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Messages - The Soldier

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General Discussion / Re: 10 Years of Starsector!
« on: January 09, 2021, 02:24:44 PM »
I registered on this forum January 25th, 2012, after I got a look at the game from TotalBiscuit.  Looking at the numbers, apparently I was the 536th user to register on this forum - there's now more than 12,700.  In fact, this was so long ago that I had to ask my parents to buy the game for me.

I'm well past that age now, but this game has been a constant companion to me for nine years now.  I was here in time to witness both the mission-only days as well as the birth of the campaign, and the fuzzball of planets and factions that got added to the Corvus system through mods.  TB even did a second video on it not too long after for the campaign update, which was incredibly rare for him and no doubt an early indicator of the love and effort that goes into the development of Starsector to this day.

The updates might come in a little on the slow side, but each update has never failed to fascinate me.  I hope to be kept fascinated by Starsector's art, gameplay, and soon-to-be writing and story telling for many more years to come. :)

When I first saw that warning, I was expecting story spoilers (turns out I didn't read that paragraph well enough).  In the end, there was none of that, but it brought up some philosophical points about why the player should make certain choices in the game, i.e. "they're pixels, why do I care?" as well as the thought process behind the choices presented and how they tie into other game mechanics.  The spoilers behind the spoilers, one might say, the knowledge of which might steal some of the magic from playing the game for the first time.

Me?  I've already been spoiler'd a bit already from the knowledge of how our previous Red Planet mission worked, as well as a previous good guess as to what Story Points might do in mission dialogue (dialog?).  But it was nice to see David's ideas and experiences about the dialogue system, and how it compared to other games / RPGs.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 07, 2020, 12:46:31 AM »


Joking aside, it would be pretty cool to fight such a constellation. Some big baddy you have little chance to kill but you can oumaneuver, and it's little squishy companion you have to get at to end the fight. It could be the control unit or energy source or dimensional anchor or whatever.
Would really give you a reason to pilot an elite frigate instead of a battleship.
Ah, reminds me of Wilbur from Darkest Dungeon.  That diminutive swine directing the mountainous mass of flesh that is the Swing King has caused untimely end of more adventurers than any other boss in the game, I wager.

I wouldn't say no to more interesting and engaging mechanics like that.

General Discussion / Re: Starsector Final Shape
« on: October 01, 2020, 05:52:28 PM »
Well, the once-long list on the main Starsector landing page had just a single "Upcoming Feature" left on it: Determine the fate of the Sector by your actions.

It is by far the most ambiguous feature listed, but potentially encompasses more content than any other feature.  There's still a ways to go - we'll probably hit 0.10.x before 1.0.

Suggestions / Re: For the sake of astronomical justice.
« on: June 20, 2020, 09:47:56 PM »
The upper mass for a neutron star is not the lowest mass for a black hole. And while we have not found any particularly small black holes this isn't terribly surprising. They are after all, both very small, and very dim. And while it seems unlikely that we would find one in binary with another star(for a variety of reasons) this is a video game after all and we can have cool things in it
I don't like being pedantic about this, but you did just change the goalposts from a brown dwarf (in the original post, as well as quotes) to a neutron star.  These objects are, in no exaggeration whatsoever, on opposite ends of the mass spectrum.  One has incredibly low density, temperature, and brightness which is just under the mass limit to fuse hydrogen while the other is literally as dense as the laws of physics allow before collapsing into a black hole, a substance most people refer to as nuetronium these days.

And I do agree, Starsector should have cool things.  But, it would be nice for those cool things to be rooted in reality.  A black hole orbiting a brown dwarf is...not rooted in reality.

Suggestions / Re: For the sake of astronomical justice.
« on: June 20, 2020, 04:57:32 PM »
Also, nothing preventing a black hole from having less mass than a brown dwarf.
Theoretically with things like kugleblitz black holes, perhaps.  But stellar-mass black holes are still hugely massive - the smallest staller-mass black hole we've found is at least 3.8x more massive than our own sun.  A brown dwarf just wouldn't be a brown dwarf if it were that massive, it would have enough mass to start fusion and would no longer be considered a brown dwarf.

And while I sympathize with the OP, I understand that it's incredibly difficult to model randomly-created systems that obey gravitational laws on a basic level, and one that covers all the exceptions to the simplified rules (otherwise you'd end up with bland-looking cookie-cutter systems).

Suggestions / Re: Pirates should extort the Player
« on: April 30, 2020, 10:40:21 PM »
I could swear that the last time I played, you could open comms with Pirates and - if you're carrying anything valuable - they can ask for it.  It might be restricted to transportation contracts though, can't remember the finer points.

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?

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.

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.

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.

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.

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.

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.

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

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