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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - The Soldier

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1
Suggestions / Re: Balancing fighter swarms with out nerfing fighters
« on: December 23, 2019, 01:34:11 PM »
Well, there's always going the route that Company of Heroes did to combat Pioneer spam - in there, Pioneers suffer a 5% damage received debuff for every other Pioneer unit within 10m.  Maybe something like that could take into effect when there's more than 3 fighter wings in the same general screen space?  Of course all the numbers could be tweaked, but what about the general idea of it?

2
General Discussion / Re: Gamma core found as contraband?
« on: August 30, 2019, 10:23:35 PM »
Based on chance, the amount of stuff in your cargo holds (the more legal stuff you've got aboard, the less of a chance they'll find the illegal stuff scattered within) and your current standing with the faction (the higher it is, the higher the chance they might just "overlook" things).  If it's really low they're liable to hardass you on every last bit of contraband.

You can check what counts as contraband by checking in the factions menu.  Most factions count AI cores as contraband due to lore-related reasons.

3
Bug Reports & Support / Re: Download as zip
« on: August 15, 2019, 09:28:24 PM »
Out of curiosity, can't you just open the .exe file using 7-zip or the such?  I've just been able to do that now - open the Starsector install .exe with 7-zip, drag and drop the files into a folder, and it runs.  Or if it's an issue with downloading .exe files (I'm not familiar with how your business handles their PCs), then what Alex says is probably the best workaround.

4
Blog Posts / Re: Skills and Story Points
« on: July 08, 2019, 11:52:24 AM »
I think these new-fangled "story points" are the first time I've seen plot armor worked into the mechanics of a game.  Not to mention all the other stuff you can do with them.  Interesting.

5
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 12, 2019, 09:20:44 AM »
Do these bases progress, anyway? Would catching a Pather base early allow me to kill it at a lower tier? Because that could be a decent incentive to deal with stuff in a timely fashion.
That's how it worked previously, I wouldn't expect that to change.  More ring sections get added to the station as time passes.

6
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 11, 2019, 11:14:40 PM »
Buffalo2 and Shrike don't appear to have gotten price revisions.  They seem incredibly cheap for destroyers, comparable more to frigates.
Alex did say there were a lot of exceptions.  The Buffalo Mk.II feels like one of them, though the Shirke doesn't.

7
Bug Reports & Support / Re: New forum layout has no spoiler format!
« on: April 22, 2019, 09:24:58 AM »
Spoilers seem to be working again.

8
I think Thaago did a while back, but I can't find the thread at the moment.

9
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 20, 2019, 10:45:25 AM »
I wouldn't consider officer loss as a big setback, I think of them as a small stat boost for min-maxers. You don't really need them, in vanilla at least. I don't even recruit them anymore, because I find it unrealistic that they don't die with the other 200 crew of their ship. Just a big obsession.
This is what really gets me.  Min-maxers seem to be dominating every aspect of balance and design in this game, which really shouldn't be happening.  Some things are meant to be better than other things, I mean there's a Buffalo Mk.II for that reason.

10
General Discussion / Re: Does anyone find Commerce worth it?
« on: January 08, 2019, 10:38:23 AM »
You can make a chunk of change selling your stuff, more than enough to cover the upkeep if you're exploring a lot (generally selling Metals and the such).

11
General Discussion / Re: Does anyone find Commerce worth it?
« on: January 08, 2019, 09:49:41 AM »
I have it mostly for the ability to sell stuff if I'm too far away from core systems.  Also has the side benefit of adding more of that resource to the colony's monthly needs.

12
General Discussion / Re: Procedural Generation needs improvement
« on: January 07, 2019, 06:31:00 PM »
A humble system with a single excellent planet (that is ideal primary colony criteria) is an awesome find.  Well, maybe not ideal since some expeditions can beat defenses of a single colony.  They probably cannot against two large colonies in the same system.  It is less of a good find if system does not have a point for comm relay.  (I will smash Domain nav and sensor relays if it is the only way to get a comm relay in the system I want to claim.)

Terran planet with 75% hazard and all of the resources and not too far from core is an awesome find, regardless of system.  Some games do not even have 75% hazard Terrans, or they have a 75% Terran with bad resources and bad location (far from core).

Two stars are (mildly) annoying, especially if they make the system bigger.  I had that for my primary colonies in two of my games and wished they were only a single star.

Rings (asteroid belts) are annoying if I need to travel through them.

I dislike nebulas, especially if they overlap a jump gate.

I prefer my systems to be minimalist.  The best system for me is a small one with two great colony planets (two is enough to repel all expeditions, and more slows the game down), two or three points for relays, and nothing else.  Oh, and jump point near one of the planets.
While a system with asteroid belts, nebulas, and a binary might not be the best, min-max optimal system, that is what makes a system interesting, both visually and gameplay-wise.  I genuinely hope Alex does not change the proc gen system to favor anything near as bland as that.

13
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: January 06, 2019, 07:35:39 AM »
But Decivilized is a mostly positive effect. Gives you a growth bonus. Why would you want it gone?
It has a pretty hefty Stability reduction.  And, also roleplay reasons.  Not everything is min-maxing in this world.

14
General Discussion / Re: Procedural Generation needs improvement
« on: January 04, 2019, 08:21:50 PM »
Most of the interesting systems are the cooler stars that can have Terran or other low hazard worlds with all of the resources.

Big systems with mostly high hazard planets are... yuck!  They are only good if planets have ruins (for tech mining) or have an abandoned station to loot.

From a strictly min-maxing perspective.

Don't let that one perspective cloud your vision of what a visually interesting system is, either.  I find Blue Giant systems with loads of planets to be the most fun to explore - I wish more stars had larger planetary systems in them.

15
Prometheus for some reason counted as combat ship, i have constant issue with officers from "dead" ships that got assigned to prometheus for no reason.

AI should always install aug drives and msystems just for +3 burn on all civilian ships.
At least for me, the game kinda dislikes auto-assingning Officers to Frigates.  If there's a civilian Capital or Cruiser ship, it'll prefer to put an Officer there rather than at the helm of a Frigate.  Doesn't matter if it's a Prometheus, at Atlas, or a Colossus.

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