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General Discussion / Re: Early game I was a smuggler. How to transition to warlord?
« on: August 23, 2019, 02:48:34 AM »
Just do something you think a warlord would do, and hey, you're a warlord now.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
They are just something that wastes a players time before he can have fun, be it battle, trading, colony management or simply outfitting your ships.
Missions being on the rim encourages exploration. Most mission types are about equally viable and almost all scale with the player. A single Dram half-loaded with fuel will get you anywhere in the sector and back in the early game, and that's something you can obtain in less than sixty seconds of gameplay from the campaign's start.Why are you being patronising and antagonistic in your replies, out of interest? It's a bit of a turn off to a new player to be faced with a community which is so elitist and unwelcome.It's most likely your own incredibly patronizing behavior.QuoteMission destination is reliant on RNG. If you've missed that, I doubt you play the game at all.Especially from a new player who seems to refuse to pick up what the game puts down, these are pretty patronizing statements, enough to doubt that you're really willing to entertain a real discussion.
I think the concept you are looking for is memorising solutions to puzzles. Strategy games and puzzle games are different from one another.This isn't a patronising quote. It distinguishes strategy from puzzles. Read the thread again.
Why are you being patronising and antagonistic in your replies, out of interest? It's a bit of a turn off to a new player to be faced with a community which is so elitist and unwelcome.
It really isn't reliant on RNG like you are saying. Most of the players on this forum are able to turn just about any exploration mission profitable. In fact, most of those exploration missions are considered quite profitable and easy to do; there is a reason exploration is the #1 recommended starting advice for new players. If you can't even figure that out, then its really not a matter of game design but rather an issue with your approach. You are either bringing too many ships, or not enough actual surveying ships for surveying missions, or just not bringing enough supplies. Have you tried calculating fuel use and supply need before you depart? Maybe you should do that and give it another shot before complaining about design.
Starsector (formerly “Starfarer”) is an in-development open-world single-player space-combat, roleplaying, exploration, and economic game. You take the role of a space captain seeking fortune and glory however you choose.
That huge, challenging, no handholding sandbox is half the fun! learning how to navigate an unforgiving atmosphere is what makes challenging games so rewarding! When you get to a point like us vets where we can make a million credits in less than an hour without any risk through a loop of memorized strategies and trade routes, that's when the game stops being fun.I wouldn't say it is challenging to have a mission system which is completely reliant on RNG and is unfocused to the extent that Starsector's is - it's poor game design, and it's patronising to imply otherwise.
While there may be some of what you speak of - the illusion of choice in a world where there are only a few good options (honestly though I haven't felt that way at all with the current options, and it may be that you see it that way because you know the game so well) - that illusion is still important. If it feels like you have more choices than you actually do, thats a good thing, not a bad one. The inverse is true as well. But again - I don't think the aspect of choice in the current system is an illusion. Being able to synergize any combination on the board has a ton of depth,, it isn't needless complexity. Many players have found different build combinations as mentioned in this thread.
My problem was always that you had to choose between and balance skills that did such drastically different things. Some skills gave benefits like +1 burn and transverse jump that mostly just reduced the tedium of travel, and those have to be balanced against combat skills that make combat more enjoyable, and colony skills that make boatloads of money, so I'm choosing between having fun in one part of the game and being more powerful in another. I just don't think that's a good choice from a game design perspective.This is a really good point.
Well carriers aren't really designed to hold their own vs a swarm of ships, you should order some escorts on them, a Wolf or two should be enough for early battles. Just left click the Wolves then right click on the Condor.... I know.