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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Wyvern

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General Discussion / Re: Difficulty Scaling
« on: September 16, 2019, 03:10:16 PM »
To my knowledge, that's just the pirates - any blueprints you sell on the black market (that the pirates don't already know) will vanish, and a few months later the pirates will start using those ships/weapons.

Personally, I like gifting them the Luddic Path blueprints.

Suggestions / Re: [0.9.1a RC8] Doom overloads when using system while phased
« on: September 15, 2019, 09:58:27 AM »
Oh, thanks for moving this thread to suggestions - I'd thought it was already here.  Oops.

And as for "weird" - is it really any weirder than any other shield-less ship being unable to overload?

Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« on: September 15, 2019, 09:54:08 AM »
Hm... Maybe it'd make more sense for the Izanami to be a unique bounty flagship rather than a normally available vessel, then?

Suggestions / Re: [0.9.1a RC8] Doom overloads when using system while phased
« on: September 15, 2019, 09:07:41 AM »
Speaking of phase cloaks and overloads, I've now seen the AI overload itself with a phase cloak once.  It looks like it only happens under extreme edge cases, though, when the ship has just enough flux capacity available to phase out, but not enough for phase out + one tick of cloak maintenance cost.

It's a super-rare behavior, though, and I don't think we'd lose anything by just making phasing fail or cancel when your flux is full.
(Edit: Similar, I suppose, to how you can occasionally have your shields turn themselves off when you're full on flux and still trying to fire with shields up.)

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 14, 2019, 12:14:08 PM »
Will agree that a Deserter logistics vessel would be a nice thing to have.  I wouldn't expect it to be a very efficient logistics vessel - the design parameters for the Blade Breakers seem like they'd call for a combat freighter, on the basis that if it can't fight, it doesn't belong in their fleets.  Maybe a converted Tereshkova?  ...Might be better with a cruiser-scale ship, though, just to help keep fleet size down.

@Modo44: There are actually a number of mods with ships that aren't player-acquireable; for example, everything that adds new Remnant hulls.

I mean, the Cathedral basically -is- a mobile space station, at least lore-wise.  Can't sell stuff to it, though.

You could also take a look at Vayra's Kadur Remnants mod, combined with the Vayra's Sector utility-ish mod; with both of those, you'll eventually get access to a bounty mission that sends you up against a super-capital; with a bit of luck (or save-scumming) you can capture the thing.  (At which point you've basically won the game - it's, uh, rather powerful in player hands.)

Just wanted to drop a note here: thank you for the mod split & configuration options; I use Vayra's Sector solely for the unique bounties (and, in particular, for the unique bounties added by Tahlan Shipworks).

I'd actually be even happier if the unique bounty framework was its own separate utility mini-mod - Vayra's Sector still adds a few generally-available weapons that are well outside the gamut for vanilla balance.  Still, that's a "this would be nice" thing, not a "I'm annoyed that this isn't already the case" thing.

("Well outside the gamut for vanilla balance", I must note, is not meant as a criticism - your mods are well-built, and neat, and there's nothing wrong with being well outside vanilla balance.  It's just not usually what I'm looking for.)

Suggestions / Re: A plot to overthrow the late game.
« on: September 11, 2019, 11:11:25 AM »
Right, yeah - I've been thinking about that a fair bit. What I have in mind is having this sort of pressure, and designing/balancing around it (since it's basically impossible to balance without it - if the player has infinite opportunity to prepare, just about anything short of an absolutely top-tier challenge can be trivialized), but also having this pressure be an option you can select - or not - during Sector creation. It feels like something where some people will be into it, and some people will really dislike it no matter what, and, really, a more "chill" game where you just kind of putz around and do things at your own pace seems like something that oughtn't be disallowed.
I'd like to put in a request for an intermediate mode, too - something where the pressure / endgame threat is a thing the player can deliberately trigger, or put off triggering.  In general, I do like to just putz around, doing things at my own pace, experimenting with different ships and layouts and such.  However, I'd also like the option to essentially tell the game, "Okay, I think I'm ready - bring it on!" and see where that goes.

This could be done fairly easily via missions - have something like the AI-core-cache or the Red Planet, but with a big blinking red warning label "Investigating this thing will stir up a hornet's nest, don't do it until you're sure you're ready for that."

General Discussion / Re: Massive Pirate raid upon founding colony
« on: September 11, 2019, 10:59:16 AM »
Seems like worst-case scenario, you could put down an orbital station (which, alright, 250k - but it's not *that* much) and then the initial pirate fleet is not a threat almost regardless of what ships you have to support the station with.
That... doesn't work.  Orbital Stations build very slowly.  If you get a message about an incoming raid, it is too late to start building one.

It has been my experience that, if you build anything other than the orbital station first, said station will not be online when the first pirate raid comes knocking.  (Though in some cases it's -close-, and a careful player can kite the pirate fleet around with a fast ship long enough for the station to finish building.)

This is one of the major reasons I've suggested allowing a story point to accelerate construction of a planetary structure - without something like that, you simply cannot upgrade defenses in a reactive manner, but must do so pro-actively.  Which is fine for players who've done it all before, but frustrating for someone who's just starting up their first colony.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: September 10, 2019, 11:45:01 PM »
The "Targeting Optics" hullmod description could use a bit more clarity - I assume that by "increases range threshold" it means "increases the range threshold beyond which Monobloc Construction's penalties apply"?

Also, glancing at the code in jars/src/data/hullmods/, it looks like that threshold increase isn't actually being applied?

General Discussion / Re: Raiding exploit
« on: September 10, 2019, 03:34:07 PM »
My general experience has been that by the time you've got all the necessary setup rolling, the credit value of the blueprints isn't really important anymore.

Also, I would expect (but haven't tested because I don't want to decivilize the station) that once it hits stability zero your raids will stop giving you more blueprints.

Suggestions / Re: The Problem of Energy Weapons
« on: September 10, 2019, 12:51:36 PM »
If I were going to change the mining laser...
  • Burst-damage beam, fires a single 200-damage pulse.
  • Burst duration set to 1/2 second, giving it a to-hit strength of 200 for armor penetration calculations - slightly above that of burst PD, and well ahead of any other small energy weapon that's not an antimatter blaster.
  • Fire rate of one burst every five seconds, for 40 DPS.
  • Flux cost increased to 40 flux/s, improving flux efficiency to one-to-one.
This makes it great at, say, shooting down one salamander missile or one incoming fighter, but terrible for any sort of sustained defense, and very vulnerable to being distracted by chaff (be that fighters with flares or just something like swarmer missiles).  It also gives it a secondary niche of "armor-cracking vs frigates".

General Discussion / Re: Ghost ships?
« on: September 10, 2019, 10:37:04 AM »
On the one hand, that was probably just a fleet flung by a storm in the opposite direction.

On the other hand, now that the idea's been brought up... there really should be ghost ships in game, shouldn't there?

Suggestions / Re: Improve the Trident!
« on: September 10, 2019, 10:31:53 AM »
I -think- the use-case Alex is concerned about is battle-carriers (or, especially if the OP cost gets reduced along with a change to a single-fighter wing, ships using Converted Hangar) with a wing of tridents held in reserve, where they'll just hover around the carrier, fire their harpoons at nearby targets, and more-or-less-instantly re-arm.

Which is something of a fair concern; I do do exactly that with Longbow wings on certain ships - leaving them on reserve to fire sabots at whatever gets close, and only rarely giving them an actual engage order.
Edit: Though I'll also note that Longbows on reserve are also useful as a bit of extra PD, and, unlike most interceptor wings, will actually tend to hover around the rear of your ship to help intercept salamanders.

Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: September 10, 2019, 10:23:35 AM »
So most of the industries are pretty new, but does the modular factory offer any benefit versus heavy industry? Also, how good is the AI at handling the ships with keeping distance in such because I've been doing some testing in the simulation with my very assault focused capital and its melting the Mimir at least. Also no one's buying my solar capacitors but that just may be because I installed the mod onto a save and the faction doesn't even really exist yet lol.
Modular Factory is cheaper, superior if you don't have a nanoforge, and inferior if you have a pristine nanoforge.  I don't recall offhand how it stacks up when you have a corrupted nanoforge, though, as I tend to just go for building the regular heavy industry.

Not sure on the Mimir question; it is a very good battlecruiser, but I generally don't like letting the AI pilot my battlecruisers, so I don't have much relevant experience there.

And yes, the capacitors are only used by the modular factory, so if you don't have shadowyards around (and aren't building those yourself), you should probably avoid the solar collector industry.

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