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Messages - Inventor Raccoon

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361
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 07:08:04 PM »
Can you salvage /REDACTED/ ships guarding derelicts?
Don't think so. None of the high-tech frigate-sized ones are worth it, anyway, though maybe the larger ones are better. Better off just buying a Wolf or something. The midline ones are basically crappier Hounds.

362
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 06:38:37 PM »
The REDACTED come in all sizes, including some seriously scary ones.
So far I've just met the absurdly weak ones, the annoying Wolf-like ones and the Ion Pulser ones. Do they scale with distance from the center of the sector? I kind of want to fight the destroyer-sized ones, which hopefully doesn't result in my fleet being wiped. I've got a Wolf, Hammerhead, Mora, Condor and the Odyssey, plus a Kite and Shepherd. Need some cash before I can fill out my flagship's large mounts.

By the way, do randomly-generated systems ever have markets? All I've encountered are lifeless systems, except for the one with REDACTED and the occasional bounty fleet.

Other fun fact: the Luddic Path now have their own market, with a military nonetheless.

363
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 05:49:06 PM »
You can if you take on the station fleet, which isn't hard at all
Also, is there anything new to do to carriers or hullmods to get them into the game?
I checked the hullmods file and the only new column is their monetary value, I think. There's probably some LPC stuff that needs to be done but I didn't check.

By the way, loving the update so far. Haven't explored too far into the randomly generated areas, just far enough to do
some analysing contracts (I feel like they might pay a little too much, 60000 for doing pretty much nothing but using some fuel feels pretty weird),
fighting some extremely flimsy REDACTED (how on Earth did David die to them, they're pretty much cannon fodder),
finding a MORE REDACTED-"infested" system (like 8 ships total and half of them just sat around doing nothing, maybe they should have bigger fleets, pretty underwhelming considering the warning you get),
salvaging a GOD DARN ODYSSEY with most of its weapons intact, including a longbow wing and Guardian PD system, and only a Glitched Sensors dmod to show for it, guarded by two MORE REDACTED slacker fleets who didn't seem to care
and finding a neutron star, where I was surprised to see the awesome pulsar effect that it has on the system, especially how the pulsar is blocked by planets.

Also, I got stuck on the tutorial at the scavenging bit. Game doesn't actually tell me to quicksave, went and killed all the miner fleets but just restarted without the tutorial and I guess I know now. Was hoping to get the Converted Hangar hullmod but all my markets just have Stabilised Shields, ECCM, Expanded Magazines and Expanded Missile Racks. Can't wait to get destroyed by the inevitable MORE REDACTED capital ship or station.

364
General Discussion / Re: Is the difficulty curve really inverted?
« on: April 19, 2017, 01:56:17 PM »
Could also be used to have "character" ships that can join you for specific story driven missions...
Something like "A former admiral working to prove his innocence" or "Hegemony detective hunting a group of smugglers from Barad B"?
Oh my god, I realised we need unique character quests. Pop into a market, see a questgiver, accept quest, and then you engage in some premade scenario, like relieving a siege on some backwater planet, or breaking up a drug deal, with allies joining in.

On an unrelated note, it would be awesome to have an end-game mission type where you defend an orbital station (armed to the teeth and with a module that stops your ships from losing CR), from waves of enemy ships, until reinforcements arrive.

365
General Discussion / Re: Is the difficulty curve really inverted?
« on: April 19, 2017, 05:58:08 AM »
I'm hesitant to have the player attached to a fleet outside of their control - it sounds quite boring to me to just sit and watch, doing nothing and waiting for the fleet to be attacked.
The player already gets scripted (not sure if that's the right term) attacks from small pirate fleets while going on a procurement contract. Do the same thing with escort jobs, so you'll get a couple of guaranteed attacks. Maybe even make larger fleets avoid the target, so it doesn't become impossible.

366
General Discussion / Re: Is the difficulty curve really inverted?
« on: April 18, 2017, 08:07:25 PM »
Escort missions are the obvious low level mission that's missing to make the early game not a giant difficulty wall.
One of the big challenges is often having to fight multiple enemy ships at the same time, which is relieved during an escort mission, because while you have to protect some incompetent freighter, you might also have a couple of mercenary escorts fighting alongside you. Even if it's just a Lasher and Brawler, makes it much easier when you have allies.

367
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: April 18, 2017, 03:22:12 PM »
Is Salvage Gantry unique to the Shepherd? What other ships have it?
The Construction Rig (or Salvage Rig as it's now know as) has it instead of the Repair Gantry.

368
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 18, 2017, 05:58:19 AM »
Looks very nice. The only change I'd suggest is to make the (D) variant a more brownish shade, so it's easier to see from a distance.

369
Quote
Added visual ping for new sensor contacts in main view
This is from the patch notes. It might help people get jumped less, but a time slow when someone tries to intercept you would also be nice.

370
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 17, 2017, 11:31:27 AM »
My biggest issue with it, and the new Cabal ships, is the large, flat, smooth, nearly featureless sections of the ship
That's what I thought, too. I'd personally make the turrets have their own little sections, separated from the rest of the main ship piece. Also, I'd make the faint details on the side wings more visible.



Slightly exaggerated to make it clearer (and just did one side of those details so you can see the difference). Of course, having each little wing/spike/section thing be just one part could be exactly what you're going for, but it makes the turrets look a little like they've just been tacked on.

371
Modding / Re: The Balance Beam
« on: April 17, 2017, 10:49:08 AM »
-snup-
You know, I'm not even going to ask why some of the numbers in that screenshot are as high as they are.

372
General Discussion / Re: Is the difficulty curve really inverted?
« on: April 17, 2017, 10:03:14 AM »
Yeah, I feel like we might need a few randomly-generated systems where practically nothing but small (1-5 ships maximum) pirate scouts and smugglers spawn. An early game player can challenge the small fleets and loot smugglers, but once you're a higher level and have destroyers and slower ships, you won't be able to chase them down and catch them without expending enough supplies to make it unprofitable.

373
Suggestions / Re: Improve icon for supplies
« on: April 16, 2017, 03:22:14 PM »

they are? Where? are the new ones available to view?
No images, but it's in the new patchnotes, 12th bulletpoint.

Quote
New inventory icons for fuel and supplies

374
Suggestions / Re: Campaign decoys
« on: April 14, 2017, 06:00:05 PM »
The new patch will have a min. signature of 300
Minimum base signature of 330, since you need at least one frigate, and that adds 30 to the actual base of 300. I assume that if you use Go Dark you'll end up with 165.
Phase ships have no signature anymore, so if your fleet is just those (unlikely as it may be), you'll only be 300.
Yeah, realised first that sensor range is added to sensor profile, so the actual detection range would be 330. And then that phase ships don't contribute, so it's 300.

375
Blog Posts / Re: Ship's Log of Salvage Dave's Final Mission
« on: April 13, 2017, 04:35:57 PM »
To be fair, I'm pretty sure that problem only occurs when games are advertised from an early age on big websites and providers such. Starsector is an Indie game with (I hate to say it, but it's true) not a huge amount of advertising. Compared to a lot of other games out there, Starsector is very little-known by the general public, so that issue of "people will lose interest" happens way less because the people who get into the game really get into the game.  ;)
Yep, this is practically one of my dream-game genres (last game I played was Reassembly, and it didn't quite hit the spot). Open world, lots of different ships with interchangeable parts, factions with different relations, modding support? Pretty much perfect. Yet, I only found out that it existed when a youtuber (who I was following for a completely different genre of game) made a video early last year and I immediately went and bought the game. Not being on Steam is probably a big reason, though Starsector is not a game that should be on Steam, because of the release cycle and alpha and such. I feel like, maybe when the game gets a couple more updates (mostly more campaign stuff and Outposts and such), it'll get more attention.

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