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Messages - Eji1700

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166
General Discussion / Re: Feedback #1
« on: June 18, 2019, 03:26:31 PM »
Thinking a little more on travel-

Storm severity would be nice. 

Right now storms are often so frequent it feels binary (hit a storm or don't, equipped to do that or not) but modeling a little off reality there's -

1. Isn't so bad if you're in anything bigger than a rowboat
2. Someone skilled wouldn't worry but someone not so much would probably slow down
3. Specialized ships/cruise ships only
4. Hurricane/rogue wave

Now granted its fictional space travel so you can do what you want, but again to give the whole thing more depth I don't think it'd be too hard to have a variety of storms/other things to run into in deep space that might make me change how i path through an area depending on my fleet/skills. 

167
General Discussion / Re: Feedback #1
« on: June 13, 2019, 03:39:49 PM »
I'm going to piggyback on this since I decided to do a vanilla run and ran into a lot of similar issues.  I haven't quite finished (and haven't done much of the story since my role playing has led me to have a fleet that really can't take artificial planet fleet right now).  For the record any example solutions I give are just that, examples.  Not saying they're perfect but just an idea to better demonstrate what we have vs what might be more interesting.

1. Fleet Strength scaling-

I really don't like how bounties scale throughout the game.  It feels very "gamey" and also seems to limit playstyle.  I get you don't want people farming super easy bounties the whole game ,but at the same time it feels silly that if I'm messing around with weaker ships that you can very quickly feel outclassed by the bounties, and it makes you wonder where the basic bounties went.  Combined with the logistics of travel (i'll expand a lot on that below) large bounties feel very limiting.  To add it's a little odd that I can get a 200k pirate base mission that's a level 2 base, and a 350k pirate base missions that's not even a full level 1 (and that happened in the late game).  Would be nice if more info was given on bases seeing as how vastly more expensive it can be to break a tier 2 vs a tier 1.

2. Trade-

While it is super nice to be able to see the best 5 places by item to buy/sell, I would very much like a feature that lets me see what a specific systems prices are.  One of the ways I keep logistics costs in check is by trying to make sure that even just traveling to find weapons servers a purpose, often by carrying goods that can be sold. This is easy when going to Askona as it's almost always in one of those lists, but going east especially led to me not knowing what I should stock up on because those systems weren't often in the top/bottom 5.  Maybe this exists ( i know it used to) and I missed it, but I did look for it and couldn't find it (mostly in the intel tab).

3. Outfitting-

It's always gotten to me that finding almost all weaponry is random.  Some of this is mitigated by getting a commission but often you're dealing with just randomly noticing that a location has something you might want down the line and stocking up.  That or salvage.  It feels a little odd, and takes some identity away from planets, that there's nowhere where you can say "yes i can get X here".  I'm not looking to be able to always find the best weaponry, but it feels a little silly when my storage is a walking armory but i'm rummaging through it like a lego bin and suddenly realizing i'm out of sabots/harpoons.  Colonies also help with this, but it seems like a very odd problem to be having in the first place.

Weapons in general though still feel off when you wind up with an apocalyptic supply that's worth pennies.  Maybe less salvage unless you skill into it and making weapons/hulls actually worth something is actually worth investigating because right now it just adds clicking.  If not, a "Store all weapons" button would be nice.

4 Travel-

This is probably what 70% of your playtime is spent doing, and it's in a kinda bad place of "not that interesting" mixed with "not easy enough to ignore".  I'm just going to rapid fire into this but I think you could do a whole patch on just making map travel better and vastly improve an already great game.

A. Active Skills(active travel)- Interdict was a good addition, but it's still mostly meh, along with the rest of the active skills.  99% of my travel time is spent in the following rules-

Turn on long range thrust
autopilot towards target
Turn off transponder if I can/accept prompt to turn back on if i need to (this should probably just be a fleet stance like toggle that's in the skill bar)
Hover finger over the  4 and 5 key, max zoom out, turn on free look and pan as far as I can in the direction i'm headed.

If it looks like i'll hit a storm and can avoid it while long range is on, start rapid clicking like i'm playing dota to get the ship to turn until the route is safe and then hit A to go back on autopliot, repeat.

If I CAN'T avoid, pause, turn off long range thrust, un pause, realign, pause, turn on long range thurst, un pause (maybe not always that bad but gets my point across).

This is not interesting.  The fact that I can turn off long range thrust instantly,  re point, and turn it back on basically instantly, means why bother having it make you less maneuverable?  It's just a nuisance tax.

My proposed solution for this is make long range no longer have a speed cap (or affect it much less, like 18 at the slowest) based on your slowest ship, just an acceleration cap.  The larger your ships the slower you accelerate, but if you can keep it on long enough you WILL hit 20 (or maybe 18/19).  This rewards players for smart planning and trying to keep the thrusters on long range for as long as possible, or even taking extra time in system to build up speed so you can get the jump on a target, and the "Stop and repoint" method will cost you much much more and now makes travel a slightly more interesting mini game of "how long can I keep the thrusters on to build up speed". 

Smaller ships/fleets will accelerate much quicker, still giving them the advantage, but you could get your all cap fleet to haul around at 18/19 speed without skills if you're willing to plow through things long enough.  Getting interdicted again ruins your built up acceleration and now a bigger deal, and in general your base speed will matter a lot more.

Likewise the idea of entering a system from a transjump to get past their patrols, with your transponder off, and then going dark as you get very close after hiding in a belt so you can smuggle/raid/whatever  is a really cool idea.  And you do something like that once in the tutorial, and then almost never again (i did it maybe 5 times my last run and I was looking for opportunities).  I think some of this is because going dark might need more depth to it in general, but also because the payoff rarely matters. 

I think it'd be interesting if you could have an "ambush" state where if you sneak up on a fleet from a nebula while in going dark they get a much lower deployment cap (maybe only for a certain amount of time, hell maybe even get to choose 2 ships the enemy must deploy?).  This could majorly change engagement strategy (can't beat them in a fair fight but if you can get the jump you might get to pick off some stuff and win).

Further you could maybe make the black market not accessible unless you come in dark.

Of course neither of these ideas would work great in the current system (not enough straight lines to really get up to speed if you make it take longer and going dark is too slow to catch anyone in 90% of cases and most planets will notice you), but then that's where more passive skills could come in. Now that these systems have more depth you can have the "Pirate" character who's got skills in being faster during the going dark stance or whatever.

I really think that since we've got a skill bar that can have all these skills, I should be thinking about using them a lot more, rather than wondering if I should just make a macro.

B. Storms/Space(long range/passive travel)-

There's basically 4 kinds of space-

1. Empty (most of it)
2. Tedious (nebulas, deep space, asteroids)
3. Mostly frustrating (storms, corona, flare)
4. Outright dangerous (Pulsar, black hole)

Pulsars are kinda interesting if you actually need something from the system.  I hope colony mehcanics in general get expanded to where we see more colonies (or just stations) with reasons to exist in systems like that so I actually have a reason to explore them.

The rest...eh?  90% of the time there's no decision.  I want to be in empty or tedious space to the point that i'd ignore the game if i could.  Things in tier 3 exist so I can't just leave it on autopilot because it's absurdly expensive if your capital gets bounced into a bunch of storms.

The only way you interact with these are some passive ways (skills/hull mods) and if you want using your E burn to plow through them.   I think there's a LOT more room for depth in this, from having different storm types/severity (so i can actually make decisions on if i want to risk it) to just having it matter more overall.  Again this works into having more interesting active skills (maybe a batten down skill that lessens the effect of tier 3 and 4 things but slows you down so it's not just e burn everything), but in general it seems a waste to have such little variety in travel.

The other important thing here is that this can affect tactics.  If i can go through storms but the doomfleet chasing me can't (or will be affected by it much worse) that's something I can use.  Yeah i can kinda use that now, but I e burn, they e burn, and we're back to square one (barring the passive skills).   I don't have time for examples on this one and i've been putting this off long enough, but I really feel that just a little more depth to deep space travel would do wonders.


Going to cut it here due to time constraints, and as always if you stopped developing now the game would still be an all time favorite so please don't take any of this as "wow this sucks".  I will just add that while I agree that colonies shouldn't be heading in a full on 4x direction, it would be nice to be able to have "outposts" of some sort  that could give you a reason to care about some of the really interesting systems with no habitable worlds (like an expedition outpost you can throw up around a gas giant to harvest something or a black hole to gain something)

168
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: April 26, 2019, 10:57:54 AM »
I'm hoping that having colonies with fewer slots will give them more of an identity.  In almost all popular scifi you have the occasional "jack of all trades" world, but very often they're specialized and that's what gives them flavor.  Having all of my colonies be "obscene money makers" with mild differences and different stations didn't make them feel special.

169
General Discussion / Re: Early game as smuggler/trader
« on: December 18, 2018, 10:51:12 AM »
I'm surprised that F1 isn't helping - it gives you the lists of the best places to buy and sell for a given commodity. In general pirate stations have massive shortages of certain things, so doing smuggling runs in and out will net massive amounts of money. Qaras in my latest game was a massive money maker.

Missions expire quickly but if you accept them in the intel tab they will last for a long time. Also, make sure to check out the bars on planets (hotkey 2 I believe) as there are frequently delivery missions that are easy and profitable.

In hyperspace, depends on if you want to spend more supplies or fuel. Going over 20 speed does not cost additional fuel so you can save some of that, but its expensive in supplies. Personally I usually avoid storms if its convenient but don't try too hard: if there is a map spanning wall of storms just go through.

Am I the only one bothered by t his from a thematic standpoint?  Like i get that a pirate station isn't going to be a bastion of luxury, but it seems silly that the best place to smuggle goods is to the places where you'd expect smugglers to be.

170
General Discussion / Re: Unused weapons
« on: December 06, 2018, 11:48:58 PM »
Some weapons are kind of underwhelming and are there to give a sense of progression, but there are some weapons i never use (or in a single limited way) and i wanted to check to make sure i'm not overlooking something.

Light mortar: not as bad as it was a few versions ago but still never use

Dual LMG: the drop in cost wasn't enough for me and i never use. (i might not use it at 4 op either)

Light needler: lots of discussion why on other posts.

LRPD laser: too much flux usage for what it does

Mining laser: ditto

Non-reaper single shot missiles: too unreliable, and i'd rather use the op else where

Assault chaingun: range too short to matter for non-frigates

Heavy machine gun: terrible PD due to lack of converging bullets. misses more than it should.

heavy needler: i've never liked this family of weapons and i occasionally use it myself but never trust ai to use it.

Thumper: not as bad as it used to be but really drops the ball on heavy armor ships because of residual armor (i wish the thumper THUMPED things with a few big bullets)

Ion pulser: range too short

mining blaster: ditto (but i use on my ship sometimes)

annihilator pod: too little ammo for the op cost. if it blasted 10 out at once then ok maybe but the pressure doesn't last long enough.

Proximity charge: I use, but the AI still shoots them up my tailpipe so no PCL for you.

Storm needler: I used to use before the residual armor poops all over its hull dps on any ships large enough to want to aim the stormy at.

Paladin PD: massive overkill or easily overwhelmed




So if anyone has times and places they use these please tell me. I want to like these weapons, but i never use, and if i have space to drag them back to the core I just sell them.

ion pulser- i use this pretty frequently. It's a little hard to find the perfect ship for it, but it's certainly a beating if you can get the shots in.

annihlator pod: so this seems like a perfectly fine weapon if you want to use the slots for pressure rather than burst. I've used these on both mora's and ventures to perfectly satisfactory results, and in other spots as well.  I do  think they're supposed to be the "common as dirt" option, but the weapon economy needs a spit and polish pass anyways.


171
I think the game would benefit from more fleshing out of the starting factions, and maybe a few more ships.

I know alex has said only if they fill a purpose, but really I still barely feel there's anyone but pirates/hegemony/luddic/tri tach, as "the rest" all sorta blur together into a sea of low/mid tech ships.

I know one thing i often enjoy from what I feel are "vanilla expansion" mods are more low/mid tech frigates/destroyers to round out the ranks and fill in holes in the ship roster.  Especially the idea of elite low/mid tech frigates akin to the tempest/scarab/hyperion.

172
General Discussion / Re: Typical build for a profitable colony?
« on: November 30, 2018, 12:16:50 AM »
All my colonies are mostly the same so far, and still don't have AI cores because it's just not worth the hassle (extra problems, and extra money means more incursions as far as i can tell).  I also don't have any on freeport.  I do have all the colony skills though.

Must have:

Spaceport- literally can't do anything without it basically

Station- too important to defense not to have

Patrol HQ- ditto

Ground batteries- also ditto

Must have if you can build them:

Tech mining- needs ruins on the world.  No reason not to.  Profitable and can get you extra toys/blueprints.  Even if not it's good.  You can eventually replace it when it can no longer give neat toys.

Probably should have:

Waystation- I actually don't on the theory that netting 100k-200k a month with 2 colonies (soon to be 3) is more than enough to basically end my money worries without 100% pissng off everyone (still a lot of incursions, but my fleets can mostly solo them so far).  Still if you want lots of money it's important

Farming- food helps growth is my understanding, mostly places i build have farmland though.

Heavy industry- this + nanoforge is amazing

Fuel Production- This + sync core

Commerce- being able to buy and sell at your colony just saves so much hassle.  Especially due to them having infinite stockpiles of supplies/troops/fuel (just go back to the inventory screen and it refreshes).

Light industry- seems to help your colony in general and make good money

The rest:

Basically whatever is left + what you think works.  It's not a lot of choice from here and you're basically just looking at what the planet does best.  I'm pretty sure all of mine have mining and some have refining as well.

173
General Discussion / Re: Star Fortress Balance
« on: November 29, 2018, 09:32:13 AM »
Ok so doctrine does have an effect.  I wasn't aware of that. I have basically everything on right now for my weapon doctrine, and mostly low tech weaponry, so I'm not sure why it would prioritize devastators and hellboars, but i'll give it some more testing when i next get a chance.

174
General Discussion / Re: Star Fortress Balance
« on: November 28, 2018, 10:09:41 PM »
What weapons/fighters the stations use is based on what weapons/fighters you prioritize in your doctrine. Did you set any priorities?
to test i just said "use everything", and it seemed it was sticking with lowtech, even though the midline was using cobras.

So if that's the case, ok you can get around it somewhat, but it's still silly to me that the only way to make the lowtech station have kill potential is to bypass the low tech vibe by including better fighters.

As for limitations- to my knowledge there are none.  As it stands you should probably build only high tech and midline.  To be fair, the low tech star fortress can still devastate fleets, especially with assistance form fleets in the system, but it feels by far the weakest


175
General Discussion / Star Fortress Balance
« on: November 28, 2018, 08:56:30 PM »
I've finally built all 3 star fortresses and messed with them in combat (generally by waiting for an invasion and seeing how they do without support).  My brief notes:

Generic- they all get drones (little orbiters) at level 3 and a minefield.  The mines seem to be functionally identical but visually different.  The drones will often smash into enemy and allied ships.

Hightech- legit.  Not much to say other than hightech stuff is good especially on a station that cares a lot less about flux.

Midline- Surprisingly good.  I thought it was going to suck due to its shape (maybe the lower stages do) but the level 3 is a monster.  4 mirv missiles on the sides (2 on each) with the "doom side" sporting gravaton beams, auto cannons, Hephaestus, and Mjolnir will rip through anything and everything.  The back side only being the hanger and some heavy mortars isn't bad at all at cleaning up stuff.  The higher spin rate isn't bad either since if you can wall off the sides it lets it vent flux each go round.

Lowtech- feels off.  First of all, it's got flack for DAYS.  Flack cannons + vulcans + devastators.  The issue i feel with the low tech though is that it has 2 hellbores, 2 reapers and I think 2 heavy motars on one of the arms...and thats IT for non flack/shield damage.  The whole thing basically doesn't deal HE damage 90% of the time, and instead grinds through everything with an absurd amount of vulcans.  I really feel the fort could use some light motars/assault guns because it's silly to watch a kite throw up its shield point blank and just tank the entire thing.

I'm also a little surprised that the lowtech doesn't get teh hephaestus cannons and is stuck with just mark IX's/devastators.  Having some of the worst options for bombers as well (yay..piranha) leaves the station in a really weird spot.

176
General Discussion / Re: Quick ship & weapon guides
« on: November 27, 2018, 06:01:09 PM »
Some thoughts:

Weapons-
Agree with the weapon synopsis although worth pointing out that atrops are good for burst damage vs harpoons.

Ships-
Gremlin- phase frigate with missile mounts is pretty legit.  Reapers/hammers/atrop + an expanded rack makes for a hell of a player ship if you want to  snipe a few things out quickly.

Tempest- now built in drones (plural) which slightly change it's mission profile (still a great ship).

Mora- it's not bad as a frontline carrier either. Throw some dual LMG's on the small spots and have it wade in with its fighters on recall (so they don't jack up flux).  Give it two serious missiles (reapers or whatever) and you can flagship with this thing.

pirate variants- probably worth a mention given how significantly they can change a ship.

Astral- should probably mention its unique system makes it a nightmare with bombers.


177
General Discussion / Re: Economy of Nonsense
« on: November 27, 2018, 11:39:02 AM »

Starsector isn’t an economy simulator..

Yes , it is.  Maybe not to the detail of something like offworld trading company, but basically any game that tries to have an economy that's supposed to serve an in game purpose is on some level and economy simulator.  Now I agree that we shouldn't be setting prices at individual colonies, but there probably should be some question of "what does the economy need to do?".  I think Alex keeps this in mind, but in some places it's missing the mark I feel, as the core purpose of it is mostly to limit player options early/mid game and force different play (rather than, build your uber fleet and storm the universe), but in order to do that you have to make sure that the solution to that system isn't always the same (thus encouraging super similar play and defeating the whole purpose of the economy in the first place).

It should also be a great way to feel progression, but numbers are a bit off right now.  Capitals still feel pretty amazing to get (outside of ship salvage, which now that the game has a real economy I think could be tweaked), but almost anything else after the first few hours of the game is "oh right another X".    This is in part because it's easy to be swimming in cash, and both ships and weapons are mostly limited by RNG scarcity (not super interesting, just check the shops on every planet and grab what you need when you can, some modification by knowing what ports to hit), and money (no longer much of a barrier). 

Further once you get a blueprint you've got that ship whenever you want it, in as many quantities as you want, with few meaningful barriers.


178
General Discussion / Re: Economy of Nonsense
« on: November 26, 2018, 12:13:07 PM »
Is anyone an economist? Surely some of this stuff has already been successfully turned into algorithms and simulated for academic journals.

I am an economist and I suggested against doing that for computational, understanding, and functional reasons. You’re likely to get a better simulation for the player facing side by doing something incredibly simple (like this) than doing something complicated.

Seconding this.  I know alex is getting a ton of flak on the economy system right now, but it really is a great improvement over the previous versions.

 I think there's a few things that would help (forcing colonies to be specialized would be a good start, right now all of mine look identical), but this is so much better than trying to realistically model a real life economy (which in a game that's trying to make the player feel important is often even easier to break).  There's lessons to be learned from understanding economics and how they apply, but the absolute most complicated you'd ever want to get in a game is something like offworld trading company or maybe EVE, and even then you're looking at games that are 100% built around them.

179
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 26, 2018, 12:07:09 PM »
What determines fleet str?  Is it just how much money you're making in the market?  Both my colonies do not have freeport on and run 0 AI cores, but it still makes me about 200k per cycle (depending on pather junk, which is a different issue).

I suspect fleet size/quality factors are exactly what fleet size/quality tooltips state, without any hidden extras. In terms of actual combat ability, your doctrine (with chosen blueprints/weapons) also matters of course.
I meant enemy invasion fleet size.  My whole point was that I'm yet to have the trouble many are claiming where they just blitz my colony with a super fleet. They did blitz with something absurd for a colony that was just starting (1 cap and many crusiers) but the largest thing i've seen was 4 caps + cruisers, broken into 3ish fleets, and even waiting for them to all engage my star fortress alone, it still won.

180
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 25, 2018, 10:30:26 PM »
SO whats odd to me is i have currently 2 colonies, maxed out.

Both are getting raid fleets, but both have so far managed to never need my help once I got a star fortress up.  This is with raids from diktat/tri/persian.  I've yet to see an expedition fleet that would steamroll my forces.

What determines fleet str?  Is it just how much money you're making in the market?  Both my colonies do not have freeport on and run 0 AI cores, but it still makes me about 200k per cycle (depending on pather junk, which is a different issue).

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