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Author Topic: Starsector 0.7.1a (Released) Patch Notes  (Read 291490 times)

Alex

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #30 on: November 30, 2015, 09:12:51 PM »

What happens for military submarkets under factions that don't do commissions, such as Pirates?  They've got a couple military submarkets here and there.

I thought they didn't in vanilla? Perhaps David snuck some in.

Well, either way: just made it so that military markets of factions that don't offer commissions don't require commissions. Seems like a fairly natural way to go, all things considered :)
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StarSchulz

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #31 on: December 01, 2015, 12:08:27 AM »

Just one question -

Say i take a commission with the hegemony, immediately dropping my relations with the tri-tachyon to hostile. later, a faction hostility event breaks out between the hegemony and the Sindrian Diktat. My relations to them drop straight to hostile as expected. but when the event is over, what happens to my relations with them? does  it go back to neutral or stay at hostile?

Especially important with this line:
"Removed reputation decay/increase from not interaction with a faction for a while"
« Last Edit: December 01, 2015, 12:13:32 AM by StarSchulz »
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Linnis

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #32 on: December 01, 2015, 01:03:37 AM »

Also a small suggestion. Need a UI addition that tells you what fleets can currently see you. Either through map highlights or a list in campaign layer.

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Gothars

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #33 on: December 01, 2015, 02:46:13 AM »

The commission/faction hostility events system sounds as if it would make for a much more dynamic and exiting endgame, looking forward to it ;D

Say i take a commission with the hegemony, immediately dropping my relations with the tri-tachyon to hostile. later, a faction hostility event breaks out between the hegemony and the Sindrian Diktat. My relations to them drop straight to hostile as expected. but when the event is over, what happens to my relations with them? does  it go back to neutral or stay at hostile?

Pretty sure that you don't become automatically hostile if your commission-faction declared war to it after you joined. Otherwise this would not be there:

Small monthly reputation penalties for being hostile with neutral factions, and for not being hostile to faction enemies

Still, that would mean you have to get hostile with them on you own and then quickly get neutral with them again on your own, otherwise you would get hit with a rep loss for your commission-faction. Seems as if at least some help here would be in order. I wouldn't be much fun if the "right" way to play were to get barely hostile and then don't attack anymore, so you can become neutral again quickly.
Maybe you should get no (or minimal) negative reputation automatically (it's easy to get on your own) upon declaration of war, but a huge reputation boost when your commission-faction ends the hostilities (if you are hostile yourself).



Increased range at which most pirate fleets can be detected by making (D) hull hull-mods increase sensor profile

Faint "near sensor range" indicators now shown for fleets that are only at "unidentified contact" level

Fleets now have a minimum sensor strength of 4; fleets with a lower strength receive a "low engine interference" bonus to make up the difference

These changes should make the early game much fairer, nice :)

I'm also happy about the easy mode changes, they hopefully increase the range of people to which I can recommend Sector.


Boarding: when multiple ships are potentially boardable, more expensive ships have a higher chance of being picked in proportion to their cost

Hope that makes for a noticeable difference, would come in handy for the pirate play stile.
Thinking of that, it would be awesome if being hostile with all major factions would yield a steady increase in pirate relationship.
Oh, and please don't forget the bug where pirate raiders attack you while you are friendly with pirates :)


Timid officers behave as if they were cautious if only timid officers/non-combat ships are deployed

Does this hold true for your site, too? Wouldn't want my timid carrier to charge the enemy, just because I have no other officers deployed.


Gryphon changes sound good, but maybe the system still could use a bit of a delay? Maybe as long as a typical overload. Seems as if the double Reaper/Harpoon barrage would be a very viable option for every battle now, and still OP.

« Last Edit: December 01, 2015, 05:56:32 AM by Gothars »
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TaLaR

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #34 on: December 01, 2015, 03:38:02 AM »

Boarding: when multiple ships are potentially boardable, more expensive ships have a higher chance of being picked in proportion to their cost

Actually, this isn't always preferable. For example, I want every Hyperion, Medusa, Omen and Tempest I can get, but do not particularly care about high tech cruisers or Astral that are likely to be present in the same fleet. Maybe we could get to pick from eligible candidates?
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Gothars

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #35 on: December 01, 2015, 04:09:52 AM »

Actually, this isn't always preferable. For example, I want every Hyperion, Medusa, Omen and Tempest I can get, but do not particularly care about high tech cruisers or Astral that are likely to be present in the same fleet. Maybe we could get to pick from eligible candidates?

The overall chance to board hight tech frigates should be considerable increased with this, even if its lower than the chance to board cruisers. Not getting offered the D-variants in a otherwise high-tech fleet will see to that.

Picking manually was suggested, like, a hundred times, I don't think it will happen (anytime soon). Probably for UI reasons.
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Megas

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #36 on: December 01, 2015, 05:18:02 AM »

From the sounds of the Gryphon, it might become the poor-man's Aurora.

Pirates have a military market at Umbra, or will that be ripped out in 0.7.1?

As for inter-faction relations when you want to kill fleets you are not hostile with, you can always fly with transponder off, although that would mean a triple hit in relations if you want to kill a patrol.  One hit for getting caught (but you want to get caught), second hit for refusing to turn transponder on (you do not want to be identified), then third hit after battle.
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Unfolder

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #37 on: December 01, 2015, 05:25:33 AM »

Oh wow a new version  ??? well i was about to give info in general on the last version, so if anything has been changed to contradict just ignore lol.

In brief: .7 is good, adds a lot and takes little away. Here is some things to consider. In general the biggest problem with new version is for people that like to fight a space pew pew sim, the new radar blindness, while intimidating and interesting, does cut down on one's ability to run from giant fight to giant fight like in the old versions. I kind of miss this, so here's some suggestions that could add while keeping what we've got.

1. Fights should vastly increase the radar signature of ships, to the point that capital ships fighting should be visible anywhere in realspace, dunno about hyperspace but this would give you more opportunities to rush in.

2. Option to "escort" allied fleets, so that your ship is glued on to theirs while they travel. Would be fun for easily traveling with merchant convoys through hyperspace, since they always get ambushed. Mission potential?

3. I don't know how the AI works in terms of strength calibration, but it looks to me that a fleet of strength 5 and a fleet of strength 5, rather than ganging up on a fleet of strength 10, will both run from it and either be defeated piecemeal or, worse, infinitely run from it, creating no battles fro you to join into. Might be wrong about this.

4. Create more regular spawns of planet defense ships, so if you want to go mess up some enemy capitals you can reliably find them if you're willing to travel around. In fact, you could make an "attack station" mission where once you arrive, a fleet generates to fight you, and if you win it decreases the enemy stability.

5. Hacking relays could allow you to see all radar signatures and scans of that faction in that sector, at least of planets and capitals.

6. High faction loyalty allows you to see  what they see, again at least from their capitals in the sector. Warp space could still be "no man's land"

7. Destroying enemy ships sometimes yields "intel" that allows you to briefly see the location of all their ships in sector, capturing a ship yields a longer buff, maybe as long as a minute or more depending on the caputre size. This is the equivalent of "cracking the enigma code." Could also be a mission, capture x units of intel.

8. in general i would advise against defuffing radar strength. its already very hard to see, so the augmented engine debuff is griefy. IF you want to max out your signature, go for it, i actually prefer to be found a lot of times. In fact

9. Add an option for "hot running" where basically you just send out obnoxious blasts of radar static that anyone had his mother to find you. Would be fun for luring people, particularly in warp space where there's a lot of meandering. An "emergency signal" mode would also be neat, in case you are being pursued or out of fuel and there are some allies near by.  

edit 10: maybe an options for allies to join YOUR battle halfway through? dont know if it's remotely possible but would be hilarious to be fighting a slow frigate grind and suddenly an onslaught bursts on to zap them. Or an enemy onslaught to zap YOU

edit 11: some radar mods for sure. Stealth armor. Sensor suite etc etc

That's it for radar. Let's see, the introduction of rare, slightly buffed ships is great, like the capital of the hegemony (17th fleet?) I would like to see A LOT more of that, basically for all ships. Mods?! It would also be neat to see the introduction of buffed weapons and buffed hull mods. I'm not sure how that would work for balance or programming but it would be real neat. Deluxe augmented engines: increases burn and speed, PLUS making engines more durable. Deluxe auxiliary thrusters, increase maneuverability PLUS acceleration. Overclocked vulcan cannons etc etc. I guess it would be a mod thing but perhaps consider the archetecture to allow this.

Overall good though!


 
« Last Edit: December 01, 2015, 05:48:28 AM by Unfolder »
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Clockwork Owl

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #38 on: December 01, 2015, 05:37:11 AM »

4. This will kill smuggler players for sure.

5. Lore-wise, comm relay deals only with inter-system comm

9. Emergency signal? YES PLEASE.
If you want to lure anything, go into a storm, turn your transponder on, send a sensor ping and engage emergency burn. Let the chase begin.
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Megas

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #39 on: December 01, 2015, 05:39:00 AM »

Boarding: when multiple ships are potentially boardable, more expensive ships have a higher chance of being picked in proportion to their cost

Actually, this isn't always preferable. For example, I want every Hyperion, Medusa, Omen and Tempest I can get, but do not particularly care about high tech cruisers or Astral that are likely to be present in the same fleet. Maybe we could get to pick from eligible candidates?
For high-tech, I probably want Hyperion above all else because it is so freaking rare and powerful!  After that, probably the Paragon, then Medusa or Tempest.

There should be one more consideration for boarding:  Marines we have.  If player has enough to board a small ship, but not a capital, pick the best ship we can board.  Don't pick the capital if we have no chance to board it (due to insufficient marines) if there is another ship we can board and capture reliably.
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Gothars

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #40 on: December 01, 2015, 05:52:46 AM »

7. Destroying enemy ships sometimes yields "intel" that allows you to briefly see the location of all their ships in sector, capturing a ship yields a longer buff, maybe as long as a minute or more depending on the caputre size. This is the equivalent of "cracking the enigma code." Could also be a mission, capture x units of intel.

I'd like that, especially if not destroying, but capturing a ship would sometimes yield said intel.

I also like the "hot running" idea. You can archive something similar with sensor burst but its dangerous and cumbersome.


There should be one more consideration for boarding:  Marines we have.  If player has enough to board a small ship, but not a capital, pick the best ship we can board.  Don't pick the capital if we have no chance to board it (due to insufficient marines) if there is another ship we can board and capture reliably.

Mh, that sounds like a hidden "capture only frigates" option. And many players would not even realize why they never get the chance to board caps, they wouldn't think of increasing marine numbers.
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SpacePoliticianAndaZealot

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #41 on: December 01, 2015, 05:52:55 AM »

Come on! (D) hulls are bad enough without the sensor profile increase! I can't believe I'm the only one that is yet to be (succesfully) ambushed by a pirate fleet!
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Cycerin

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #42 on: December 01, 2015, 06:13:54 AM »

Good stuff. And I echo the above, pirate fleets should have a slightly higher chance for a non-D class ship to appear.
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goduranus

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #43 on: December 01, 2015, 06:16:59 AM »

It makes very good sense that one lone ship would have crappy sensor range, cuz in space you presumably won't be able to get very good sensor readout unless you have multiple sensors far apart, both to triangulate and to cancel out background noise.

Clockwork Owl

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Re: Starsector 0.7.1a (In Development) Patch Notes
« Reply #44 on: December 01, 2015, 06:35:27 AM »

It makes very good sense that one lone ship would have crappy sensor range, cuz in space you presumably won't be able to get very good sensor readout unless you have multiple sensors far apart, both to triangulate and to cancel out background noise.
Actually, in real world, you can figure out pretty much about where things are by tracking heat radiation... but that goes off-topic here. Also, science fiction.
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