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Messages - sector_terror

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76
General Discussion / Re: Feasibility of Climbing Back After Defeat
« on: March 28, 2021, 11:38:32 PM »
I can see this. I lament having to just start over half the time when the quests get so stupidly difficult. It's why I stopped playing and waited for .95, figuring the contact system would give far better controllable difficulty. I can't confirm with certainty,  but far as I can tell missions dont scale with the contacts over time, but rather their reputation with you. If you need to you can just do simple bar missions even with a totally fresh fleet and then build back up from there, likely having gained even more contacts then before as you rebuild. I'm not 100% sure on bounties, but I -think- they also scale with your reputation of the contact, not the time of the game. I am at least certain spy, jailbreak, dead drop, and the 'buy trade goods' jobs dont scale with time.

77
General Discussion / Re: 0.95 mechanic question
« on: March 28, 2021, 08:58:27 PM »
EDIT: One out-of-date thing I should mention about that post: now marine XP is kept within the fleet and can't be lost by selling or storing marines; i.e. selling/storing marines concentrates the XP in the ones remaining in your fleet.
If you go to 0, the XP goes to 0. So always keep 1.

As far as I've experienced it's incremental. Adding in X% of new marines cuts the experience by some % in turn. It's miniscule once you hit like 200 marines though.

78
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 28, 2021, 08:55:34 PM »
Thank you for improving the rewards for contract missions. I was -just- starting to run through the math of them and realizing almost every bounty I was getting cost 2/3rds of the payout just to get to the bounty, and procurement was only so much better. That isn't even getting into the inevitable losses or the price of buying new ships. thank you for that. Also the not softlocking with the jailbreak missions when given from non-outlaws.

Numbers aside, I am adoring the new update. The contact system is amazing and skills are well balanced and reward specializing to a style of ship, made easier with better way to get these ships then just "hope the market has X." I'm looking forward to try again with better contact rewards

79
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 12:00:07 PM »
Just lookign through the skills on an initial runthrough. Wow, these are fantastically well balanced, with most of these being tough choices. Some are a bit on the nose but others are really hurting. Particular note to navigation V Sensors, and gunnery Implants V Energy Weapon Mastery. And some of those specialist rewards are incredible to boot. Well done

80
General Discussion / Re: Is this game dead?
« on: March 26, 2021, 11:43:41 AM »
Wait, NO! ITS TOO EARLY, I LOST MY APRIL BET! NOOOOO

81
Suggestions / Re: Better differentiate DTC and ITU
« on: March 25, 2021, 10:44:25 PM »
So a little background on DTU. Originally it wasn’t in the game. It was just ITU and nothing else.

The thing is that capitals and to a lesser extent cruisers were just not usable without ITU. They would get surrounded and die. Getting ITU was, in the early builds, the point where you could use an Eagle or an Onslaught.

This still holds true today. And any change that increases their range or let’s them be used together will have the same effect. You will have to use them together and you will maybe have to wait until you have both before using a capital. (I don’t want to imagine trying to fight an AI onslaught with both... or how easy it would be if I had both).

The reason, fundamentally, that DTC and ITU must stay the way they are is that large ships need them. So the only real option is to remove ITU. But that isn’t even that great an option because this is a singe player game and “upgrade rewards” are entirely reasonable to have in the game. They feel good to acquire.

So we cannot remove DTC. And we should not remove ITU. And modifying them to be usable together isn’t really a great option either.

Wow. Thats, actually truely fascinating and shines a nice light on this I didn't even know. It basically has turned a section of the discussion into "undo the solution to a different problem solved ages ago." Reminds me of planetsides 2.

82
Suggestions / Re: More interesting bounties
« on: March 25, 2021, 10:42:37 PM »
This may or may not happen in the new mission system. And with the modding setup expanding it will actually make this a -lot- more viable to program in. I'd honestly keep an eye on the new jobs and see if they fit, since the contact system is much better for this kind of job. A variant bounty which gives you a general location/path and makes you search, but is less difficult a fight(since you'll have to favor some logistics more than usual) would be interesting. Hell, half the fun of Baron Ramado/Marque Moltaven from Sid meir's pirates was chasing the bastards. Why not use that as a base.

83
Suggestions / Re: Better differentiate DTC and ITU
« on: March 25, 2021, 09:53:49 PM »
I agree with Hiruma, the idea of having an "upgrade" rewards for exploration is an unexplored and interesting idea. I'd like seeing more mods have upgrade versions over time. I think that might be a better solution than re-inventing the wheel. But hey, the Hyerpion change did that and it ended well so, maybe.

84
Just a quick thing. Look into how Battlefleet Gothic Armada 2 did this. It's not a bad idea to have a third stat which can be "attacked" alongside shields(well, flux) and armor, especially one that can refill as needed. In concept it isn't a bad idea.

I'm a bit concerned with it being too punishing to the player though. Sure you lose supplied when deploying, but you gain just as much back if you deployed about even with the enemy and took that risk. But with crew there is no such thing, so it would lead to crew inevitably getting lost in combat without return, and highly limits the amount of encounters you have to, at most, single digit numbers. damage can be "repaired" and even avoided properly, but that can't apply well to crew "damage" at all. Maybe I'm being too conservative here, I have a history of it, but it bothers me.

85
Suggestions / Re: A solution to the ship explosion whiteout
« on: March 25, 2021, 09:43:45 PM »
Key base a poll: Honest answers that arent vaguely insults for picking them is a better way to run a poll.

As far as the suggestion itself, I say just make them less, well, intrusive. I am fine with the idea of a ship exploding close up taking up your vision. It's incredibly immersive and means you have to try and be at least not suicidal in your charge and have a period where you can go "out." I agree with Megas about the UI though. The UI should shine through since technically the UI is the equivalent of the console on the bridge, which really doesn't get blurred out in a normal situation. The AI not being hit with it is also an issue, and I'm not sure the fix.

I do have to admit I'm biased. I'm one of the crazy bastards that's perfectly okay with light mode on everything because most of my time is in word processors. So blind darkness hurts my eyes badly.

86
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 25, 2021, 09:39:22 PM »
A kind of hilarious basis. I'm really not sure how it slipped my mind the importance of an independent build rather than just the game. I'm really not sure why, but I got it in my head for some bizarre reason that every test play is done on some independent fresh install .exe. No, I have idea why it never occured to me the way the developer runs the software and the install and independent client software might different.

I am honestly excited for the new update. The contact system is a desperate breath of fresh air I have been waiting for for so long. A -lot- of late game quests ended up basically making me constantly either reset my game, or out and out cheat and save-scum to not let my fleet die. Once bounties got high enough, they never went back down, and trade contracts got so out of hand that even with setup they really stopped working properly. With more designed missions they can be made fair, and even I can do some basic modding if absolutely necessary to make the jobs more viable if it gets -really- out of hand, which I doubt since even the worst trade contracts were only truly impossible at the tail end of the game. The officer system and new skill system is just icing on the cake really. Well,t hat and being able to custom order more rare ships.

87
General Discussion / Re: Is this game dead?
« on: March 25, 2021, 09:26:08 PM »
is this a sign?
https://twitter.com/amosolov/status/1375133486198177792

He began discussing the difference between the dev build playtesting and testing the actual installer and client side independent software  in the dev notes so....yes. I might win my april bet and my warframe account may suddenly be offline a lot more.

88
General Discussion / Re: Is it the end of system override?
« on: March 24, 2021, 11:40:23 AM »
You can build in any hullmod. You get less bonus XP for hullmods that have a higher OP cost, though, so for SO in particular, spending a story point on it is more of an investment than it would be to build in a cheaper hullmod.

Well, there's me blown out of the water. I imagine a story point isn't a cost you want to spend recklessly though.If getting level 15 is as hard as it is to get 50 now..it be quite a cost

89
General Discussion / Re: Is it the end of system override?
« on: March 24, 2021, 10:17:08 AM »
Correct me if I'm wrong, but do we have confirmation that SO will be in the lost of permanent hull mods? Because we don't actually know if those will be the current mods or entirely new sets of mods or what as of right now.

90
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 22, 2021, 07:57:38 AM »
But seriously why do people still ask for a specific date when Alex never ever even gave a vague estimate other than various forms of soon, like very soon and soon-ish...

It has been said that every time some one asks for the release date Alex delays it for a bit.

In that spirit: release when?

I have a crucial deadline at the end of April and a new Starsector release would seriously impact my productivity. So I am grateful for everyone asking for a date. Collectively we might manage to delay it post April!

You dare interrupt my bet? I'm afraid sir, that we must go to war. My drug of Starsector must receive this injection, nothing will us stop us! I do wanna cut in on the feature creepy thing before I write my inevitable wall of text I keep telling myself im gonna make. The important part is to see progress moving forward at a steady pace without interruption. Alex has updated this and shown no hint of anything new, just some bugfixes and minor patches that he'd likely come across while playtesting and programing. Everything seems to working within the development line as well, with not drastic drawback. the only one who needs to set and hold a goal to Alexs's through, ix Alex. But he's had how many updates now go exactly like this? He's demonstrated he has good goal settings and managment. We're fine if it comes in June.

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