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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Grievous69

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16
Suggestions / Revert behaviour of group ship right click to escort
« on: May 17, 2023, 01:37:28 PM »
Once again, I forgot this was changed 2 versions ago and I have no clue why. Currently it gives a defend order on the ship you click, but defend works really badly, ships will hover very far away barely "defending". It feels more like I'm saying to my ships "stick close but not too close". Escort at least makes a nice little death ball that defends each other.

I was reminded by this since I tried piloting the Invictus myself and wanted my other ships to stick close to me. But when they're hovering 2000 units away, and then get herded away from me by enemies, I end up basically all alone. Writing this now I wish I captured the command screen of my ship in the middle of 20 Remnants while my fleet is waaaaaaay outside. Looked like a meme template. Anyways the defend order is dumb and I honestly don't see a reason why would you use it when using Defend on a point works much better.

17
This thing went too far, seriously now. You have all these factions in the Sector, with rich background and goals, stellar ship design, use of modern weapons.

Yet who is the strongest? Bunch of religious fanatics who terrorize everyone who dare use a digital clock. D-mods barely impact their performance. Majority of their ships have Safety Overrides - AT NO COST - why?? The very hullmod that is so disgustingly broken that had to be made impossible to s-mod.

I already knew Manticore LP was going to be a *** ship, and here it is, somehow being even more annoying than I could've imagined. Ah yes let's have a 12 DP destroyer with a large missile mount, with built-in SO, which can also mount medium ballistics, what could go wrong. I swear there's not a single other faction where I have to completely change my playstyle and play like a turtle in an RTS. Hammer Barrage is a cool weapon, but with such a low refire delay, it shouldn't be on so many enemy ships, it just shouldn't. Missile creep went too far.

Brawler LP finally got slightly nerfed after how even long since it was introduced., other LP ain't much worse either. It's such an excruciatingly tedious faction to fight, I'm shocked they aren't an end game enemy.

Venture LP isn't on the same monkey poop level but it just reinforces the whole "in your face constantly spamming ordnance" thing the Path has. So can we bring it down a notch? There's no reason a faction known for hating technology to be stronger than every other main faction. SO with so many missiles is just cheap.

EDIT: At least let us use "the item" to delete them from the game.

18
General Discussion / What's the point of taking Diktat commission?
« on: May 11, 2023, 01:01:28 AM »
I planned going that route for my next run (as I haven't touched their quest in this one), but I heard people saying you get nothing from it. No access to their ships, only Executor which you could get easily without it, and no weapons. Actually it's even harder than usual since you wouldn't want to fight the faction giving you money, and the only way of acquiring their stuff is through combat loot.

Now I get it, lore this lore that, they're a minor faction and so on. Then I ask, why is there even an option for commission? You can't allign yourself with pirates or pathers, what makes them unique in that regard when it's clearly a trap choice for everyone not familiar with this information.

Btw I'm not here to talk about politics and read in depth analysis on why it works this way. I want to discuss gameplay design in my game.

19
I've decided to post this here and not on the bug report section since I'm still not sure if it's just my imagination.

Anyways all my ships are aggressive, and when fights go well and I notice big isolated ships, I order something else to eliminate it. This usually works fine, but I've noticed some of my ships just refuse to engage the target at all, it's like they switch the officer personality from aggressive to timid. This is especially obvious with my Executor and Aurora, which usually almost hug the enemy, yet with Eliminate they hover way back at zero flux doing nothing (or in Executor's case, fire an IR Lance and stop). Executor hovered like this for 15 second doing absolutely nothing, while the ship in question was all alone in the middle of the map.

Ironically, removing the Eliminate commands reverts their behaviour to a more normal one. Frigates seem to attack what I say pretty reliably tho, so not sure what's going on here.

20
Bug Reports & Support / Map zooms out itself
« on: May 08, 2023, 01:05:40 AM »
I think this never happened in previous releases but the map usually stays on the same level of zoom as you left it, both in hyperspace in system. Now it sometimes defaults to a max zoom out view where you need to scroll a lot. And this is an often occurrence. Still not sure what exactly triggers this, I've tried switching different windows in game, going to new intel screens but it only sometimes works. Then I realized you can just rapidly switch between system and sector view, and you'll see it happen every time. Happens maybe once every 3-4 switches.

Just to be clear both maps zoom out themselves when I intentionally leave them zoomed in.

21
Bug Reports & Support / Possible sound multiplication on combat end
« on: May 06, 2023, 07:53:32 AM »
So, after each bounty or mission completed, there's a specific sound that plays, and before it always sounded normal. But in 0.96 I feel like it sometimes tries to reproduce multiple time in an instant which makes the whole thing twice as loud as it should be. It's like a loud boom. This might be happening when you complete a bounty, where at the same time you get the bounty completed message, your character levels up, and maybe some officers too. Not 100% sure when or why it happens, but something is definitely wrong here.

22
Suggestions / Load game directly from combat
« on: May 05, 2023, 11:03:59 PM »
Someone on Reddit mentioned this and it got me thinking, is that doable? I don't know much about how the current system handles save and loads but I imagine it would be a very useful addition if it can be done. And for Ironman you can just disable the option completely.

23
General Discussion / Current notes on 0.96a
« on: May 05, 2023, 10:59:29 PM »
This is just minor stuff without balance comments since it's way too early for that. I just wanted to mention a couple of things before I forget them, and of course later on I'll add more as I play.

First, I must say how amazed I am with the quality of sprites, music and writing. It makes for a truly enjoyable and atmospheric experience. Kudos to David and Stian.

One sound thing that I find a bit jarring is the sound effect of the Kinetic Blaster. Now I know it's an exotic weapon and it's supposed to be special but I feel like it sounds like something from another game. Don't know how else to explain it. Something you'd hear in a cliche sci-fi movie for example. This is extremely minor btw.

On the other hand, I'd thought Gigacannon was going to be even more flashy, it's just a big AM Blaster which I guess it's okay. The projectile just doesn't scream GIGA to me.
Everything else has superb sound design and I have no issues.

Now for something more important - 2 players already mentioned that they find the tutorial noticeably harder. While I haven't tried it myself, I can easily see how it would be harder since many of the "trash" weapons got actual uses. So maybe it would be beneficial to take a look there again and adjust the tutorial enemy fleet. Either with numbers of them or their d-mods.

And lastly, I won't touch on these in detail but I found hilarious how the timing of a long awaited kinetic energy weapon happened just as the Pulse Laser got 0.8 efficiency, being just barely worse at dealing with shields. Jackhammer is another cool thing which gets overshadowed by the Typhoon now having 7 ammo for some reason (seriously, I found 5 already plenty). I'm just putting this here now since I'm curious how will it age when I get more time with proper fights.

24
Suggestions / Minor simulator changes
« on: May 05, 2023, 11:44:36 AM »
Now that I have a fresh install of the game, I'm reminded at the base simulator setup, and that is poor ship selection to test versus. I've already talked about this in a bigger suggestion but I'll keep this one very short for the hopes of it making into the hotfix potentially.

There's no reason to have 3 different Dominator loadouts, when other cruisers options are missing. I personally added an Eradicator, Fury and Champion to have more options to test against. 2 current midline ships are kiters which are not even useful as test opponents unless you're interested in just speed. Aurora is useful but from high tech warships you immediately go from Medusa to Aurora. So yeah just some quality of life thing for testing since I already see myself adding it manually for every single hotfix.

25
Suggestions / Refinement of main menu missions
« on: February 27, 2023, 08:26:56 AM »
This is super minor and won't impact the game success at all, but hear me out. As most of us know, Starsector was first a combat simulator, and then the campaign slowly starting taking shape. So the focus 100% shifted there, yet missions are still a neat little thing. They help the new players get used to combat, fleet interactions and piloting certain ships. Not to mention you have the ability to equip any non redacted weapon, fighter wing and hullmod in the game. This is nice for experimenation and for those who want to quickly test how something works (other way is to use Console commands in the campaign).

Now we get to the actual suggestion. Let mission ships have predetermined officers that have customisable skills. Both player side and the enemy obviously. Skills really play a MAJOR role in combat and it's hella weird to have capitals with zero skills. I know this introduces more complexity in simple old missions but it adds much needed options for testing out stuff. To reiterate, not every ship should have an officer, just those important to the mission (makes most sense), and their officer level should be locked, and not swappable with others. So your capital with a lvl 4 officer is stuck that way, but you can pick and choose combat skills as you wish. Default skills should obviously have synergy with the default build that is presented when you first fire up the game.

This would also make the Random battle mission even more chaotic and fun.

Ideally I'd also want an official mission maker in game, where you can pick your ships, enemy ships, and let the magic happen, but that's just wishful thinking for after 1.0.

26
General Discussion / Current thoughts on Eradicator(P)?
« on: December 18, 2022, 02:32:06 AM »
This got completely glossed over in a chaotic thread:
(The Eradicator (P) is currently 18 DP in the dev build, btw. I think it was slightly under-costed.
I don't think this will change anything, but I'm still curious about the tiny nerf and how people in general think about the ship. Since let's be real, the base one gets all the fame and spotlight.

I used the pirate versions in early and mid game, they're honestly pretty solid, especially when you have to chase down something. Not that grand in AI hands, which is to be expected, but still nice. I just completely got rid of them once my fleet got to 240 DP, I found there are better ways to allocate my limited deployment points. And that is perfectly fine, the ship got its time to shine. It just seems this change is kinda unnecessary? A single point more expensive, yeah sure 18 looks nicer than 17 but I wonder did anyone else thought the pirate version was undercosted?

It would also be nice to hear how you guys use this variant and how you build it, since the lack of AAF turns the focus from ballistics to missile mounts a bit more.

(I know this is such a minor thing, I'm just extremely bored waiting for patch notes to drop.)

27
General Discussion / Holy moly is the game's trailer old
« on: October 25, 2022, 03:55:15 AM »
I was just checking out another space indie game, watched the trailer and it reminded me of the Starsector one back in 2015. God damn does it deserve a brand new trailer to actually show off how far and rich has it become. Maybe it's just me but also both visuals and sounds seem worse than they're now. But knowing Alex we'll have to wait until 1.0. to get a fancy trailer. Then again that might take 3-4 years from now.

If you've been playing a lot lately, check it out for a time travelling experience.

28
Lore, Fan Media & Fiction / An open letter to Alex
« on: August 19, 2022, 09:16:59 AM »
Spoiler
[close]
Thank you for your time.

29
General Discussion / Is it time to get rid of Blast Doors?
« on: August 14, 2022, 04:33:43 AM »
I don't get the point of it, it's a strictly worse version of Reinforced Bulkheads that is also available from the start and is pretty much a trap for new players. They don't know how valuable the crew loss reduction is so it might seem at first it has a use. And on min max armour tank builds, you have a ton of better options. Either it needs a rework or straight up sent to the shadow realm.

Now that I think about it Recovery Shuttles are another weird hullmod that's basically a meme. Feels like a hullmod for the sake of having hullmods for fighters.

30
Suggestions / Ballistic rangefinder-like but for energy mounts?
« on: August 14, 2022, 02:30:51 AM »
My idea is this, pretty much anything you can do with energy weapons is just percentage boosts that affect everything. Beams have their 2 hullmods specifically for them, and everything else will just screw over your small mounts since they'll be outranged by everything. So what if we could get a flat range increase for projectile weapons, that would make AMBs, Ion Cannons and IR Pulse Laser more feasible for ships that aren't running SO. Currently I find myself just using Heavy Blaster and Ion Pulsers in mediums, while small mounts are just PD in 95% of the cases. This way you could actually introduce variety for high tech ships without large mounts.

Following that thought, it should work on ships that have medium energies together with small ones (prerequisite). So that we don't have Scarabs having AMB with more range, and imo that range buff should ONLY affect small energy mounts.

I know there's a Remnant cruiser coming with some built in hullmod that increases projectile weapon range, but that one seems too strong.

Thoughts?

EDIT: Made it clearer I was talking about projectile weapons.

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