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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 - StormingKiwi

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Just do something you think a warlord would do, and hey, you're a warlord now.

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General Discussion / Re: Missions Proximity
« on: August 18, 2019, 03:31:41 AM »
So, to clarify because there seems to be some confusion, this thread is about the unfocused nature of the mission system in game. It's about the fact that missions on offer seem arbitrary and unfocused, with faction offering the mission and location being apparently completely random

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General Discussion / Re: Why are the controls relative to the ship?
« on: August 17, 2019, 10:48:09 PM »
I think rather than rotating the screen, it should be simple to make keyboard input move the player ship towards one edge of the screen. So pressing d on the keyboard changes the player ships vector so that it moves to the right side of the screen etc..

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General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: August 17, 2019, 08:47:23 PM »
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.

Agreed. Unfun and unnecessary.

Rather than have hyperspace storms, I'd prefer it if there were more ships patrolling hyperspace to interact with, interdicting each other, etc. 

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General Discussion / Re: Missions Proximity
« on: August 13, 2019, 04:47:24 PM »
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.

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Mission 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.

See their first post re: handholding.

My first post made it pretty clear that what the game puts down isn't actually that great. I am willing to entertain a real discussion, however posts that break down to "Get good, Scrub" aren't evidence of other members of this forum being willing to do the same. The problem isn't that some missions are on the rim, the problem is that every exploration mission is on the rim.

Exploration would be encouraged if exploration was cheap, but its not. The game doesn't encourage the player to drop into random systems, because there is no guarantee that actually exploring random systems will be a rewarding endeavour.

Hey, those are my first impressions. Take them for what they are.

Ah it's a community which is defensive about any and all critiques of the game, unless you belong to a treasured in-group.. I see...
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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.

The second is in response to the sarcasm already displayed as a pattern of behaviour. Basically I have boundaries.

6
Doesn't Distant Worlds: Universe do the same thing, and doesn't run into the performance problems you say it will?

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General Discussion / Re: Missions Proximity
« on: August 13, 2019, 03:42:27 PM »


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.
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.

Mission destination is reliant on RNG. If you've missed that, I doubt you play the game at all.

Starsector is described by the following, my emphasis added:

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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.

The mission system doesn't offer missions which allow you to roleplay however you choose, it doesn't offer missions in proximity or that are relevant to the player. In terms of immersion, it doesn't feel like you are actually part of the world, because the missions available after the tutorial are so obviously unrelated to what you are doing or what you want to be.

I'm pretty adamant in my belief that Freelancer had a better mission system with its job boards and bars.

I appreciate the tips on profitability, but it isn't profitability of missions which are the issue - it's their relevance to me as a roleplaying player.

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General Discussion / Re: Missions Proximity
« on: August 13, 2019, 02:27:14 AM »
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.


I think the concept you are looking for is memorising solutions to puzzles. Strategy games and puzzle games are different from one another.


9
General Discussion / Re: The new skill system
« on: August 12, 2019, 03:28:07 PM »
I agree with the premise of the OP. I think the skill system proposed doesn't look that great. I'd prefer something closer to an RPG, where the level of skill you have at particular tasks determines your efficacy at that particular task, they are developed throughout every level, and then at level up you earn perks.

I think a system where you choose perks at level up which support your skills is important.

I don't think the current system is at all well designed.
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.


Illusion of choice is actually bad, it means there are poison choices to make.

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.

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General Discussion / Re: How do I influence ship behaviour
« on: August 12, 2019, 01:19:28 AM »
The answer to my question is either to use an officer, or to set a fleet doctrine. The only way to influence ship behaviour on the per ship level is to use an officer.

Nevertheless, the AI is pretty odd in this game and tends to do its own thing anyway.

11
General Discussion / Re: How do I influence ship behaviour
« on: August 11, 2019, 06:33:02 AM »
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.

My question is, how do I get my carrier to stand-off from battle and kite enemies around the map, rather than be suicidal.

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General Discussion / How do I influence ship behaviour
« on: August 11, 2019, 04:16:28 AM »
I'm early game, attacking the first of the two pirate fleets guarding the jump point. I spent nearly 10,000 of my credits outfitting the Condor carrier to be awesome!

And every battle plays the same. My two wolves and my hammerhead go off and kill the bad guys, while my carrier ends up being surrounded by the others and dying.

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General Discussion / Re: Missions Proximity
« on: August 11, 2019, 04:13:37 AM »
I'm not talking about profitable missions, I'm talking about any missions at all. I'm used to games like Freelancer where the core game loop is set up early and set up well, even though those missions are low reward and low risk. There are no low risk missions, there are no missions at all. For a new player, it's a bit too much of a sandbox.

14
General Discussion / Missions Proximity
« on: August 11, 2019, 02:45:33 AM »
New player here and Oh my gosh this game!

I have an issue, that all the missions spawn too far away from me to be truly useful... There are no missions in the core worlds, they're all scattered all over the outer rim, and I just had to abandon a game because I ran out of supplies whilst exploring.

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