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Messages - The Soldier

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1
General Discussion / Re: Starsector Final Shape
« on: October 01, 2020, 05:52:28 PM »
Well, the once-long list on the main Starsector landing page had just a single "Upcoming Feature" left on it: Determine the fate of the Sector by your actions.

It is by far the most ambiguous feature listed, but potentially encompasses more content than any other feature.  There's still a ways to go - we'll probably hit 0.10.x before 1.0.

2
Suggestions / Re: For the sake of astronomical justice.
« on: June 20, 2020, 09:47:56 PM »
The upper mass for a neutron star is not the lowest mass for a black hole. And while we have not found any particularly small black holes this isn't terribly surprising. They are after all, both very small, and very dim. And while it seems unlikely that we would find one in binary with another star(for a variety of reasons) this is a video game after all and we can have cool things in it
I don't like being pedantic about this, but you did just change the goalposts from a brown dwarf (in the original post, as well as quotes) to a neutron star.  These objects are, in no exaggeration whatsoever, on opposite ends of the mass spectrum.  One has incredibly low density, temperature, and brightness which is just under the mass limit to fuse hydrogen while the other is literally as dense as the laws of physics allow before collapsing into a black hole, a substance most people refer to as nuetronium these days.

And I do agree, Starsector should have cool things.  But, it would be nice for those cool things to be rooted in reality.  A black hole orbiting a brown dwarf is...not rooted in reality.

3
Suggestions / Re: For the sake of astronomical justice.
« on: June 20, 2020, 04:57:32 PM »
Also, nothing preventing a black hole from having less mass than a brown dwarf.
Theoretically with things like kugleblitz black holes, perhaps.  But stellar-mass black holes are still hugely massive - the smallest staller-mass black hole we've found is at least 3.8x more massive than our own sun.  A brown dwarf just wouldn't be a brown dwarf if it were that massive, it would have enough mass to start fusion and would no longer be considered a brown dwarf.

And while I sympathize with the OP, I understand that it's incredibly difficult to model randomly-created systems that obey gravitational laws on a basic level, and one that covers all the exceptions to the simplified rules (otherwise you'd end up with bland-looking cookie-cutter systems).

4
Suggestions / Re: Pirates should extort the Player
« on: April 30, 2020, 10:40:21 PM »
I could swear that the last time I played, you could open comms with Pirates and - if you're carrying anything valuable - they can ask for it.  It might be restricted to transportation contracts though, can't remember the finer points.

5
Suggestions / Re: Balancing fighter swarms with out nerfing fighters
« on: December 23, 2019, 01:34:11 PM »
Well, there's always going the route that Company of Heroes did to combat Pioneer spam - in there, Pioneers suffer a 5% damage received debuff for every other Pioneer unit within 10m.  Maybe something like that could take into effect when there's more than 3 fighter wings in the same general screen space?  Of course all the numbers could be tweaked, but what about the general idea of it?

6
General Discussion / Re: Gamma core found as contraband?
« on: August 30, 2019, 10:23:35 PM »
Based on chance, the amount of stuff in your cargo holds (the more legal stuff you've got aboard, the less of a chance they'll find the illegal stuff scattered within) and your current standing with the faction (the higher it is, the higher the chance they might just "overlook" things).  If it's really low they're liable to hardass you on every last bit of contraband.

You can check what counts as contraband by checking in the factions menu.  Most factions count AI cores as contraband due to lore-related reasons.

7
Bug Reports & Support / Re: Download as zip
« on: August 15, 2019, 09:28:24 PM »
Out of curiosity, can't you just open the .exe file using 7-zip or the such?  I've just been able to do that now - open the Starsector install .exe with 7-zip, drag and drop the files into a folder, and it runs.  Or if it's an issue with downloading .exe files (I'm not familiar with how your business handles their PCs), then what Alex says is probably the best workaround.

8
Blog Posts / Re: Skills and Story Points
« on: July 08, 2019, 11:52:24 AM »
I think these new-fangled "story points" are the first time I've seen plot armor worked into the mechanics of a game.  Not to mention all the other stuff you can do with them.  Interesting.

9
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 12, 2019, 09:20:44 AM »
Do these bases progress, anyway? Would catching a Pather base early allow me to kill it at a lower tier? Because that could be a decent incentive to deal with stuff in a timely fashion.
That's how it worked previously, I wouldn't expect that to change.  More ring sections get added to the station as time passes.

10
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 11, 2019, 11:14:40 PM »
Buffalo2 and Shrike don't appear to have gotten price revisions.  They seem incredibly cheap for destroyers, comparable more to frigates.
Alex did say there were a lot of exceptions.  The Buffalo Mk.II feels like one of them, though the Shirke doesn't.

11
Bug Reports & Support / Re: New forum layout has no spoiler format!
« on: April 22, 2019, 09:24:58 AM »
Spoilers seem to be working again.

12
I think Thaago did a while back, but I can't find the thread at the moment.

13
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 20, 2019, 10:45:25 AM »
I wouldn't consider officer loss as a big setback, I think of them as a small stat boost for min-maxers. You don't really need them, in vanilla at least. I don't even recruit them anymore, because I find it unrealistic that they don't die with the other 200 crew of their ship. Just a big obsession.
This is what really gets me.  Min-maxers seem to be dominating every aspect of balance and design in this game, which really shouldn't be happening.  Some things are meant to be better than other things, I mean there's a Buffalo Mk.II for that reason.

14
General Discussion / Re: Does anyone find Commerce worth it?
« on: January 08, 2019, 10:38:23 AM »
You can make a chunk of change selling your stuff, more than enough to cover the upkeep if you're exploring a lot (generally selling Metals and the such).

15
General Discussion / Re: Does anyone find Commerce worth it?
« on: January 08, 2019, 09:49:41 AM »
I have it mostly for the ability to sell stuff if I'm too far away from core systems.  Also has the side benefit of adding more of that resource to the colony's monthly needs.

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