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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 - namad

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76
General Discussion / Re: Sindrian Diktat & Persean League
« on: June 25, 2019, 07:41:59 AM »
The Diktat and the League are the place to get mid-line battleships, e.g. Conquest.

For more flavour, I can recommend the Ships and Weapons pack (https://fractalsoftworks.com/forum/index.php?topic=11018.0). It has rare  Lion's Guard variants of a number of ships, e.g. Eagle. These have paint job in the Sindrians' violet and the perk of free solar shielding, because of Sindria's location right in its system-star's corona. The mod is overall very well-balanced and mature.

I tried that mod for a little bit along with Nexerelin (while I was still completely new to the game) but I've gotten wary of larger mod-based content like ships or weapons as they've been either overpowered or underpowered in the experiences (mods for other games) that I've had. I assume there's no possibility of having -just- the new paintjobs? I didn't see any particularly convincing proof as to why the authors think it's balanced. Then again, there's also the standard mindset that haunts any kind of opinion-heavy platform which dictates that negative criticism is unwelcome, so maybe no one is willing to speak up about that issue in particular. I don't know.


You're just wrong. The starsector modding scene is WAY more advanced than you seem to think. The linked S&W pack is considered vanilla balanced. MANY MANY MANY mods are considered to be NOT balanced, but tons of people have posted about it. Things like borken/neutrino are seen in some ways as "boss factions" now that knight's aren't a choice anymore. Additionally things like DME/DA/shadowyard/brdy are seen as a bit overpowered (at least imo, others might disagree). Sometimes mod factions are seen as potentially underpowered, but also they're sometimes underpowered on purpose (junk/pack/kadur).

Then you have things like underworld which are stronger than vanilla but what they do is take something a lot of people found to be underpowered in vanilla and bring it up to a more balanced state.

There used to be some good mod reviews out there about balance, like here: http://fractalsoftworks.com/forum/index.php?topic=11001.0
I'm not currently aware of any good megathread for mod reviews but if you read each mod's lengthy discussion thread you'll seen a ton of discussion about balance in all of them. So you might be right, that it might be hard for you to know which mods to use that will achieve the balance you want. You're just wrong that those mods don't exist though, and you're wrong that the discussion about balance isn't occurring. S&W pack is one of the most universally beloved, simple, well balanced mods out there though.

77
vayra sort of competes with nex now in terms of what it does, it's no longer a faction mod? so maybe that's a conflict.

78
anyone know how derelict empire mode works?
or what a derelict market is exactly? how are they meant to function? I totally don't "get it" they're markets that you can't interact with?

79
Hooray! Thanks! I'm gonna finally move from 0.9 to 0.9.1 now that i can throw my favorite shipmodpack in!

80
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
« on: May 19, 2019, 05:08:38 PM »
Wow, how did I not notice that? In my mind that text says arkgneisis. heh. Reading comprehension fail.

81
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
« on: May 19, 2019, 08:23:53 AM »
What is the Exodus Initiative? I can't find it on page 1, or page 8... sorry if this is a silly question but I've never heard of it before or seen it in game? is it an alternate name for arkgneisis?

82
Mods / Re: Neutrino Corp. (v. 1.75)
« on: November 01, 2013, 04:35:04 AM »
Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.



I actually meant many of the non-fighters cr cost was too low, and also the fighters cr costs being too high... many fighter groups in the mod get 1-2deployments from full not 4-7... and even your ships which do get 7 are comparable to other factions ships that seem to only get 3or4 making 7 seem a bit OP...    I don't think time matters in CR recovery... if it takes eons to regain the factions CR it just means you go to the home station frequently, it recovers CR instantly, the only drawback is the cost, and you're right I noticed the supply cost to recover CR for this faction was very high... the end result though ends up making the buggy high CR cost of fighters too expensive to use, despite how awesome this factions fighters are. a handful of frigates can deploy 5-10times as often for a lower cost than the fighters.

I guess the point I'm trying to make is that CR recovery time in .6.1a is nearly irrelevant because you have to fly back to the station to offload your victory spoils anyways, and when you're there you instantly refill CR.

83
Mods / Re: Neutrino Corp. (v. 1.75)
« on: October 22, 2013, 07:21:43 AM »
CR per deployment seems all out of whack compared to other factions, it might need to be raised at least on some of the ships? otherwise this faction is somewhat OP.  Also how does it work for a ship to be able to phase permanently? doesn't this make the ship invulnerable? also some ships probably need CR lowered, most of the fighters... 100 CR per deployment is probably too high to be sane. probably didn't realize it was 50CR per fighter for a total of 100? a superfreighter the nausicca should probably cost more than 2supplies a day since it's also twice as powerful as any vanilla superfreighter?

84
If a fleet consists of nothing but freighters because it escaped an npc versus npc battle in which it's escort of combat ships were wiped out but the frieghters escaped.... the fleet continues about it's business normally!

Ideally this fleet would abort it's mission and retreat to the nearest allied base to wait for a new escort to respawn the fleet with? or even more advanced in nature, it should head for the nearest allied fleet and either merge into the fleet or simply follow in the fleet's wake for a while?


As a result of the profitability and ease of finding lone frieghters (or even frieghters where 50-90% of it's escort have been lost) non-freighter battles end up less profitable.  If I'm getting rich hunting freighters anyways who cares how little reward I get for destroying their escorts?  If freighters were harder to acquire the player would be able to earn less, and if they ended up earning too little for balance sake then escort combat ships could start paying out a bit more?

85
General Discussion / Re: Combat readyness poll.
« on: October 20, 2013, 10:55:32 AM »
I didn't get to vote but I love the CR system, and I think that most people who hate CR actually hate something other than CR...something that CR is just highlighting... having problems with earning too many/too few supplies/profits from fleets you destroy isn't actually a problem with the CR system, it's a problem the CR system is now highlighting, but it's actually just a problem with some of the maths and numbers on enemy fleet makeups and how they reward you.  If you go around in frigates hunting buffalos you'll be swimming in credits and supplies with no downsides... if you're fighting opponents without a lot of weak freighters in their fleet though your profit margins might not be so nice.  I love how some high tech ships have totally prohibitive CR costs and some low tech but still decent ships can be deployed three times as often if you wish making them a lot better for pursuit duty whereas the higher cr cost ships are good for a tough fight.


I do agree that 60% is an odd amount to be considered perfectly fine/ready maybe the CR numbers need a bit of a tweak so that all the numbers are raised to be nearer 100%? but the costs would be raised to make the balance exactly the same?

86
General Discussion / Re: Combat Readyness isn't fun..
« on: October 20, 2013, 10:51:14 AM »
I haven't had any problems at all with combat readiness unless I do something foolish like waste a lot of CR pursue'ing ships I can't possibly catch.

If you're attacking enemies, destroying ships, salvaging, and leaving to look for another target... it's hard to find that another target before most of your CR is back? sure it varies, a 30CR deploy ship might be useful twice as often as a 70CR deploy ship?


I think the main flaw is purely economical... being able to hunt poorly defended buffalo for the massive bounty in supplies each one carries. if supplies can't cost less, maybe ships should cost more? if ships can't cost more...then the problem is purely of enemy fleet layout... large freighters with tons of supply inside them shouldn't be defended by a hound and a talon fighter wing.

most buffalo pirate fleets as they are now might make sense if they used hounds as their freighters, or if freighters and freighter rewards were totally rebalanced.... basically hunting enemy freighters is just too important now that 90% of your income comes from selling freighter supplies... this means killing enemy combat ships has almost no reward unless those combat ships are escorting a freighter... advancement in starfarer .61a campaign mode is basically just about how many freighters you can kill. yes this is a problem. however I do not think this problem is because of CR and supply, it's just another problem that CR and supply have highlighted.

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