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Modding / Re: a look into missions I'm working on
« on: May 29, 2011, 07:39:45 PM »
How about just a straight up carrier battle?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Yep. In fact, taking over a core world would be an extremely significant undertaking, and you'd need a well-maintained network of outposts to keep it afloat besides.
Having played SPAZ, there is one other point to keep in mind: It is bloody grindy.
The basic problem is that the SPAZ world is large, but samey - there's lots and lots of systems, but for most of them the only real effective difference is what their tech level is, what blueprints they have to offer, and what services their civilians have.
1. Sandbox is reputed to be coming out at the end of this month.
No, no, no, no, no Campaign mode is coming much later than that - check out this roadmap for details.
Hi,
Just bought the game. I have a few questions.
1. I assume we can only do tutorials and single missions at the moment. No sandbox game yet!?
2. Some menu buttons are greyed out, assume these are not functional yet?
3. Will we be able to assign our own keys in future versions? I hate the WSAD keystrokes!!!
4. It looks like the game is easily moddable. Will we be able to add our own space ships?
Thanks
drillerman
Raiding gold carts for profit does sound like fun
The "gold" here would be Infernium, an extremely rare mineral that's the only source of starship fuel. It's rumored to originate in an alternate dimension populated by all manner of nightmarish beings. These occasionally spill over into humanity's domain through mediosolar openings known as "rifts" and spell doom for the unwary space traveler.
... but I've already said too much!
I'd much rather set something up and worry about the strategic aspects of it
To your specific example - if ship stats get lower as they're shot, that will tip the fight more and more in favor of a ship that starts winning by a little bit - most likely leading to less interesting fights, because the losing ship is less capable and has less options to turn the tables on you. Incremental damage to ship capabilities is tricky to get right. Still, being able to damage engines and weapons IS fun, no argument from me.
Capital Ships...... MAN ARE THEY AWESOME. But at the same time i find so many key components missing. For one i feel that all capital and large ships should be able to launch fighters from their hangar. They should automatically have fighters inside them. Preferably one squad obviously. Not only that but why do the largest ships have no AA or Flak? I know you cant equip Flaks or choose your layouts yet but it should be a auto given that Large Capital ships and Huge Destroyers have built in AA. Instead of everything requiring slots some ships should just be given basics. Capital ships should have basic AA turrets that fire on their own... even if it's not overly strong.
Just wanted to say that battles take place in a separate space from travel.
Aw, damn. I was kind of hoping / thinking that the entire game was going to be just one large open map.