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August 14, 2018, 06:42:25 PM *
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News: New blog post: Pirate Bases, Raids, and Objectives (06/12/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
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 1 
 on: Today at 06:15:55 PM 
Started by Vain - Last post by Vain
I have just started playing and I will likely play more vanilla before I start installing mods but I would really appreciate any recommendations for the best mods out there (especially for a newer player).

I am starting to get the hang of the game's systems and combat and once I am more in command of the basics I definitely want to tap some of the mods out there, so any personal favorites or suggestions would be great.

I can't seem to find another thread out there like this but I may have over-looked it, if so let me know, thanks.

 2 
 on: Today at 06:02:36 PM 
Started by Vain - Last post by Vain
The silver-lining is that there are still a lot of potential players/customers out there waiting to discover the game.

 3 
 on: Today at 05:48:59 PM 
Started by xenoargh - Last post by TJJ
3.   This would give meaningful structure to sending a fleet places.  If Pirates are already raiding, it's too late; they'll be there for weeks / months before you can get there.  Strategy would involve moving forces where you think you'll need them beforehand.  The strategic level of the game would then play out a little like Risk, which would be interesting.
That presents a problem. So, if I'm, say exploring fringe systems or fighting bounties or whatever and I get an alert that an outpost is being attacked, either I can't show up and defend it (which isn't fun and pretty much relegates attacks to "hey, did you have enough defenses? if not, you suffer. if so, you get a message telling you they won and effectively nothing happened) or I can show up and help in which case the mechanic doesn't make sense.

Forewarning.
"Hyperspace sensors have detected a fleet approaching our outpost in Y star system. They will arrive in X days."
Giving you the opportunity to intervene yourself, or redirect (or acquire) forces from elsewhere.

I kind of like the idea, though it's a massive change from what we have atm & would likely require a complete redesign of the campaign's fleet spawning & management systems. (As there'd be no need for persistence of fleets within systems).

 4 
 on: Today at 05:41:46 PM 
Started by xenoargh - Last post by Inventor Raccoon
3.   This would give meaningful structure to sending a fleet places.  If Pirates are already raiding, it's too late; they'll be there for weeks / months before you can get there.  Strategy would involve moving forces where you think you'll need them beforehand.  The strategic level of the game would then play out a little like Risk, which would be interesting.
That presents a problem. So, if I'm, say exploring fringe systems or fighting bounties or whatever and I get an alert that an outpost is being attacked, either I can't show up and defend it (which isn't fun and pretty much relegates attacks to "hey, did you have enough defenses? if not, you suffer. if so, you get a message telling you they won and effectively nothing happened) or I can show up and help in which case the mechanic doesn't make sense.

 5 
 on: Today at 03:07:41 PM 
Started by Askaron - Last post by Megas
I am glad that it is easy to pick up ships, considering that buying most ships is impossible without commission, and if you have commission, some ships are rare enough that the easiest way to get the ship is to kill an NPC fleet and steal their wrecks.  I recover far more Tempests than I can find in shops.

I wish getting weapons that are rarely offered for sale were as easy to acquire.  I occasionally save scum endgame fights to maximize rare weapon drops (like Tachyon Lances or Remnant LPCs).  Think of it as a Diablo 2 style magic-find item run.

Hopefully, in 0.9, player will be able to find blueprints to build all of the weapons and all of the ships the Independents can sell by endgame, so that I do not need to buy or steal ships and weapons.  I am sick of being stuck with Open Market weapons on ships with two or more (D) mods.

The game does not give the player enough skill points to branch out without gimping his combat ability compared to NPCs.  If I want any nice campaign bonus from skills (like anything from Industry), I will be behind a max-level NPC.

 6 
 on: Today at 02:27:54 PM 
Started by Askaron - Last post by Eji1700
"Trading", in the "buy low sell high" sense, is not intended to be profitable.

The reason for this has to do with gameplay patterns. People, even when playing games, will typically go for the easiest option even if that option takes a lot of time. We often call this "grinding". As a result, unless there is some fun gameplay pattern involved in trading what will tend to happen is that players will want to grind money doing it until they can afford to go fight. What is intended is to go fight immediately. This gets you into the core gameplay experience faster and wastes less time doing boring things.

So while people may say they want it "trade" its actually bad for the game in the long run.
While I agree many player will optimize to the point of losing enjoyment, what bugs me is that there's so many systems in the game already to make trading exciting and fun.  You've got a built in smuggling system, you have pirates, you have cargo ships that you can even arm, the idea of running a pirate infested run is something that should be fun (or sneaking a bunch of terrible stuff past system security) is inherently fun.  As would be screwing with the economy to make money (destroying traders/stopping shipments).

The only reason it's not done more is because there's no reward for accomplishing it as the prices are tanked.

Hell the way the game handles the ship economy takes away from a lot of potential fun (and better use for industry skills as well).  Salvageable wrecks should be MUCH less common to encourage faction loyalty, or to reward you for speccing into industry.  Something like low level you'll see more wrecks with d mods, and max level gives you the restore option.  In the meantime you can start making ships sell for a reasonable price as well and allow that as part of the economy because it's not something that will happen by default.

 7 
 on: Today at 02:13:33 PM 
Started by Askaron - Last post by Wyvern
Oh, right.  I guess I'm not used to seeing high-suspicion inspections ever find actual contraband; when I get those, it's always because I did something like buying a single rare weapon or ship off the black market, and apparently carrying around actual military ordnance is a total non-issue.

 8 
 on: Today at 02:11:12 PM 
Started by xenoargh - Last post by xenoargh
Oh, and!

1.  This would provide a meaningful mechanic for players to have long-term warning that an enemy fleet's coming their way (unless they use a Gate).

2.  This would provide a meaningful mechanic to explain why the Factions aren't able to conquer each other very easily (too much time delay between sending fleets and defenses are fully-warned).

3.   This would give meaningful structure to sending a fleet places.  If Pirates are already raiding, it's too late; they'll be there for weeks / months before you can get there.  Strategy would involve moving forces where you think you'll need them beforehand.  The strategic level of the game would then play out a little like Risk, which would be interesting.

 9 
 on: Today at 01:01:02 PM 
Started by Askaron - Last post by Alex
...Does shielded cargo holds even do anything in the current build?  I know it was useful back when patrols would randomly stop you for cargo inspections / bribe-seeking shake-downs, but that doesn't happen anymore.

They do, yeah - comes into play when you're running with the transponder off, and patrols will still do an inspection if the suspicion level is high, too.

(Just confirmed this is indeed the case: https://imgur.com/a/3rKz67Y)

 10 
 on: Today at 12:54:32 PM 
Started by Askaron - Last post by Wyvern
...Does shielded cargo holds even do anything in the current build?  I know it was useful back when patrols would randomly stop you for cargo inspections / bribe-seeking shake-downs, but that doesn't happen anymore.

You know what I'd like to see?  Shielded cargo holds letting you buy up to that much mass of stuff off the black market without impact on your suspicion levels.  That would actually be useful, especially when some podunk size three planet rolls a mjolnir cannon in its black market...

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