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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - xor0

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16
Suggestions / Make repair/restock at base take time
« on: January 22, 2019, 09:48:25 AM »
Like in outer space takes time after every battle, then fighting next to a colony you can kill unlimited fleets for loot by docking a lot.

Let them run away a bit when it's obvious they lost, make resupply/repairs take time based on resources used, maybe upto a day for heavy repair for lots of ships.

17
Bug Reports & Support / salvaging crash
« on: January 13, 2019, 03:44:20 PM »
Exited a LP base, tried to salvage a nearby debris field. Got a NullPointerException:null error, had to kill the process.

How can I post the save file?

18
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 21, 2015, 08:35:16 AM »
Great update, this is shaping up really well. And the stability of your alphas shames many commercial full releases.

I guess the economy will be worked over, I saw a food relief fleet going from Ratatosk (food cost 37) to Glasnir (food available, cost 21). The missions are all a bit random right now, time limits seem a bit too short.

SO seems like an easy start since speed is so OP. Maybe make it a level x (5?) skill?

Keep on truckin' I'm sure my grandkids will enjoy the full version ;D

19
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 25, 2015, 11:33:03 AM »
The quick leveling is also a part of the game's design, you hardly need any experience to get into the 30's, yet once you get into the 40's the amount you need per level quickly gets into the hundreds of thousands and eventually millions as you get further in.

You hardly get any experience from the single frigates that you fight at first. I actually think initial leveling is too quick, but then I'd like to see a mod with way less fleets, realistic repair times (ie weeks), weapon damage so you need to replace them, overall less arcade-y where each battle, each decision has serious consequences.

But I was more talking about gaining ten levels at once from selling 5k fuel. I don't think that can be intentional.

20
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 25, 2015, 07:16:50 AM »
Thanks for the info. Yes, I noticed that the Morningstar seems quite OP, also that the small anti fighter/missile weapons seem to miss about 95% of their shots. I stopped using SRA weapons in my last game except for the big energy one since there doesn't seem a good vanilla alternative.

Maybe the trading problem could be fixed by faster price adjustments, normalized by player level, ie reduce selling proces after only a few sales at low levels, lots of sales at higher levels. Right now you can go up 10 levels with one sale.

21
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 25, 2015, 05:20:04 AM »
This is a great mod, makes the alpha version of the game worth playing once you are done with single fleet battling.

One thing: I just played a game where there were pairs of planets only a few hours apart. It was possible to trade between them very fast, even pick up 5000 fuel, overloading but only using 100 extra supplies to cross over to the other planet. I got past level 30 in less than 3 months, seems this shouldn't be possible. This was before the patch, maybe it's fixed?

On another note, which factions are well balanced with vanilla? I already included SRA and THI.

22
Suggestions / some suggestions
« on: October 05, 2015, 05:27:41 AM »
This game is shaping up really well. Congrats. I have a few suggestions, some of which I assume/hope will already be addressed in the new patch, but I didn't see specific info about.


The combat seems great, the AI is better than in most games. What seems missing though is some fleet coordination, even something as basic as an order to set the fleet or a group of ships to the same speed. Right now my frigates and fighters charge in leaving the bigger ships behind unless I waste CP to stop them. Then there are details, things like don't spam missiles at a PD frig...

Indicators on edge of tactical giving distance to objects. Would be great if these were visual rather than numbers, much faster to parse. Maybe done with bar length, color or something.

Once I save a ship loadout it would be great if bases started to sell that variant, would save a lot of time even if it isn't fully loaded.

The way CR recovery works now seems to make armor/hull repair irrelevant, it just happens for free while CR is recovering, while it seems repair should cost more. So increase supply cost for repair and decrease for CR recovery.

Reduce logistic cost for fighter CR recovery from 1.5/day to 0.5. They tend to cost more to maintain than big ships cos of their slow recovery rate.

More weapon groups, and the ability to have a weapon in more than one group.

Battle replay! I can't watch everything that happens especially when flying my own ship. Would really help sometimes to watch a replay.

Great cumulative time saver for upgrading if weapons on the refit list had those of the same damage type as the already installed weapon listed first (after ordering by slot size).

Right now salvage is based on number of deployment points killed? Would be great if you got lots of fuel from dead tankers and goods from freighters.

Pirate clans (subfactions) that have distinctive visual markers and tech type, so you can start with a clan that flies D ships then move up after a while. Tired of flying to a system for a bounty only to find a fleet of D ships that all run for the hills and/or collapse like wet cardboard.

Hope some of these are usefull!


 
 

23
Suggestions / Re: Ship info varies with distance
« on: October 02, 2015, 09:42:16 AM »
Awesome.

24
Suggestions / Ship info varies with distance
« on: October 02, 2015, 08:09:14 AM »
Right now you know the fleet size til they come on your tactical, then you suddenly know all you are going to until you engage. I suggest making info about what/how many ships there are depend on how close you get, and details like weapon loadouts can be seen when you are very close.

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