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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Rounin

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1
Blog Posts / Re: Skills and Story Points
« on: July 10, 2019, 06:34:46 AM »
If i were a guard on patrol duty and had to scan a ship, i would accept a credits bride because we all need credits, not some magical "you're immune to 1 scan" pass.
Considering that the AI smuggler fleets can wander around with their transponders off without faction patrols so much as looking at them, I, for one, will be quite pleased to have an option to do something even vaguely similar.

why would the faction patrols look at us so much and not smugglers then? maybe we're not doing as well of a work, unlike smugglers.
Remember, if you're a known smuggler, you're doing something wrong

Don't look at this so rigidly. It's not a "magic pass", it's an abstract guaranteed success. You smooth talk the captain, maybe you know him from cadet school and he lets you go after some banter, he fu... dated your sister, he mistakes you for his favourite space celeb, you did him a favour ages ago, etc. etc.
It's a storytelling tool only limited by your (lack of) imagination. There are already plenty of things abstracted in the game, so if you can put up with them you can swallow this one too.

2
Suggestions / Re: "Combat Endurance", combat readiness, performance bonuses
« on: December 18, 2018, 07:09:13 PM »
And then there are the places that literally, not figuratively or virtually, but quite literally have no path to them so you can only plow through screen after screen of storms.

3
General Discussion / Re: Combat Readyness isn't fun..
« on: December 16, 2018, 08:13:01 PM »
overcoming them is part of gameplay. Sometimes its very hard.

The most involved I've ever gotten with it was holding down shift while I was reading a book.

4
General Discussion / Re: What kind of ship do you like most?
« on: December 13, 2018, 12:35:30 PM »
It's purely based on aesthetics.
My flagship is always the one I find sexiest at the moment.

5
Do they, though?

Yes, because the drop in speed occurs after they impact your little bubble and bounce away, giggling in their stoic space-rock way. Cheeky pebbles have the manners of infants.

6
The right assumption is that it's an arcade game with no pretense at even being remotely realistic. Trying to justify these things with real life logic is silly.
Besides, asteroids don't trigger safety brakes, just slow you down a bit - still moving at hundreds of thousands of kmph while a mass that would instantly vaporize you just casually gets flung away.

7
your ship's relative velocity is limited specifically for this reason

That's nice, but you already move your ships at speeds capable of traveling multiple AUs in a few days, way above the dangerous levels you just described.

8
I know of only one game that went for realistic space combat - Children of Dead Earth.

There are a number of games with Newtonian physics, like I-War 1 and 2, the Evochron games or Frontier: Elite 2, but like you said they're a completely different beast from Starsector.

9
General Discussion / Re: where do all these people come from?
« on: December 09, 2018, 04:39:43 AM »
What on earth is the rationale for de-civilized making population grow faster? That's not how it works.

It works by all those bloody savages (or just small communities trying to get by) joining your colony, coming out of the woods, down from the hills, etc.
Another reason to make it go away after a while.

10
Yeah, if I can bring in a few billion people in a few cycles then I can surely pull a public school system out of my nether regions to reeducate those roving bands of savages to the advantages of acting prim and proper. (Or just teach them why raiding high tech societies and shaking angry fists at heavy weapon batteries is disadvantageous to one's health)

11
There's a solid reason why authorities of lawful factions are so strict about enforcing the use of transponders in their space - there's simply no other practical way of immediately identifying a fleet, short of a convoluted and cumbersome investigation.

Yet the moment you refuse to turn it back on they know it was you and hit you with some reputation loss. ;D

12
General Discussion / Re: Balance, skills and general musings
« on: December 06, 2018, 12:21:07 PM »
Hell, the AI doesn't even have to be on low health to retreat, they do that even if you just simply murdered most of their comrades. Quite rude to be honest. So yeah, having the AI retreat is not an issue. balancing at which point do they decide so (ammo state vs own and enemy fleet's situation) is the tricky part, unless you want to abstract it and have a simple percentage as the trigger.
Of course there's the option of having them retreat but be deployable again after resupplying off-screen, for increased supply cost for the battle and a timer based on hull size (now that'd need some extra work to be sure).

13
Suggestions / Re: Money should not be free
« on: December 06, 2018, 12:20:33 AM »
Well, some people (like me) enjoy the early game, and the current rewards for exploration just trivialises it. If bypassing the frigate/destroyer stage and going straight for cruisers by doing exploration is the only sensible way to play, and you can do that risk-free in 45 minutes the same way every time, why have those 45 minutes of gameplay there at all? Why not have a greater variety of starting options and let people who want to have a drawn-out early game do that?
If you think exploration with a sneaky fleet that never fights anything is too trivializing then....don't do it? It's still very much possible to play the game the intended way, by working your way up to progressively bigger ships and fleets while mostly fighting and taking odd jobs and actually playing the game. And it's very much fun to do it.

Thing is, no matter what you do, you're going to swim in money unless you pick fights stacked against you deliberately. Smuggling stuff (aka trading), bounties, surveys, missions - just do a few of them and you can buy the biggest ships on the market, limited only by availability. Finding weapons to equip your shiny new warships is the real difficulty currently.

14
General Discussion / Re: Alpha Admins
« on: December 04, 2018, 07:18:50 AM »
Why would you remove it?
Just let it play Sim Planet with your colony.

15
General Discussion / Re: All Planets Have 100% Hazard Rating
« on: December 04, 2018, 02:52:01 AM »
Let me guess, Penelope's Star, Ta'xet or Tia in the Core?
Core systems are going to be like that every game, except for Duzahk that can spawn good planets.

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