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Messages - SpacePoliticianAndaZealot

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256
General Discussion / Re: Military markets in Magec system
« on: November 20, 2015, 11:47:22 AM »
I'm pretty sure a market size 6 is still required. BTW, a bunch of the old/previous faction capitals got +1 to size (Jangala was 10^6, now is 10^7).

257
General Discussion / Re: Favorite Surprises
« on: November 20, 2015, 09:07:37 AM »
Getting spitroasted by a duo of Luddic Cerberus (Cerberi?) as soon as I entered warpspace.
It's Cerberii  ;)

258
General Discussion / Re: Share you Starsector gameplay stories!
« on: November 20, 2015, 09:03:21 AM »
In a perverted twist of fate, I can share a similar story:


So, I'm a bounty hunter with two Wolf frigates, and willing to test my luck as a smuggler I have accepted a mission for procurement of 50 Hand weapons to Skathi. I bought them in Jangala, and like a real Colonel Quaritch, did not give a damn about anything else. I imagined my character sipping coffe while waiting for the shipment to load up. I was underway in Hyperspace and thought nothing could go wrong; my destination was near. But alas, I was suddenly jumped by a Luddic Path fleet, two Kites, and a Cerberus, all fashioned in vegetable green colour patterns. I have maintained a neutral posture, and my second kept her cool. Eventually they caught up to us, so I opened up comms after being hailed: -"We will forgive your use of sinful technologies for a tithe of 2000 credits"
                          -"Very well. I am willing to pay a special tithe. It will be good for your blessed, eternal soul."
Comms are cut, and I ping my second with a go-code. Engaged the scope, saw the devil red engine blooms in the distance. Kites were already trying to flank us, and the Cerberus wasted no time maneuvering to my second's six, in order to fire up it's accelerated ammo feeder. We skimmer into firing range. Tactical lasers quickly build up the flux, and a phase beam burst later, no maneuvers could help them. However, the Cerberus came in the just the right moment to maul my second a good bunch. She limps away while I send a few Harpoons it's way, for distratcion.
Flak cannon helps against missiles, but not Wolves: The two of us aim our phase lances at the cockpit and fire away some phase death.
Ka-Pow! We scrounge up everything and continue towards our destination. My second took a beating, but no crew lost. Amazing!

So we zoom onwards, while I reflected on how grateful I am to have two Wolves at my command, that I have hired a good and dependable officer as my second, and how the crazies in their haphazard tubs are excellent target practice.  ;)

259
General Discussion / Re: lions_guard.faction
« on: November 19, 2015, 02:10:04 PM »
Lion's Guard are the elites of the Sindrian Diktat military, and they are somehow tied to Admiral Andrada, "The Lion of Sindria".
Oh, and they field EXCLUSIVELY high-tech ships, and spawn from Sindria AFAIK.
That's all I know  ;D

260
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 19, 2015, 02:03:20 PM »
It's out. It's like Christmas morning  :)

261
Blog Posts / Re: Expanded Battles
« on: November 18, 2015, 11:26:21 AM »
This may have already been answered but I couldn't find it anywhere:
Could you clarifiy the matter on reputation affecting which side you can join? Specifically, could you join Pirates in a Pirates vs Hegemony battle if you are Hostile to Hegemony, but Inhospitable to Pirates?

262
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: November 18, 2015, 08:49:15 AM »
Just realized that AI's reduced skills in the new Easy difficulty may mean less experience from fighting.  Another reason to play Normal, so that skill hungry characters can have more experience, more levels, more skills, and MORE POWER!
I doubt it. If it will be implemented, it should be reserved for 50% damage crutch.

263
I like to finish the job of terraforming Asharu into an Earth-like planet, among other things like eradicating major factions one-by-one.
Seconded. Also I do want to have a truly epic endgame-after achieving dominance in Sector in whichever way, you ought to launch one final tech-mining/expolration operation: Reactivating the gate system and travelling back to the Old Earth and -######.

264
Suggestions / Re: stop all repairs button
« on: November 16, 2015, 11:24:18 AM »
It would also be nice to have inter-faction warfare more often (a lot more often) including raids every month and smaller raids every week.
Man, the introduction of all the new campaign features in .7 presents us with a boatload of possibilities  :)

265
Welp, I've got Annihilator pods, Sabot pods, and moar Harpoons. Scavenged one Inferno MIRV from a Renedgade but I've reserved it for my Arachne. Also, I think I'd rather outfit flare burst launchers on my Condors in near future, since I'm now chums w/ Tri Tachyon and such (Playing some condensed Nexerelin, forgot to mention that; started from scratch, and climbed my way to a Tritach-sponsored privateer).

And yes Broadswords and Thunders are awesome, but I can't aquire them in required quantities, nor do I feel that they would fit in this particular setting.
The reason being that I've noticed that only Talons and Wasps can be considered truly agile: while not counting beams and dedicated anti-fighter platforms (which I don't really see in pirate fleets), they can outrun/outmaneuver enemy PD systems; and 4 Talons and 2 Wasps can really lock down a destroyer or two.
I may be running a little off the track here, but all fighters are squishy, and all but the fastest are kinda forced to tank shots, which is exactly what a fighter should not do.
Also, the sheer numbers of these make them excellent missile screens, even stopping an Annihilator sweep cold.

And, yes, Heron is just dandy, actually there is one waiting for me to buy it, but don't have Dosh at hand :/ but since I have joined a faction, that should clear that up soon enough.

266
So I started playing with fighter heavy fleets and I don't quite get it.

Will amassing Condors and Talon wings do the trick? Is there a limit of how many fighter wings can be "assigned" to a single carrier? Is having just one even viable (not counting the obvious risk of losing it)?
Do the Vulcans benefit from Extended Magazines?
(SS+) I've outfitted them Condors w/ Harpoon pods and they are, well, blasting. Is there something better for close-in fire support?

Cheers.

267
General Discussion / Re: Starsector Ship Tiers
« on: November 14, 2015, 03:07:34 PM »
What Cycerin said. What about co-op, though? Competitive coop MAY be a potential source of minmaxing ruckus, but I find it highly unlikely. Take for example Payday 2 before it went to ***: Weapon customization allowed for a variety of very interesting playstyles, especially the awkward loadouts (especially) for weapons in the "trap option" tier. Sure, there were whackers obsessed w/ minmaxing and hellbent on introducing a "tight design"(the unfunny brigade!), but the majority of the community didn't give a damn. Which was great.
Spoiler
As of now, thanks to the effort of the said *******, da gaem is kill.
[close]

268
same for me, i'll probably start .7 with my first real pirate run. sensors, abilities and expanded battles really promise to make ambushing and chasing traders (and avoiding military patrols and bounty hunters) a lot more challenging and interesting.
^Pretty much this. Indie in the streets, Pirate in the sheets!

269
General Discussion / Re: Starsector Ship Tiers
« on: November 08, 2015, 01:22:36 PM »
Tactical lasers are a decent option if Apogee wants to fool the enemy to keep its shield up from beyond blaster/plasma cannon range.  Need the enemy to keep its shield up while your ship backs off to dissipate excess flux?  Threatening them with tactical lasers will help.
Seconded. You really can't go wrong w/ them, they are amazingly versatile IMO.

270
I don't play with either the P.A.C.K. or Junk Pirates mods, they just don't really fit my view of the sector.  I'll probably take Exingency Corp and Neutrino out of my next campaign as well, I had too many factions in my last one and those both land a bit far from the vanilla game.
Yeah, I see where you're coming from. I see the JP/ASP/PACK trio primarily as an "easy mode" when I've just started playing as a pirate (in SS+, since if you throw in your lot with the pirates, regardless if you were born into the rowdy crowd or defected, ASP will start out at -49, PACK -43, and JP +15 towards you). It's easy money since nobody cares about them and their trade fleets are not that well protected.

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