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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Daynen

Pages: [1] 2 3 ... 12
1
MADNESS.

2
Yeah, nothing stops you from keeping your fleet small or even a single ship; the game just doesn't really lead you to a lot of places where that's a better choice, nor does it create situations where you'd actually want to do so.  It does make it easier to pick your battles by giving you disengage options though.

3
General Discussion / Re: How do we make small ships useful?
« on: September 12, 2020, 04:36:31 PM »
What if your hyperspace speed wasn't determined by the slowest ship in your fleet, but by the average burn speed?  Might be a good incentive to add some speedy frigates to your fleet, aye?  The Ox already hints at this by increasing your overall burn by 1 but what if it was just an inherent quality of keeping faster ships around?

4
General Discussion / Re: The "Red planet" mission
« on: September 09, 2020, 07:27:58 AM »
There's no shame in being smarter than a computer. ;D

5
General Discussion / Re: What's your enforcer build?
« on: September 09, 2020, 07:23:26 AM »
I just load them up with flaks and salamanders deploy them whenever I sense incoming fighter spam.  They splash well enough at enough angles that fighters can't easily flank them and the salamanders give them something semi-useful to do against bigger ships.

6
General Discussion / Re: 0.10a battle objectives change
« on: August 27, 2020, 10:46:55 AM »
What would it be like if ship size affected capture radius?  Capital ships control from farther away, frigates need to get close, etc?  It would add a potential tuning lever for later balance.

7
General Discussion / Re: Most underdeveloped aspect of game?
« on: August 21, 2020, 01:40:22 PM »
There will always be endgame, which is whatever the player needs to beat the final boss, or whatever works the best when the game is at its hardest in an endless game.

Well, you're not wrong in this part; there will always be a final boss, an optional boss, etc. and it SHOULD require you to step up your game a bit to tackle it.

The sticking point is not that the final challenges of a game require adaptation; it's that in a lot of cases these days the "endgame" is so disconnected from the core experience up to that point that it requires players to completely discard most of what they've enjoyed so far.  Theme park MMO's and the raiding endgame are of course ubiquitously guilty of this.  I did play World of Warcraft for several years and I can confirm that it is exactly this tonal shift and pre-endgame cutoff that creates that coin flip between hunkering down for the grind or walking away.  The change required to go from a leveling character to a raider is night and day; you're simply not playing the same game anymore.  While it's great to introduce players to something new when they're "done," it's partly the fact that they ARE "done" before this new stuff even kicks in.

While starsector seems to suffer LESS from this phenomenon, it's still there; thankfully Alex seems to be catching wind of the things that contribute to it and working on changing them, such as the hard cap on fleet size.

As for underdeveloped?  One thing I think I might like to see is more variety in the battlefields on which we fight.  I know space is vast and mostly "empty" but it doesn't have to be.  There are asteroid fields, moving pulsars from neutron stars, solar flares in the corona of a star, gravitational pull from a nearby black hole...the list of stellar phenomena, even just the ones presented in Starsector, goes on.  Yet they have minimal, passive effects on the battlefield.  How differently would you approach a battle knowing you had fields of asteroids to navigate?  What if you could expect periodic flares to scorch sections of the field at semi-predictable intervals?  Would you still bring tons of heavy capitals if you knew the gravity of a nearby black hole would pull them off to the left during the battle, dragging in debris and asteroids with them?  Perhaps you're crafty enough to lure a determined bounty hunter close to that supergiant star because your fleet is more maneuverable and equipped with solar shields?

Oftentimes in fiction it's the environment having a direct impact on things that puts the protagonist/s in an exciting situation; Starsector could use a dose of that.

8
General Discussion / Re: Salamander
« on: August 16, 2020, 08:30:47 AM »
The eternal engine killer always trumps the one-pump chumps.

And it can't blow up your own fleet.

9
General Discussion / Re: Potencial porblem with Heron carrier
« on: August 10, 2020, 10:22:28 AM »
Your choice of weapon and AI captain personality(if applicable) are probably the biggest factors to the AI's engagement range.  If it's equipped with a pilum and point defense for example, it's not going anywhere NEAR combat. 

10
General Discussion / Re: Are mods jank, or is it just my sucky computer
« on: August 06, 2020, 05:36:01 PM »
Mods will definitely ramp up the demands on your machine in a hurry.

11
General Discussion / Re: Artillery
« on: July 17, 2020, 06:13:32 PM »
yeah, not a lot of options for long range bombardment AND high speed in vanilla.  Turns out the combination would be just slightly unfair.  Usually leads to the strategy known as "kiting."

12
Suggestions / Re: weapon covers
« on: July 17, 2020, 08:05:22 AM »
So, in other words, you're talking about retractable weapons?  Interesting.  Adds another hotkey to worry about but increases the tactical flexibility of each ship.  I'd be curious to test such a mod.

13
Suggestions / Re: Industry: softcap, shutdowns and automation.
« on: July 17, 2020, 08:03:58 AM »
Interesting idea.  I'm a fan of soft caps with consequences rather than hard restrictions on things.

14
Suggestions / Re: Marines-exploration use
« on: July 11, 2020, 04:21:48 PM »
In retrospect I'm kind of surprised marines AREN'T used in exploration.  Find vast ruins?  You have no clue what's in there and that includes dangers.  Send in the marines!

15
Suggestions / Re: Maximum minimum armor
« on: July 11, 2020, 04:13:50 PM »
Odd question perhaps but...

Do we actually...NEED frag damage in the game?

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