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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.8.1a] DynaSector 1.4.7  (Read 205474 times)

Inotna

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #30 on: April 28, 2016, 03:22:43 AM »

Well okay then, I don't mind if the skills are reverted back to vanilla.

Still got some issues though:
1.The random bounty generator is only generating 20k credits worth of bounty every time, regardless of player fleet size. It's as if the game isn't recognizing the player's fleet size.
2.No more Vengeance/Hit fleets? Or is that an SS+ feature?

I wonder if anyone else is having this issue or it's just on my end..

Thanks for that navigation skill explanation, didn't know about that.
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Drglord

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #31 on: April 28, 2016, 04:18:35 AM »

Well okay then, I don't mind if the skills are reverted back to vanilla.

Still got some issues though:
1.The random bounty generator is only generating 20k credits worth of bounty every time, regardless of player fleet size. It's as if the game isn't recognizing the player's fleet size.
2.No more Vengeance/Hit fleets? Or is that an SS+ feature?

I wonder if anyone else is having this issue or it's just on my end..

Thanks for that navigation skill explanation, didn't know about that.

yeah i reverted back to SS+ the game is kinda unplayable for me without these bounties.
Yeah game is stuck to 20K and then you have to hunt them down literally as they run away from you then you get 40K, then you get like 60K etc. It's kinda ridiculous.
I have been playing for so long with SS+ that i had forgotten how vanilla was.

I guess you people should appreciate the work that darkrevenant has done and donate? I know i did :)
Anyway just semi joking there.
Yeah all these stuffs are SS+ feature so i won't be switching off it any day soon.
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Tartiflette

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #32 on: April 28, 2016, 05:32:02 AM »

1.The random bounty generator is only generating 20k credits worth of bounty every time, regardless of player fleet size. It's as if the game isn't recognizing the player's fleet size.
Vanilla bounties are tiered. Kill enough 20K and you get the 40K tier, rinse, repeat.
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Inotna

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #33 on: April 28, 2016, 10:05:52 AM »

Oh wow, that explains everything, thanks everyone for responding!  ;D ;D ;D
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PureBlind

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #34 on: April 28, 2016, 11:26:50 AM »

No support for Neutrino? They're one of the coolest factions.
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Abyz

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #35 on: April 28, 2016, 11:32:55 AM »

No support for Neutrino? They're one of the coolest factions.

Agreed
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Midnight Kitsune

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #36 on: April 28, 2016, 04:10:56 PM »

No support for Neutrino? They're one of the broken and overpowered factions.
FTFY
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Stop trying to balance the game around a few minmaxers...
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Tired of having your game crash because of out of date mods? Then click here!
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Abyz

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #37 on: April 28, 2016, 04:39:39 PM »

No support for Neutrino? They're one of the broken and overpowered factions.
FTFY

But I bet you like Templars?
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Midnight Kitsune

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #38 on: April 28, 2016, 04:59:55 PM »

No support for Neutrino? They're one of the broken and overpowered factions.
FTFY
But I bet you like Templars?
Yes. And you want to know why? Because the Templars are designed to be a Hard but Fair boss faction for the high level, end game player to fight and fear. They wouldn't have to be so stupidly powerful if Skills were actually freaking balanced!
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
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kazi

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #39 on: April 28, 2016, 05:20:01 PM »

Yes. And you want to know why? Because the Templars are designed to be a Hard but Fair boss faction for the high level, end game player to fight and fear. They wouldn't have to be so stupidly powerful if Skills were actually freaking balanced!

Yeah, skill progression feels really OP past a certain point. Up to skill rank 5? Feels like meaningful progression. Go past level 5 (or god forbid, rank 10)? Game is now in easy mode.
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Cyan Leader

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #40 on: April 28, 2016, 05:52:39 PM »

What is the problem with a faction being "broken and overpowered"?

You can just, you know, not use their stuff. It's always fun to have challenging opponents.
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Alphascrub

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #41 on: April 28, 2016, 05:54:16 PM »

Yes. And you want to know why? Because the Templars are designed to be a Hard but Fair boss faction for the high level, end game player to fight and fear. They wouldn't have to be so stupidly powerful if Skills were actually freaking balanced!

Yeah, skill progression feels really OP past a certain point. Up to skill rank 5? Feels like meaningful progression. Go past level 5 (or god forbid, rank 10)? Game is now in easy mode.

Missile Spec.
30% increase of ordi points.
Lowering the cost of ordi points for every weapon. 

Things like this seems a bit out of wack.
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Abyz

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #42 on: April 28, 2016, 05:54:36 PM »

Has anyone suggested high level npc "boss" officers in Npcs fleets to compete with he player? Idk if such a thing would even be possible.
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Midnight Kitsune

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #43 on: April 28, 2016, 06:27:40 PM »

What is the problem with a faction being "broken and overpowered"?
You can just, you know, not use their stuff. It's always fun to have challenging opponents.
I have issues with broken, OP and low quality mods being mixed in with the best of the best
And all but Templars do "challenging opponents" wrong, thus leading the player to obtaining the broken, OP ships and making the game a freaking joke
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

ANGRYABOUTELVES

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #44 on: April 28, 2016, 06:42:00 PM »

Missile Spec.
30% increase of ordi points.
Lowering the cost of ordi points for every weapon. 

Things like this seems a bit out of wack.
I like the OP increase skills just because they make loadouts that use high-end weaponry viable without having to also use safety overrides and leave slots empty. Unskilled ships just seem constantly OP starved. But I, and I think most people, agree that Missile Specialization is out of whack. Most of the Combat tree needs a rework, IMO.
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