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Messages - Serenitis

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796
General Discussion / Re: Feedback #1
« on: June 11, 2019, 10:57:22 AM »
This is a personally held conviction of mine, so others may not agree:
I do not belive there needs to be a maximum level cap for the player.
If the player wants to invest the non-trivial amount of time and effort required in order to completely fill in the skills tree, why should they not be allowed to do so?
They are getting something positive from the experience in continual character growth (otherwise they wouldn't be doing it), and it has zero effect on anyone else's experience.

It's not something you can just do casually either, so all the 'extra' skills above lv.<cap #> are not exactly freebies. You have to put in a fair amount of effort to get them.

797
Suggestions / Re: How about some home-in-on-mouse-cursor missiles?
« on: June 09, 2019, 01:04:18 PM »
What I would *really* like though. A dumbfire AoE missile. You aim it by clicking at a point in space. It flies to that point in a straight line and explodes there. Possibly anti-fighter.
I think someone already made this (or something very similar) already. It was a missile with which triggered near it's target and vomited proximity charges everywhere.

Also, this reminds me:
Spoiler
If anyone used to play FreeSpace 2 on PXO, I'm sorry for turning every match into thunderdome nonsense with the GTM Infyrno.
[close]

798
General Discussion / Re: Which fleet doctrine do you use?
« on: June 08, 2019, 03:41:11 AM »
I prefer Steady behavior for most combats
Same.
Quote
If I wanted to build a joke pilum fleet full of Vigilance and Falcon (P)s, I would use Timid if that were possible.
It is possible. It works. And it is an edifying experience.

799
General Discussion / Re: War on Vanilla
« on: June 08, 2019, 03:26:11 AM »
The more I fly the Apogee, the more I dislike it. I now consider it completely outclassed by an Eagle
Everyone's different.
I've never really liked the Apogee all that much (it's a Mule cosplaying as high tech), but given a choice between it and an Eagle I'll pick the Apogee every time.
The Eagle is one of the few ships I actively dislike as it just does not mesh at all well with how I want to use it. The only thing it seems to be good at is punching down on frigates. But any cruiser can do that.
And the AI seems to be fascinated by running up the flux on these things and having them float about overloaded as often as possible.

The Apogee is a useful support ship, but I don't really like flying it myself, as it can't really use it's large missile to the extent I'd like as there isn't enough OP to to use ECCM with a useful loadout of other equipment. And it's not facing forwards so you cannot use mouse aiming for unguided missiles.
I can deal with it once it has a decent loadout, but it's not my preference.
It p. much needs either locusts, a medium mount with homing, or nothing in the missile slot.
For the large energy mount I prefer the tachyon lance to the plasma cannon for it's longer range and lower OP cost. (And I like sawing ships in half with huge purple beams.)
Anything else in that front mount and the Apogee is much less useful.

Basically, the tl;dr for this is:

800
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 08, 2019, 01:55:46 AM »
I've also noticed the targeting preference for the spars on the midline stations. Although I don't nescessarily have a problem with that, it would be nice if the main module became the preference when it gets high on flux or otherwise vulnerable.

One thing I kinda miss from the previous release is purely cosmetic.
When a player colony has 'commerce' active, it gets two markets. One for commodities and one for ships.
I thought it was neat that the ship market would have in it ships that your faction had made, and had your faction prefix (if any).
It doesn't do this anymore though, all the ships are ISS due to being an independant market.
Not a priority at all, but it would be nice if commerce markets had some amount of 'locally built' ships in them.

801
Discussions / Re: Gaming's Worst Mechanic
« on: June 02, 2019, 02:21:48 AM »
Minigames are bad. But often optional and ignorable.
Minigames that are gates to actual content are awful.

'Warscore' is one of my (incredibly sujective) pet hates. And the reason I bounced off Stellaris (and every other paradox mapgame) hard.
If I'm playing an empire game and end up in a war, the rules are as follows:
  • Take what I can
  • Give nothing back
Being forced to specifiy what you want to take beforehand, and then give back the rest is utterly baffling to me in a game.
It's one of those fun > "realism" things.

802
Suggestions / Re: Don't count mothballed ships towards the fleet cap
« on: June 02, 2019, 01:46:07 AM »
if you're running up against the fleet limit, I'd love to know why that is.
Junkfleets is where it hits me.
Spoiler
First, building your fleet using salvaged ships means you cannot always 'up-scale' your ships when you like in order to face a bigger threat. The only way you can do this is by bringing more ships. Which may not be possible due to the cap.
Or forces you into a dilemma where you need to bring more fighting ships, but if you do so you won't have enough civilian ships to support them for long enough to get them there.
Not so much of a issue for colony defence, but bounties can sometimes be a problem as they can spawn quite some distance away. And 'red' systems can be literally anywhere.

Then there's the previously mentioned battle chains, which are especially rough on junk ships smaller than thier targets as they have to use things like SO to fight at anywhere close to parity. So multiple ships for replacement in-battle may be something that you have to consider in your fleet.

Frigates are useful in any fleet as fast support ships, and especially if you find yourself in the role of the pursuer.
But to be useful you'll need at least 4 (2 for each side of a pursuit) otherwise they can't really do anything other than scoot around and vaguely poke at things.
It this worth 'spending' 13% of your total fleet on? I don't want to say no, but I can't say yes.

Recovering assets as mentioned in the OP is another big hit for the industry focused player, as thier fleet is likely going to be made up of a larger number of damaged ships. And not being able to recover useful random floating ships when the opportunity arises is less than ideal.

And then there's the whole reason some players are out exploring the fringes of the sector; finding somewhere to settle.
This involves lot of travelling, so you'll need lot of fuel. And a half-decent amount of speed - burn 7 is the lowest speed that still allows you outrun 'heavy' fleets and travel around in a reasonable timeframe.
But the whole point of being out there is to find somewhere to develop, so all ships that can spare the OP will have survey gear on them. And all ships will definitely have efficiency overhaul just to make supplies/fuel go a little further. Which means you can't use speed boosters, which in turn means you can't use big transports (it's at this point I really wish there was a cruiser-scale fuel tanker).
So the only way to increase cargo/fuel capacity is to add more ships. And you'll need all the capacity you can get as you're carrying most of what you own with you so you field refit salvaged ships into useful configurations without having to backtrack into the core.
A 'typical' long range salvage fleet at this stage might be built around 5x pheaton + 5x collossus, that's a third of your fleet. And it's quite easy to need more than that.

Constant salvaging and surveying also means constant crew loss which means you'll need to bring a fairly large surplus of crew on your trip.
Efficiency overhaul plus most ships having more crew space than they need is usually enough to accomodate this, but sometimes you'll have a particularly rough spell and end up getting close to your crew 'floor' which means taking on any savalaged ships will impact the performance of your whole fleet. Bringing a crew transport would be a solution, but....

This is also a concern if you use a fighter-heavy fleet, which after a pitched battle can have quite a noticably negative impact on the fleet. I've found that crew attrition is one of the more prominent limiters for exploration, even with all the mitigation I can afford to equip. The only way to get around this entirely is to use drone fighters exclusively.
[close]

The concept of the previous logistics system was superior to a hard cap.
Spoiler
You have a number of 'points' in your fleet. Every ship is worth a different number of points, which can then be extended to cover mechanics which did not exist then.
Bigger ships are worth more than smaller ones. Military ships are worth more than civil ones. Pristine ships are worth more than damaged ones. Etc.

Just because the previous implementaion was not good doesn't mean the idea behind it was not good.
[close]
But no cap is superior to any cap.

I'm trying to not change the cap in my current game, and it's an experience.
One thing I've found I'm doing a lot is constantly counting my ships like some kind of obsessive to make sure I always have enough room for 'new' ones, because there is nothing to tell me how 'full' my fleet is.

A possibility could be linking fleet limits into colony industry, so as your industrial capacity expands so does your capability to field ships.
Even if nothing else changes, a big coloured number on the fleet screen to say [current # of ships]/[maximum allowed # of ships] would be helpful.

803
Suggestions / Re: Don't count mothballed ships towards the fleet cap
« on: June 01, 2019, 10:10:40 AM »
I would rather have the player ship cap dropped entirely, I don't see a point in it.
Same.
Even the old 'logistics' system was better than a hard cap.

804
General Discussion / Re: Pirate activity
« on: June 01, 2019, 09:36:54 AM »
The whole popup pirate thing is also a p. good incentive to never colonise outside of a single system so you only ever have to deal with a single event at a time.
Having multiple systems can make the whack-a-mole events quite tedious.

805
That's actually a decent change. Most ships that got deployed regularly in the previous version tended to get a 'perfect' set of traits after a few dozen battles regardless.
Was just a bit confusing seeing what it was doing without knowing why. Thanks for the clarification.

I'm going to run that old save for a while just to see what it does.

806
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 27, 2019, 08:11:08 AM »
Randomness is not fun when it leads to frustration.
I can agree with that, in principal.
It's just that I don't consider not having an item that makes something super good to be frustrating. It's just 'normal'.

807
Yes, it is an old save.
Just for further fruitiness:
Spoiler
[close]
Defending against an expedition. Again, just deploy whatever.
One AI ship did particularly well and got a big red mark. Same as above.

So is the new version not entirely backwards compatible?
Because restarting is not exactly a huge deal.

808
Very much a fan of this mod.

Not really a fan of this though:
Spoiler
[close]
This was a popup pirate base. The only objective I had was kill it as quickly as possible so I can go and do something actually interesting.
So I deployed everything I could and completely rolled them with zero damage recieved.
And for doing so I was rewarded with.... A load of penalties.
What. How?

I don't have a problem getting bad things if bad things happen, but winning flawlessly (regardless of "difficulty") and still imposing bad things on you seems like something is very wrong.
Is this intentional?

809
Suggestions / Re: Tech-mining must reduce ruins over time
« on: May 27, 2019, 04:15:10 AM »
I think the suggestion was to actually change the ruins condition type on the planet as they get plundered, and eventually remove them from the planet entirely once there's nothing left to recover.

Not sure if conceptually you would actually be removing the ruins rather than taking things out of them.
And if you have a Tech Mine, as mentioned it's decription will give you some idea of how much is left to find in the ruins.
I think the general consensus is that when it reads "the ruins have been combed over multiple times" it's time to pack it up and leave/do something else.

If I absolutely had to do this myself, I'd probably look at a coloured overlay or border that would sit on the ruin condition icon first, before changing base conditions.

810
General Discussion / Re: Eagle and Heron Loadout
« on: May 27, 2019, 04:02:24 AM »
If you have found the requisite LPCs, fitting a Heron with 3x Flash Bombers is quite an interesting experience.
The rest of it's loadout isn't really relevant, it can be anything you like.

Proximity charges are really good when they can be deployed in numbers.

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