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

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Messages - Shrugger

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16
Discussions / Re: Gaming's Worst Mechanic
« on: November 01, 2018, 01:35:59 AM »
Shuddup, guns jamming in Far Cry 2 and in S.T.A.L.K.E.R. was among the best parts of either game.

17
Discussions / Re: All Dialogue Games Are Bad
« on: October 31, 2018, 02:58:55 AM »
All games should be Titanfall. Ehm. Maybe not all, but most games would be better if they were Titanfall.

18
Discussions / Re: what linux distros are people here running?
« on: October 02, 2018, 11:00:53 AM »
Mint, from a USB stick.

At least, whenever I absolutely must have Linux for some reason. Otherwise I prefer Win7.

19
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: September 22, 2018, 10:02:02 AM »
I guess you could make do with taking a missile-focused ship and not installing any non-missile weapons, spending your OP on the best missiles and hull mods instead?

20
General Discussion / Re: The magic number for running away.
« on: September 11, 2018, 11:39:25 PM »
That really should be in-game somewhere.

21
Blog Posts / Re: Salvaging Mechanics Update
« on: September 07, 2018, 11:47:37 PM »
I'm fairly sure I covered it in the blogpost, but, right: access to more ship/weapon/fighter blueprints and other colony-influencing items.
You did say as much, calling it, IIRC, the main way to acquire them, but without stating whether there were others avenues to these things.

22
Blog Posts / Re: Salvaging Mechanics Update
« on: September 07, 2018, 01:34:52 AM »
Boo on non-respecabble skills in general on Aptitudes in particular.

So, salvaging. What's the long-term benefits? Do I get something out of it that I could not ultimately get through some other means, or is it just a non-combat way of jump-starting early/mid game development?

23
With Nexerelin, I usually just pick a mod faction and fight their wars for them. It usually ends when I get tired of having to lug several capital ships around to withstand the constant full-fleet retaliations against me. Early-game with only cruiser and a handful of other ships is best.

24
Suggestions / Re: Refuel and resupply, warnings and automation
« on: September 04, 2018, 02:33:32 AM »
Fuel is also much less of an issue than supplies because it ticks down at a much more constant pace, and only in hyperspace.

25
Suggestions / Re: Refuel and resupply, warnings and automation
« on: September 04, 2018, 01:06:51 AM »
Different strokes, eh? I don't savescum or change the rules; that kinda defeats the point for me.

I've been playing a little Star Traders: Frontiers a while back, which offers optional automatic refueling, and various M&B Warband mods, some of which offer automatic resupply. ST:F and some of the mods also had configurable price limits, or configurable details on what stocks to keep. In all those cases, I activated the automation and never looked back. When I later played different mods that did not have such features, my fun was sapped by the routine of going to town and buying food almost daily when on campaign.

Neither of those games have any sort of warning on running low though, and they will happily let you slam into a wall of "CONSEQUENCES NOW" while you were busy thinking about something else altogether.

It's pretty much the same for me in SS; sure managing the resources is no problem, and it serves important gameplay and balance purposes, but it's also just no fun. It's a hassle, a chore, a mindless keep-checking and clickety-click when necessary task. This would be the first thing I'd outsource to my officers.

26
Suggestions / Refuel and resupply, warnings and automation
« on: September 03, 2018, 07:52:47 AM »
I just started SS for the first time in months, picked my mods, began a new campaign, created my character, generated the sector, took a look around the interface and immediately closed the game again.

The immediately visible micromanagement hassle outweighed any desire to play.

So far, I identified one main reason:

Needing to keep constant track of fuel and supplies
You need them. Can't do without them. Core game mechanics. And fine, in and of themselves.
But if that's what most of my attention during campaign play will go to, I'd rather not even play.

Suggestions:
1) Non-ignorable warnings on reaching configurable thresholds (prompting to mothball ships, return to port, or risk going on)
2) Automatic refuel and resupply, again with configurable parameters (how much to keep in stock, at what maximum price to buy etc.) with warnings when the parameters cannot be met in the current station.

Thoughts?

27
Would be neat, but impossible to balance and also kinda hard to fit it to every skill.

Ultimately I'd be happy with better balance (levelling the field between no-brainer meta skills VS useless point sinks) and, more importantly, the ability to re-spec - even if only one skill at a time with a fixed XP interval in between.

28
Suggestions / Re: 4 rear weapons slots on Scarab
« on: September 01, 2018, 12:04:27 AM »
IMHO it's fine to have more slots than you have OP for. It gives you more customization options without giving the ship more of a numerical advantage.

29
I'm trying X-Piratez and it's your fault.

+ Loads of content, obvious love by the developer.
- Jesus Christ it's the 90s again and all was not better.

30
I like that idea. Would put players VS enemy fleet commanders on equal footing, would solve the issue of players needing to decide between fleet meta or fun piloting...but then again, it would make officers even more critical.

Besides, it's too fundamental a change and won't happen.

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