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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 - Midnight Kitsune

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2686
General Discussion / Re: Sources of Inspiration for Starsector
« on: March 21, 2014, 07:42:58 AM »
...the Hammerhead from Starcraft's battlecruiser.
Now all we need is a drone ship that spits out endless streams of fighter drones!

2687
Suggestions / Re: Multi-core support
« on: March 09, 2014, 06:14:22 AM »
In short, no.

In long, windows is supposed to optimise which core handles which threads. If for someone reason Windows is acting funky (rare) you may need to. You also have to take into account hyper-threading and turbo-boost technologies that may be on your Intel chip.

If you've got turbo-boost, keeping more things on the one thread will cause that particular core to ramp up it's frequency in which case although the core has a higher utilisation it also has a dynamically higher frequency with something like a 1/3 additional processing power (it varies from model to model).

If you've actually got a single core CPU with hyperthreading, don't worry about it, affinity isn't going to do a thing. Hyperthreading is...kind of like a smart cache...sort of..to make context switches between threads less expensive.
Ah, ok. Thanks!

2688
Suggestions / Re: Multi-core support
« on: March 09, 2014, 01:57:08 AM »
OK, as someone that doesn't have a very good grasp on this kind of stuff, I would like to ask this: Would it be better to set the affinity (the option in Task Manager) to only my second core? Because I notice that in the performance tab, my first core's "usage graph" is noticeably higher and since this game DOESN'T have muti core support, wouldn't that give the game more CPU power to use?

2689
Blog Posts / Re: On Trade Design
« on: March 09, 2014, 01:49:08 AM »
-snip-
Matt here took the words right out of my mouth. While most vets here can beat the initial hurdle relatively easy, most newbies won't as they won't have the information that we do and in war, intel is power.

And I would also like to thank Alex for his involvement in the community!

2690
Suggestions / Re: The one combat mechanic I can't stand
« on: March 07, 2014, 09:48:11 PM »
I too hate this mechanic, but for a different reason: that damn "white screen" stuff that happens, especially after killing some of the larger ships... To me, this is just a lazy cover up of the sub par explosion and I think Silver Silence's idea rocks

2691
Blog Posts / Re: On Trade Design
« on: March 07, 2014, 09:31:11 PM »
One thing I want to know is how trading is going to be balanced against piracy? The reason WHY piracy is so profitable is because of that little brown box that has an 80 to 1 ratio of sell price to cargo space. AND because everyone needs them, everyone will have them AND they are completely granular! (IE if you find a 3000 credit sell price/ 30 cargo space item and you only have 25, you can't take it without going over the normal limit, thus losing that money. BUT if it was 30 supplies, you can take 25 and only lose a little bit.) And unless there is an update to change it, supplies will ALWAYS be the same price AND profitable if you pirate
And the line for balancing this on is gonna be a razor's edge. Cut the price too much and supplies end up being as worthless as they were in .54.1 which removes a "limiter" on the pirates.  Increase the usage rates and you hurt the trades more than the pirates. Decrease the drop rates and you will, at best, make "non freighter" small fleets pointless to fight and at worse make the starting game have an even HIGHER

Also, why bother having a "normal" trade system in if all you are going to do is make it an unprofitable trap for new players? And yes, I truly feel as this is a newbie trap. Most people think of the trade system as the newbie option which they can use to get themselves situated and use to the game a bit. And it might just end up turning them off completely from the trade system and becoming a full time pirate, thus basically making it worthless to them.
And even if they DO learn, they are STILL bound by what the RNG throws at them. Pirate and/or enemy faction presence could end up making their trading run worthless if they can't get to the station. And of course, the event might very well end before you get there too and with the trade system unprofitable unless under the influence, this means that you just took a major hit to your account. And once this is all over, whether you failed or succeeded, you still have expenses like supplies, repairs, more or better ships, and other trade items.

Also, will these events give exp points? If they don't then it is just one more reason to be a pirate as you will need to fight anyways to get more levels in order to boost your industry levels.
And speaking of levels, will they be getting rebalanced? Will the soft cap be moved upwards? Will there be an increase in what you get per level?

So TL;DR:
The way of the pirate pros:
-Is mostly self sustaining once you get started (you earn plenty of supplies to sustain your fleet, thus you don't have to spend money on them and that money can be put towards upgrading your ship or weapons)
-Is mostly free from the will of the RNG
-Events are optional and can be skipped if they are unprofitable
-Much faster and much more rewarding job that can end up upgrading your ship for "free"
-Much more choice in skills and aptitude what to take come character level up
-Get to blow ships up (The BIGGEST pro here!)

Cons:
-Death Spiral

The way of the trader pros:
-Can mostly avoid combat

Cons:
Subject to the will of the RNG
-If you get pulled into combat and you are a pure trader, you have a much higher chance of losing
-Normal trading is a newbie trap and could potentially put off new players from the trade system
-Less money and more time spent
-Money is used in more places, thus slowing the upgrade process and can even result in a similar "death spiral" situation (no money to buy trade items and only have one ship
-Since this isn't a "quest," most likely the only reward will be money, meaning that combat WILL be needed to level up industry
-Events are basically required

2692
Blog Posts / Re: On Trade Design
« on: March 07, 2014, 12:13:35 PM »
If profitable trading can come only from pop-up quest events, it does not sound like something worth bothering.

I will just stick to killing and looting everything that moves, and conquering NPCs' assets if possible.

Quote from: Alex
An Atlas fleet might be just the sort of thing you can use to really cash in on an event you took pains to predict/cause, while a faster fleet might be able to be more reactive, but wouldn't have the cargo space to really capitalize.
Right now, player needs Atlas fleet just to loot equal-sized opponents (bad in standard, worse in Exerelin), and being forced to use multiple Atlas ships (and Oxen and/or Navigation 10 to speed them up) for optimal play, which is a significant drain on Logistics, is obnoxious and not fun.
I have to agree with Megas here. I think the main reason why people wanted trade is that they wanted another source of income incase of "death spiral" situations. Trade has almost always been the low risk, low reward non combat income choice for people starting out or restarting. (IE got blown up and have very little money) But in this situation the risk is higher, the reward is unknown and the source of income isn't always there, relies on the RNG AND could involve combat from the looks of it.

2693
I wish I could play SupCom:FA but the last time I tried playing it, I had flames shooting out the sides of my laptop...

2694
General Discussion / Re: Speculation on the next blog post
« on: February 24, 2014, 03:09:36 PM »
They already CAN have skills via mods but since they don't have flagships they don't get those bonuses...

2695
Lore, Fan Media & Fiction / Re: NEW Chapter in the Exerelin Chronicles!
« on: February 24, 2014, 03:07:11 PM »
Dude, if you are getting burned out on it then you might want to give it up for awhile. I'm pretty sure that most of your viewers would understand

2696
Discussions / Re: What game should I get?
« on: February 24, 2014, 03:03:23 PM »
You have another vote for Far Cry 3 from me! I have this for my console and play the SH** out of it! It is in my stack of games that I play alot and out of my 75+ game collection, only 5 are there

2697
Mods / Re: [0.6.2a] Bounty Hunts 1.11
« on: February 22, 2014, 04:54:57 PM »
OK, I have been trying everything I know to make a Most Wanted mission using another mod's ships (Hiigaran Decedents) and I can't seem to make it show up in the list! And yes I have it in the CSV

Here is the code for the wanted file:
Spoiler
Code
{
"wantedId" : "bounty_sajuukkhar",
"title" : "The Angry God ",
"fleetName" : "The Khar",
"difficulty" : "Very Dangerous",
"reward" : "750000",
"location" : {
"system" : "Corvus",
"token" : "Corvus III",
},
"captain" : {
"aptitudes" : {
"technology" : "10",
"leadership" : "10",
"combat" : "10",
},
"skills" : {
"missile_specialization" : "10",
"ordnance_expert" : "10",
"damage_control" : "10",
"target_analysis" : "10",
"evasive_action" : "10",
"helmsmanship" : "10",
"flux_modulation" : "10",
"advanced_tactics" : "10",
"command_experience" : "10",
"fleet_logistics" : "10",
"gunnery_implants" : "10",
"applied_physics" : "10",
"flux_dynamics" : "10",
"computer_systems" : "10",
"construction" : "10",
"mechanical_engineering" : "10",
"field_repairs" : "10",
"navigation" : "10",
},
},
#The description is shown when the player views the wanted poster. To include line breaks in it, use \n.
"description" : "Two months ago, the pirates somehow disabled and stole the Khar, our prized flagship and have been terrorising the Corvus System. As much as it pains us, we are offering a seven hundred and fifty thousand credit bounty to whoever destroys the Khar. We can NOT allow these pirates to dirty our name and the name of our flagship!",
#The congratulation is shown when the player kills the bounty. To include line breaks in it, use \n. Optional.
"congratulation" : "The Khar is no longer in pirate hands and our name has been cleared. Thank you and may the Goddess smile upon you.",
"fleetShips" : [
{
"variantId" : "hii_sajuukkhar_Elite",
"name" : "Khar",
"crewRating" : "ELITE",
"salvage" : "TRUE",
},
],
}
[close]

2698
Suggestions / Re: Will the campaign ever have an end-state?
« on: February 21, 2014, 07:27:20 PM »
What, really?! Seriously, there's a survival mode in the original SoS?
Yeah, it is under a different name so it is hard to find. It is called "progression wars" and is under the "scenario" section of the new single player game.

By the way, have you played SotS 2?

2699
Suggestions / Re: Will the campaign ever have an end-state?
« on: February 21, 2014, 02:42:29 PM »
This suggestion reminds me alot of Sword of the Stars' survival mode. (Which took me two years to find...)

2700
Discussions / Re: Titanfall
« on: February 19, 2014, 03:54:27 PM »
Not only that but the people the make up Respawn are also from Infinity Ward

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