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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 - Lopunny Zen

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1
Suggestions / Re: "Combat Endurance", combat readiness, performance bonuses
« on: December 18, 2018, 01:10:11 PM »
Oh btw did I mention the Communist Clouds that rob your CR is bad and why are they littered everywhere...its like the developers know it will cause problems.
By the time I have a big fleet, I have colonies and rich enough that the time saved far outweighs the CR drain, and I can easily afford the CR hit.  Especially if I am rushing to save my colony from a sudden Pirate Activity alert (penalties eat lots of income in a system with multiple colonies) or Pather cell that is no longer disrupted and needs to be stopped for another year before they wreck an industry.

Storms can be annoying earlier if I am not that rich yet and do not have Solar Shielding available, but my pre-endgame fleet is probably small enough that I do not need to deal with them.

It is an improvement over how storms used to be, and in late 0.8, they killed Sustained Burn and practically immobilized AND quickly drained CR from the whole fleet (and Emergency Burn took too long to activate if you were caught with Sustained Burn on).  If I could not get out fast enough, I simply reloaded and try again.


No it is even worse now because it flings you into more clouds most of the time. Even when I get rich thats does NOT mean it is no longer a problem. Exploring becomes a nightmare so I never feel motivated to go anywhere. Even with being Rich CR STILL kills me. Remove the system and think of something different because even on paper it is not a good system nor does it give the player anything but a reason to stop playing. At no point did I say "I can accept this". If anything CR is just a quick fix that was slapped in there to fix something.

2
Suggestions / Re: "Combat Endurance", combat readiness, performance bonuses
« on: December 18, 2018, 12:25:54 PM »
I said it on other topic I will say it here because it is a fact. The CR system id a complete failure and gives nothing but frustration to the player. I lost a fight I should have won by pure skill because CR degraded on my ships.

The problem is your colonies never seemt to have the supplies or the income from itself. You hate someone then your economy collapsing does not help. Even more so is your base despite how many cores or industry you have never seem t make fleets worth enough of dealing with the pirate problems themselves so your eco becomes even less. I have a planet with 6 million people and yet they can barely pay for my industries and in tur your colony cant pay for your fleets. When you go hostile on someone you can kiss your chances goodbye because the your eco goes sub zero. I hate to say this but people on a colony would not care that hard about you not liking someone....even more so on a far out isolated colony

Oh btw did I mention the Communist Clouds that rob your CR is bad and why are they littered everywhere...its like the developers know it will cause problems.

3
Suggestions / Re: Increase planetary stocks
« on: December 18, 2018, 12:20:26 PM »
I get that but what does not help it is the communist clouds all over the place robbing you of your resources and making it even harder and less fun to progress. I thnk I spent like 1 million in ressources from those clouds hitting me alone and I have been avoiding them.

The biggest problem is the planets cant support themselves so I hope that gets fixed. Also your colonies cant seem to make reasonable fleets to stave the pirates on their own which them being around also hurt the economy or the raid fleets from people that are friendly with you

4
Suggestions / Moderator Closed my topic for no reason
« on: December 18, 2018, 12:06:59 PM »
Gothars closed my Moniitor topic claiming it "Sounds like a rant. Closed". Im sorry but are people not allowed to rant anymore? Is this Soviet Russia now? I cant even *** swear anymore really? Is this preschool time or something because if it is I can call peoples parents. Even more so if you cant take criticism then you dont deserve to be in the business of game design do you? As far as I can tell I have noticed the mods on here getting soft and preaching fair language and yet we are adults so any more rules that are being put in here for no reason?

Gothar you closed my topic for no reason while not making any argument to back the claim that it was "sounding" like at rant nor did you rebut the  facts that I laid out. The ship is WAY to tanky even without the fortress shields. Putting avoid on them does not fix the problem nor does it help your case. And if you make ships avoid the Monitor then they have to avoid everyone around him and do you really think the ai can be trusted atm? Not to mention its a frigate so good luck avoiding something running at your face because it knows it can.

If you are going to censor me again just spit it out. If you do I can resort to ranting about it on youtube if it triggers you that much and give it a lot of bad press. This is the internet buddy stop getting triggered over words that happen to mean bad things. What is your definition of Ranting and Suggestion because I get the feeling you kind of blurred that line there. Are you making the assumption right now that rants are a bad thing to begin with?

5
Suggestions / Re: Increase planetary stocks
« on: December 18, 2018, 11:46:37 AM »
The game being 95% a combat game, with nearly every mechanic leading back to combat. Starsector has truly excellent combat and cool warship design: if players aren't doing that, they aren't playing a very good game.

Where are you getting 95% figure? 95% of playtime?

95% of a player's time, multiplied by how much focus it takes.
five minutes of exploration doesn't count the same as five minutes of combat if you just set a course and put your feet up till you're there.

Have to disagree about the click desto then wait.....dont you remember that you have to avoid the communist clouds ALL OVER THE PLACE?!

6
Suggestions / Re: "Combat Endurance", combat readiness, performance bonuses
« on: December 18, 2018, 11:43:56 AM »
YEP I WOULD HAVE BEATEN THIS GIANT ARMY THROUGH SHEER SKILL BUT I AM TOO BUSY LOSING CR MID BATTLE. I am going to keep complaining until this *** system goes away. You are going to have to find another system because this one has failed

7
Suggestions / Monitor Class Support Frigate
« on: December 17, 2018, 02:35:17 PM »
This things tank needs to be toned down like a mother fucker. It tanks so much even WITHOUT the fortress shields but the fact it HAS fotress shields makes it only killable by the faulty CR system. Yep lost a fight and had to reloud because hgalf my damn fleet is forced to fight one monitor for half the fight because that ship is cancer.

8
General Discussion / Re: Combat Readyness isn't fun..
« on: December 16, 2018, 07:20:42 PM »
Wll sorry to say this but I just got caught by 6 fleets. They were all small and caught and fought me 1 at a time. I beat 5 but by the time I hit 6 my frigs were done. They just swarm you with disposable enemies that you can no longer deal with because CR is broken. Could have beaten the 6 and went about me day but dont worry....CR IS HERE TO RUIN THE GAME....as intended

9
Mods / Re: [0.7a] Citadel v0.8.3 - On Hiatus [2/18/2016]
« on: December 16, 2018, 06:14:48 PM »
I forgot this mod was a thing. Is there anyone that would take this mod over? So much lost potential

10
Suggestions / Re: Factions war exhaustion system
« on: December 16, 2018, 04:30:38 PM »
I know right. I can single handedly kill half their fleets and they still do not give a ***. Just throw away crew and members by the numbers and not feel any downsides from it

11
Suggestions / Re: More Uses For AI Cores?
« on: December 16, 2018, 04:28:47 PM »
On the topic can we please remove AI core inspections. Probably the most not fun thing to have to experience. Plus as a faction why cant I decline it and tell them to *** off? I can tell the police no so why cant I tell them no to my isolated planet away from everyone?
You can, you just have to do so before the inspection reaches the target system. You avert it like you would an expedition.

Problem is when I do annihilate them then I become enemies with them...which is not bad because no more ai inspections but then the broken economy turns my hard earned gains from 100-250k credits to my wallet draining in 3 months bad so....no it is not only annoying as *** for them to take your hard earned cores away...more so the more rare ones but it ruines the game fast

12
Suggestions / Re: Increase planetary stocks
« on: December 16, 2018, 04:25:17 PM »
Well I mean you are wrong. As an entrepreneur even I have a huge storage or a big bank account for crisis situations and *** hits the fan for a bit. The low supply amounts means that  you take hits a lot harder AND have to endure losing so much money while people cuddle up and try to feel safe again. Not to mention that the other people were right. I NEVER saw a fleet bigger then a patrol because the supplies were so dim and when *** hit the fan I went from making 100-250k credits to having to spend 150k credits in the snap despite the planet being well defended and have a battlestation. It would help if you didnt have to trade with others with the commerce center so you can build yourself up first while making a little bit of money on the side until you feel you are ready for the extra money. The point it if the storage is small there does not seem to be an easy way to alleviate the crisis at all and the money you gained becomes as red as communism.

13
Suggestions / Re: Merchant Fleets Shouldn't Be Hunter-Killers?
« on: December 16, 2018, 04:19:45 PM »
This bring up the eco issues. just because a cargo ship did not show up or you start to hate someone should not be planet crippling nor should their be a penalty for having people hate you. Eve when I make my self self sustaining the above mentioned problem coupled with the others suddenly make the planet that could easily sustain itself suddenly be at panic because feelings were hurt

14
Suggestions / Re: "Combat Endurance", combat readiness, performance bonuses
« on: December 16, 2018, 04:16:55 PM »
Frigates would offer good cover and distraction if there was not CR at all. Just ruines the game by making you wait around or run from a fight because "OOPS Your CR is degrading from your lazy pilots they need a breather". It is nonsense how much damage this cr system is. Would make sense for carrier and damaged ships but, like the government, it is putting its paws into things it has no reason being in.

I think there's some very good merits to Combat Readiness that you're not seeing there. Having to think about combat readiness creates some strategic depth and fun.

  • If you're looking to do some major fighting in a system, it incentivizes you to stagger your engagements. When fighting one fleet, you're forced to think about what's going to happen after - how will degraded performance affect a second encounter? Do I have enough time to recover before getting into another fight.
  • By having your ships cost supplies to deploy (even if they don't take damage), there's a cost-benefit analysis that goes into every engagement. If only damage (and not combat time) had a supply tax, you could probably make a tidy profit picking on targets much weaker than yourself and overpower them. Having CR in the game means the player has a profit incentive to pick on targets your own size and to deploy the minimal amount of ships needed to win the battle. For me, this makes the game a lot more fun: I can happily ignore all the little fleets running away from me without feeling I'm losing out. Fighting them probably costs more money in supplies than I'll get in loot.
  • It creates some very cool niches for high-tech frigates. If you've won a battle and some enemy ships are retreating, chances are your slow hog of an Eagle can't catch up to enough of them to make the CR investment worth it. A well-piloted Wolf, Afflictor or Hyperion, however, can single-handedly dismember a whole retreating fleet without costing too much.
  • It interacts nicely with environmental hazards. Spending time in a corona, magnetic storm or hyperspace storm doesn't just cost you in the purse, it also makes flying around a little bit more dangerous.
  • It makes the Emergency Burn ability interesting. If there was no degradation to CR when using it, there's no reason not to use at every possible instance. Not much of an 'Emergency', then, is it?

You could argue that the system could use some tweaking, especially when it comes to the low Peak Operating Time of Frigates and the A.I.'s current cowardly behavior. But to say that the system is just flat out bad in every possible way is simply indefensible.

Sorry but it doesnt create ANY good scenario....it just makes me fly in circles until I have enough to fight people. It even taxes your resources too hard...even more then repairs do and that a *** stretch because how does it take more supplies to eat and poop then it does to repair YOUR ENTIRE SHIP. High tech does not take much more but it harms them way more lore wise and practicality wise. Why does something more advanced become less efficient. The Hyperion is completely useless because after like 2 minutes it has to leave and it doesnt even usually carry very much firepower so you can barely have fun in it before its time to pack up and go home to eat dinner. It would be a lot better if CR did not degrade MID FIGHT but instead has the normal amount thats removed after a fight. This doesnt help that the ai barely have to care about thier CR issues as they come by the numbers and their death means nothing to anyone because they usually are replaced fairly quickly meanwhile you are a lone pilot thats now thrown at a disadvantage because it hurts your fleet and your content that much harder. I cant even get to the edges of the map with a good fleet without have about 300k credits and thats not accounting the the Barrage of those STUPID ASS STORM CLOUDS WHICH ARE NOW WORSE AND SLAUGHTER YOUR CR MORE AS THEY SLINGSHOT YOU INTO MORE CLOUDS (reminds me of the avgn scen for superman on commodore 64 where if superman gets hit he flies back). Im sorry but CR is a HUGE problem and only hurts the player 3 times more then the ai. Would help if ike in Space Pirates and Zombies 2 where there s other commanders with their own personalities, growths, struggles and triumphs and even better they have the same type of progression as you. Then then CR would makes a bit more sense but instead here comes about 10 disposable fleets coming at you...warp 9.

15
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: December 16, 2018, 01:39:03 PM »
Is there going to be a mode where you are the starter for a mod faction and you have to find a planet to get it going?

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