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Messages - Nori

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1
Suggestions / Re: Comission system rework
« on: April 23, 2021, 01:19:30 PM »
The simplest and most effective solution is to reduce the monthly pay and increase the bounty pay. Monthly pay doesn't really need to go beyond the standard costs of upkeep, and it probably should be less.

It may also be useful to provide additional ways to help your faction. For example if you find a ruins that's filled with 50000 ore, why not drop a marker and send the info to your faction representative? They're happy, they pay for a good job, and you're happy. It makes the extra loot talent a bit more lucrative instead of filling the void with trash.
Agreed, that would be a good option. The base bounty is pretty minor and isn't worth fighting if you don't want to.

2
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
« on: April 22, 2021, 07:03:40 PM »
After playing this for a while here are some of my thoughts:
Helmsman with the 1% flux is awesome
Standoff Tactics is actually useful now
For the Shield skill, I changed the -10% elite skillback to -20% - only getting 10% seemed expensive for a story point
Phase Mastery, changes are pretty good, but I put the elite up to 50% speed, still a nerf, but again, a story point should be very worthwhile
Nearly every skill change in the leadership tree is spot on, excellent job. Also removing all the deployment point limits on the skills is much appreciated
For Auxiliary Support, I recommend upping the supply % for the elite skill. Unless you are playing a very heavy civilian fleet the stock amount isn't much. I set it to 50% and even then I haven't bothered taking it.
Gunnery Implants, I put the elite skill at 15%. With the ECM change I feel like this is fine and again, story point.
Flux Regulation, thank you for removing the limits there 10% is good regardless of fleet size.
Jury Rigging is a very nice to have for exploration and if you happen to have D ships
Field Repairs is excellent as well

A few random notes, I like all the extra elite options, it's nice to have some bonuses to unlock if I have extra story points. Being able to select two skills previously in the same area is very nice as for instance, I like taking System Expertise, but also Missile Spec.

3
Mods / Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« on: April 22, 2021, 06:51:26 PM »
Nori, the Gown does show up at the main planet (I forget the name), I currently have one as my flagship. It's ~2.3 mil. Its not always available but if you keep checking it should show up. It also might be a later game ship so depending on what year you are in it might not show up yet. I am playing on standard sector so I don't know if that will affect it.
Ok thanks. I'll keep looking.  :)

4
Mods / Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« on: April 22, 2021, 05:45:33 PM »
Heya, I'm playing Nex with random sectors and I'm wondering if I should be seeing the Gown ever show up in markets or well anywhere? I can't have a agent "procure" it, I can't search for it with a search mod, none of the spindle bases have one and I've checked them many times. Prism hasn't ever had one either. Haven't found a blueprint either. It seems like it doesn't exist except for a Codex entry. Am I missing something?

5
Mods / Re: [0.95a] Terraforming and Station Construction (v6.0.0)
« on: April 21, 2021, 08:56:08 PM »
If I put a nanoforge in and get pollution, will the genelab remove it? I imagine it would, but if it removes it and I them demolish the genelab, will the pollution come back?

6
Suggestions / Re: Simple Skill Change to Remove Level Bonus Gates
« on: February 23, 2015, 08:55:26 AM »
Well if anyone ever wanted to play with changes like these, go try out the latest download of SS+!
Yep! He has changed many of the player specific skills into more general but weaker fleet skills. I'm liking it so far.

7
Mods / Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« on: February 23, 2015, 08:35:53 AM »
Like you Austupaio I also am a fan of that minigun. I have a few more weapons planned but having issues coming up with new ideas, if anyone has any suggestions I am all ears.

The next update of the mod will be distributed as a .zip, I apologize for assuming that archive software was ubiquitous.

HeartofDiscord that is not a stupid question at all, you are completely correct that is the current method for purchasing their tech. There will eventually be Exigency Corporation station(s), but it will take a little while as it requires both new art assets and a significant amount of work to implement as it will be something actually new :)

Ok so you aren't supposed to be able to go through the blackhole?  :)  I wasn't sure and thought maybe if I was buddy buddy with them I could go through.  haha.

8
General Discussion / Re: My biggest issue with campaign mode - No point
« on: February 23, 2015, 08:21:30 AM »
I don't think anyone has done a proper living breathing galaxy in single player yet - the programming and the mechanics the AI have to keep track of would be terrifyingly daunting...

X-series hid it well behind a laundry list of distractions while EVE let human players create the dramas. Elite is basically a 3D, MP version of Starsector atm and both games are suffering from the 'why should I bother' symptom.

It would be interesting how either games approach this issue - especially since SS doesn't have the MP crutch to lean on. It also makes the combat portion of the game seem like such a small cog doesn't it?
It is definitely a hard thing for a game to do.
One that comes to mind though is the the Prophesy of Pendor mod for Mount and Blade: Warband.

It starts off like Starsector in that you have just a small group of low level soldiers and your character is rather unskilled. But after working hard you can get a decent army going and you have a lot of options on what you can do.
Do you want to trade, be a mercenary, hunt bandits, join a faction? You can buy buildings and land to make passive income, hunt roving bandits and random horde like enemies, such as the snake cultists or something like that.

But the game is just starting with all that! Because you can eventually take over a city and found your own faction. That is when the options really open up. Do you ally with other factions or go it alone? You can wipe other people off the map entirely or simply engage in politics to ensure no one gets too powerful. Or maybe you'd rather just go questing for the best items and the favor of the elusive elves. You can do that too.

The game also allows you to upgrade your cities, train your soldiers, found knighthood orders and many other things.


So I guess those sort of ideas is where I see/hope Starsector is going. I think it is on its way there and just needs time to mature.

9
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
« on: November 19, 2014, 01:17:28 PM »
I've actually seen supply prices on Jangala at I want to say 50 credits. So it definitely is possible to get em cheap. Also Anar is quite far away from most systems so you do burn a not insignificant chunk of fuel and supplies so I don't see the issue.

10
Mods / Re: [0.65.1a] Interstellar Imperium v1.5
« on: November 17, 2014, 01:07:53 PM »
Agree with Sovietpride. I'm having a blast with it. My only quibble is that for some reason I can't buy storage on any of the Imperium bases.
But otherwise it works out really well. Hegemony shows up trying to beat up the Imperium and they fight back and it's lotsa fun.   :)

11
Mods / Re: [0.65.1a] The Knights Templar v0.9.3b
« on: November 17, 2014, 09:21:00 AM »
I may be missing something, but how would you gain rep with the Templars if you can't trade with them and they offer no bounties?

12
Suggestions / Re: Please Make Easy Start Actually Easier
« on: November 14, 2014, 09:38:31 AM »
I've always had a soft spot for the hammerhead so I don't mind the so called easy start.
Maybe the easy start hammerhead should come loaded with augmented engines so that speed isn't as much of a issue? Also since we are talking about the hammerhead, it would be amazing if the 4 energy slots were changed to universal... Just saying..

13
Suggestions / Re: General Ideas
« on: November 14, 2014, 09:33:39 AM »
1) Totally agree. I occasionally save then buy a ship to see what a system or special hull mod does.
2) B) This has been asked, and yes it would be pretty nice. I think bounties on any faction should be allowed. But in order for this to work I think the relationship mechanic should be a changed a bit.
C) Totally agree. I mean I could see it going down a bit, but shouldn't it be more of a pattern thing? Kill a indy here and there and no big deal, but if you demolish everyone in sight then yeah they should hate you.
3) I like the changes Starsector+ does to fighters (like the skill that makes them a bit faster and cheaper supply wise) and his Claw fighter is pretty awesome.
4) Makes sense.

14
Discussions / Re: Wayward Terran Frontier
« on: November 14, 2014, 09:03:48 AM »
Heh, yeah pretty crazy. I pledge a much more modest sum, but its great to see this get funded.

15
General Discussion / Re: How can you possibly profit from normal trade?
« on: November 13, 2014, 09:36:52 AM »
Yeah I feel like the shortages are more grindy and artificial than actual trade would be.
I make a habit of filling up my cargo holds with food just in case, but otherwise the quickest buck is just buying food cheap and waiting around for a shortage. Or you could try to make one. I bought all the food on a market and a week later they had a shortage..  Went back and sold the exact same food for nearly 10x the price... Um ok...

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