and supplies was the trade off.

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Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 19, 2017, 09:28:34 AM »
I wasn't thinking of funneling into minefields, but how you could use minefields as a funnel so that you had superior local firepower. Like, if you had a small fleet with a few mine layers against a larger fleet that wants to press the attack, you could limit where they could engage.

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General Discussion / Re: Why is my fleet full of cowards?
« on: May 19, 2017, 06:38:38 AM »
I would really like some formation orders to be honest. I find that if I tell several ships to escort my flagship, it often ends up as a ball, frequently with a fast frigate in the front. What I would prefer is a line with fast ships on the flank, not taking or obstructing fire.

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Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 19, 2017, 06:28:43 AM »
Alex, you aren't planning on disabling friendly fire for bombs, are you? I ask because when I'm piloting an Aurora I've been repeatedly flying into Flashes' bombs because I either don't spot them in time or because they missed their target and hit me. It's a bit worse because GUI doesn't show they're bombs because they're "yours" and your PD doesn't shoot them, but they hit you all the same. I suspect that if I used a frigate it would be even worse.

I think Bombs in general are kind of weird. They seem either totally ineffective or hilariously overpowered. I'd almost rather see them become mines instead and add a command to lay a mine field in a certain area. This could open up some different tactics as it would allow for a form of battle field control. They could be used to funnel ships into a kill zone, or screen a retreat.

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Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 08, 2017, 06:38:56 AM »
@SCC: It'll warn you if you have help popups enabled, though.


That said, I kind of like the idea of an aptitude providing a small bonus based on the skill points spent - but it's not clear what that should be in every case. Combat is the easy one, but other aptitudes have applications on several game layers, so there really isn't a fully-representative effect. It's just a lot cleaner to only have them unlock new skill levels.


You could add a bonus to each skill based on the level of the corresponding aptitude, capped by the level of the skill. So, take Surveying for example. The Skill Bonus increase the difficulty of Planets that can be surveyed and unlock surveying equipment as it does now, but in addition, each level of industry could give, for example -5% (rough example) crew/machinery/supplies needed to survey, capped by your level in Surveying, so Industry 3, Surveying 1 = 5% bonus; Industry 2, Surveying 3 = 10% bonus etc. That would allow someone to unlock the ability to survey for 3 points, but someone who was focused on industry, would be Better at Surveying and could do it more efficiently. From the UI perspective, that could be in the skill description portion of each skill. It would require coming up with what the Main value of the skill and what the Aptitude value of the skill should be, but I think for most skills, I don't think that would be too difficult.

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General Discussion / Re: .8 feedback thread
« on: May 05, 2017, 06:18:36 AM »
...he has 300 op points available for that battle and you normally only get 120 (unless there's some mechanic I don't understand, *I* only got 120). 

In the settings, you can adjust the maximum Deployment points available in a battle. The side with a larger fleet will get a larger share of the points available, this caps the combined total that can be on the field at once.

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Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 02, 2017, 08:59:55 PM »
There is a general option in settings or something that causes your ship to point towards the mouse as default control...is that what you want?

Yes, but while in combat. I find that is often useful to switch between modes, but it would be nice to toggle with a button rather than holding down shift. This is especially true with omni shields, sometimes you want to angle the ship, other times you want to angle the shield, and holding down a button gets tiresome after a bit.

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Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 02, 2017, 01:08:29 PM »
Would it be possible to add a hot key that does what shift does now in combat, but worked as a toggle instead of push and hold?

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Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 01, 2017, 08:41:49 AM »
Do any of the salvage or recovery skills increase the chance of being able to recover derelict ships, or do they only apply to ships after combat?

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General Discussion / Re: .8 feedback thread
« on: April 27, 2017, 10:14:43 AM »
I was really starting to enjoy the Conquest in 7.2, much more so than the Paragon or the Onslaught. How is it feeling now? I haven't gotten one yet.

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General Discussion / Re: .8 feedback thread
« on: April 27, 2017, 08:24:26 AM »
You could attach a cost to it that scaled based on your level. It could be fairly linear up to about level 15-20, then exponential after that.
Would that work for early scanner characters that avoid combat (and leveling)?  I know surveying gives XP, but is it enough to level them up quickly?  If not, such characters can make a lot of money before they reach the cutoff to stop surveying and start fighting.

Surveying gives XP, and then selling the results gives trade XP, right? You would have to look at the formula for XP and figure out exactly where you wanted the balance point to lie. I'm sure it could be exploited some, but the goal wouldn't be to stop any exploiting at all, but to make it something that would let someone change their mind about how they want to progress, and costing enough so that if you did want to exploit it, you would have to decide if it was worth the hassle of bothering rather than just going straight into combat.

Also, as an aside, I hope in the future that Surveying isn't locked behind a skill, but works more like salvage does now, where you are just better at it with more skill. Honestly, I feel like Surveying and Salvaging would both benefit from having the "skill" requirement be available through ship mods, and the skill give a fleetwide bonus, so that taking the skills meant you needed fewer salvage rigs or surveying equipment in the fleet.

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General Discussion / Re: .8 feedback thread
« on: April 27, 2017, 07:05:09 AM »

#4.  With Surveying 3 being a huge cash cow, that would encourage experienced players who know the game to focus on planet scanner characters early to kickstart their game then dump those skills for combat skills when they no longer need the cash.


You could attach a cost to it that scaled based on your level. It could be fairly linear up to about level 15-20, then exponential after that.

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