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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 - Ceosad

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1
Bug Reports & Support / Re: Pirate base makeshift infrastructure farming
« on: November 27, 2018, 05:36:12 AM »
It is actually possible to do this farming somewhat profitably with the Luddic Path in the Kumari Kandam star system.

It is almost impossible to keep all of the infrastructure destroyed there at the same time due to an almost instantaneous respawn... A very easily exploitable early source of heavy machinery. I think this is a real issue with the game balance. For instance, destroying a Comm relay to cause a stability penalty is currently almost meaningless.

2
It is very easy to scare all patrol fleets away from the planet after obtaining a strong fleet. This makes fights against all kinds of orbital stations way too easy and boringly similar. The fight is always against a lonely orbital station after a certain point.

I managed to burn every civilized planet in the sector after obtaining a fleet that had the critical mass for scaring away every hostile patrol fleet. They could have plausibly won against me by attrition. Chicomoztoc was the last to fall.

Realistically all nearby hostile fleets should stay close to the orbital station for safety. Alternatively some ships should stay as a garrison.


3
Explore the ruins option shows twice if a world already contained ruins before being destroyed with saturation bombardment.

The better ruins should probably be kept for exploration, instead of creating a new instance of (possibly worse) ruins? I think Asharu already has "Widespread ruins".

Here is an example of that happening:





4
Bug Reports & Support / Re: The Typo Thread
« on: November 21, 2018, 08:52:33 PM »
There is a typo in the description if Crew/Cargo tab is opened in deep space.

"These reports are kept up-to-date and made AVALILABLE through your TriPad."

5
Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 14, 2018, 11:20:23 AM »
It would make sense if the pirate reputation was set permanently to hostile with the player. However, the current planets and stations held by the pirates in the core systems would be slightly weirder in that case. If the player plays as a pirate and loots trade fleets etc., it should be reasonably safe to visit those markets which are owned by pirates (and supposedly ruled by smugglers and other lawless folks).

It would be more realistic if there was some kind of a "safe-zone" around the pirate core markets where the pirate fleets would avoid attacking the player. Perhaps the safe area around a pirate market would simulate a planet's sensor radius. Smugglers ruling a planet would not like to see a potential customer dead on their doorstep. Perhaps the violating party (the player) that attacked other pirates near a pirate market would be penalized by being forbidden to dock with the market for a few months. This system could simulate pirate laws or customs, and make the pirates to feel like real pirates. In comparison, real life Buccaneers had quite complex laws of their own.

I do not know if this would improve the gameplay in a meaningful way. Just throwing some thoughts around. :)

6
Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 13, 2018, 07:54:36 AM »
How easily and readily is the new system moddable? Let's assume that I want to make the Luddic Path use the same system for pirate bases. Could having multiple factions with pirate bases cause trouble such as excessive raids? If player is friendly with a Pirate faction, the AI probably understands that it does not need to spawn pirate bases near player's colonies, right?

(I am asking mainly due to my plans of making a submod for Nexerelin with various minor factions added by splitting the Pirate and the Independent factions.)

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