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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 - RawCode

Pages: [1] 2 3 ... 34
1
ever with half of core sector wiped gameplay won't change a bit.

2
General Discussion / Re: Red Planet C&BT
« on: November 19, 2019, 03:34:10 AM »
it's hard to argue with developer, but few versions ago it had scaled just like derelicts with amount of derelict ships destroyed.
also few versions ago that fleet had regeneration and it was impossible to defeat it in multiple turns, as it replenish itself really fast, faster then player can.

probably changed in current version.

3
General Discussion / Re: Sabots are still OP
« on: November 15, 2019, 08:45:05 PM »
there are only two stages of weapons

1) useless
2) OP

there is no "middle" as long as player try to minmax and act reasonable.

making sabots "not OP" will cause reasonable player to replace them with other weapons and there is no other kinetic nukes.

4
General Discussion / Re: Raids make little sense
« on: August 14, 2019, 01:18:57 AM »
there is no logic

if player can build colony with money from two survey missions, why there are any empty spots after 100++ years?

cost of production of single pirate deathball can cover 10++ colonies...
if you lure typical deathball into remnant system, pirates will wipe remnants just fine, why system with remnants ever exist after 100++ years dunno...

probably there are not yet implemented features that will change everything...

5
actually, current implementation of pirates makes no sense at all, they act exactly how redacted should work instead, spamming huge fleet, like 600 ships before 91a version and attacking specific system with extermination goal.

pathers are "dreaded mana" that get ships literally from gods, as they have no production of any kind.

6
there is no easy way to implement "realistic" balance and keep game fun and simple.

if player able to set colony and build all infrastructure in 200 days without any old tech, well, entire sector should be colonized already.

if multi planet government or mega corporation have fleet of 50 ships, well, lone player absolutely should not have 30 ship fleet with infinite spare ships stored inside bottomless shipyard.

7
General Discussion / Re: The Pirate Paragon
« on: May 14, 2019, 05:46:13 AM »
logic behind fleet composition is rather smart, you wont make them weaker\slower with bp locked ships.

but this may happen with ill balanced mod added ships.

8
General Discussion / Re: The Pirate Paragon
« on: May 14, 2019, 01:24:45 AM »
did this intentionally by sellling all bp at black market.
it was ever better with 600++ ship swarms.

9
deserters are immersion breaking...

player must drag around large number of cargo ships to sustain self, at same time deserters just "stay" for 90 days without any supplies just fine.

10 paragons not viable without 20 cargo ships to drag supply and fuel.

10
1kk is relatively low amount, you can earn this much by smuggling drugs for 20 minutes, then taking minor loan, pay it back and take major one instantly.

also you can break game logic instantly by looting score and setting inside core sector, you will get 300k doing nothing instantly, first extermination expedition can be "averted" with just 50k.

11
they got special capital, there is blog post about it.

12
zerg pirates is confirmed bug that already fixed for next version, but, imho, this is cool feature that add attrition fights and non conventional means to defeat.

13
pirates have semi random mass spawn events, also game have lazy garbage collection, if you stay in same area for long fleets may accumulate, but when you move away they despawn.

14
General Discussion / Re: how do you beat this?
« on: April 13, 2019, 11:07:14 PM »
luddic "capitals" quite trash and easy to deal ever with wolf
and you are not expected to just run around, you expected to actually attack, CR degradation is nice bonus, but not essential for victory, with CR disabled you can deal with almost anything with lone hyperion or bunch of tempests.

15
General Discussion / Re: how do you beat this?
« on: April 13, 2019, 07:21:40 PM »
you can wipe luddic deathball by chain deploying afflictors, medusi and especially tempest with just few ships.

first you deploy SO tempest and kill all really fast ships, then normal tempest and kill everything else, then medusa and kite large ships to CR death.
This take long time, but you can kill entire fleet with just 3 ships.

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