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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a  (Read 483657 times)

Wyvern

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1170 on: May 18, 2020, 02:24:09 PM »

Minor balance issue related to the Kostroma system, the amount of freebies in the inner ring system is a bit excessive.
On the one hand, yes, DME's hand-crafted systems are full of interesting things in ways that most other systems aren't.

On the other hand, I don't want that to change, because it is interesting.  Honestly, I'd like to see more little hidden secrets, abandoned ships, etcetera, in other systems.  (Hm... I could probably make a mod that adds some of that sort of thing?  Worth playing around with, at least...)

If Harmful Mechanic does decide this needs balancing, I'd rather see an increase in automated defenses - a weapons cache that's guarded is still interesting, even if it might be something you'd have to come back to later rather than being just free loot from the start of the game.

_____

And on an unrelated topic: I really like the deserter freighter designs - it's nice to have something that can actually compete with just spamming colossi.  (Note that that's 'compete', not 'replace'; the Colossus remains significantly more supply-efficient, as well as offering more cargo space per ship slot spent on freighters.)  And the built-in nav relay means I actually do deploy them into battle on occasion - especially early on when fights are small enough that I'm not seeing capturable nav nodes on the map.

...That said, I think they'd still be viable with a small decrease to cargo capacity (maybe ~10% less?), and I'd consider upping the burn speed of the Light Cargo Rig to 10 - right now there's very little reason to consider using LCRs rather than HCRs.  At burn 10 they'd still be niche, but they'd at least have a niche.  (This may be somewhat personal preference, though?  Late game, my fleets tend to stabilize at around burn 8, as that covers most cruisers and battlecruisers, with occasional bumps up to burn 10 if I bring out a frigate fleet or start putting Augmented Drive Field on things.  Burn 9 just... doesn't come up as being an important breakpoint for me.)
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1171 on: May 18, 2020, 06:07:01 PM »

So, short version of this is; yes to both of you guys. The system goodies are going to remain but ideally get more of a defense fleet/become harder to access directly.

The longer version...
...is that Kostroma in particular needs 1) its pirate presence beefed up a good bit more as it's meant to be a more lawless/dangerous system than it is currently, because 2) it's going to be the locus of some important story missions for DME.

One of my goals for story missions is to have something more like a linked-short-story collection rather than any kind of linear campaign (because I can do it piecemeal around the vanilla story missions and mechanics). And some of those stories are probably going to be keyed to stuff you find semi-randomly in the Nikolaev Belt or Kostroma's Meridian Disk. Is it a freebie? Sorta. But I also assume that the average player is much, much less adept than the average forum poster. I'd like to err on the side of too accessible, especially if it breadcrumbs people into a set of missions that get more difficult. If it messes too badly with the progression of the game, I'll retune it, but I'd rather give players an incentive to poke around my systems hoping for a goodie and have them encounter trouble instead.
[close]

(As far as Deserter freighters go; the cargo/fuel caps are, I think, in a decent place; burn 10 on the LCR is not a bad idea, I'll try it out.)
« Last Edit: May 18, 2020, 06:09:48 PM by Harmful Mechanic »
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Faeren

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1172 on: May 19, 2020, 02:39:08 AM »

Sounds great, few other things I've noticed (maybe they've been discussed to death already):
- The hybrid blaster seems to have too much ammo, it would take 400 seconds of constant firing to hit 0 ammo, i'd be sad to see it reigned in to the point that it becomes a strike weapon though.
- Pirate stations in DME systems seem to get attacked a lot more than pirate stations in other systems, in Kostroma Meridian Station is constantly under assault.
- The Dards seem a bit too good for 4OP, they're comparable to Spark fighters (a tad stronger even) but half the OP cost.

I absolutely adore the Tereshkova, with the Hybrid Blaster it basically plays works like a miniature plasma cannon Apogee with the added bonus of some fighter support, I like the Apogee but usually can't justify deploying it for small engagements, this thing solves that problem perfectly, my favorite mod ship ;D.
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1173 on: May 19, 2020, 07:28:07 AM »

- Hybrid Blaster is never meant to hit 0 ammo, the ammo is needed to time the weapon FX properly.
- Yeah, still figuring out the best way around that. I may have to beef up the defenses.
- Probably, I'm looking those over for the next release.

Glad you like it - the idea was to have a mini-Apogee for very early exploration.
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NikoTheGuyDude

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1174 on: May 22, 2020, 12:09:55 PM »

I LOVE the music for the bladebreakers. And the theme. And the ships. And the sounds. And the pre-made systems. They're just vaguely mysterious enough to give me pause. I can't wait to see them expanded apon!
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1175 on: May 22, 2020, 12:15:58 PM »

I LOVE the music for the bladebreakers. And the theme. And the ships. And the sounds. And the pre-made systems. They're just vaguely mysterious enough to give me pause. I can't wait to see them expanded apon!

Thanks! The music is a free loop from Eric Matyas: https://soundimage.org/horrorsurreal/city-of-the-disturbed/ - I'm actually considering commissioning some proper music for the mod and for Breaker encounters. But I definitely want to keep that droning, oppressive feeling.

As far as expanding on them - they definitely feature in my plans for story missions, and I have one more frigate to put together for the next update as well as one or two new weapons, but they're just about complete in terms of content. I sometimes revise what's there, to make it more fun, but the lineup is about where I want it.
« Last Edit: May 22, 2020, 12:18:28 PM by Harmful Mechanic »
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NikoTheGuyDude

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1176 on: May 22, 2020, 12:46:49 PM »

I LOVE the music for the bladebreakers. And the theme. And the ships. And the sounds. And the pre-made systems. They're just vaguely mysterious enough to give me pause. I can't wait to see them expanded apon!

Thanks! The music is a free loop from Eric Matyas: https://soundimage.org/horrorsurreal/city-of-the-disturbed/ - I'm actually considering commissioning some proper music for the mod and for Breaker encounters. But I definitely want to keep that droning, oppressive feeling.

As far as expanding on them - they definitely feature in my plans for story missions, and I have one more frigate to put together for the next update as well as one or two new weapons, but they're just about complete in terms of content. I sometimes revise what's there, to make it more fun, but the lineup is about where I want it.

Regarding their content, is there a use for sigma matter or datacores? If it's supposed to be a secret, just give a vague answer and I'll figure it out myself.
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1177 on: May 22, 2020, 01:17:23 PM »

Not at the moment, but eventually there will be.
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TimeDiver

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1178 on: May 22, 2020, 01:21:55 PM »

Regarding their content, is there a use for sigma matter or datacores? If it's supposed to be a secret, just give a vague answer and I'll figure it out myself.
Not at the moment, but eventually there will be.
Speaking of which... what is the (black market) value of the various pieces of Sigma matter supposed to be, before being zeroed out in the latest version(s)?

I figure that I'd either edit the appropriate .csv files, else just sell them off then add the credits via Console Commands...
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1179 on: May 22, 2020, 01:24:02 PM »

I have no idea. I have so many ideas for what to do with them and, frankly, they're all kind of patchy and incomplete, because i need to sit down and figure out how to give them appropriate pricing in-sim.

But price 'em like AI Cores if you need a set of values.
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Torashuu

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1180 on: May 23, 2020, 06:04:57 AM »

Made an account just to say I am really enjoying starsector, and the DME mod. Thanks for all the effort you put in!

I have one question (probably due to being new to starsector): Are the autofit options for DME and blade breaker deserter ships meant as a good starting point, or are they optimized? The reason I ask this is in the one attempt I made at the deserter start is that the default loadouts were great at fluxing out the opponents, but were rather anemic at dealing with the armor underneath, and I was wondering if it was me misjudging the loadouts or something else I missed. (Charater/officer skills or something).

Once again, great work, it all looks and plays very neat. :)
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Cyber Von Cyberus

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1181 on: May 23, 2020, 09:39:00 AM »

Regarding their content, is there a use for sigma matter or datacores? If it's supposed to be a secret, just give a vague answer and I'll figure it out myself.
Not at the moment, but eventually there will be.
Speaking of which... what is the (black market) value of the various pieces of Sigma matter supposed to be, before being zeroed out in the latest version(s)?

I figure that I'd either edit the appropriate .csv files, else just sell them off then add the credits via Console Commands...
The previous values were 50000 for low grade, 100000 for medium grade and either 150000 or 500000 for high grade
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1182 on: May 23, 2020, 02:12:43 PM »

Made an account just to say I am really enjoying starsector, and the DME mod. Thanks for all the effort you put in!

Thanks. I do it for fun, and I hope that shows.

I have one question (probably due to being new to starsector): Are the autofit options for DME and blade breaker deserter ships meant as a good starting point, or are they optimized? The reason I ask this is in the one attempt I made at the deserter start is that the default loadouts were great at fluxing out the opponents, but were rather anemic at dealing with the armor underneath, and I was wondering if it was me misjudging the loadouts or something else I missed. (Charater/officer skills or something).

Not optimized at all, much more of a starting point. This is an artifact of balancing around vanilla, which is also not optimized, for the most part. (One issue is that weapons in markets depend on weapons on ship variants. So to get market variety, ships have to use non-optimally diverse arrays of weaponry.)
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Torashuu

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1183 on: May 24, 2020, 03:16:27 AM »

Yeah, your love for modding and the game definitely shows in your work! :)

So the selection of weapons available in a market depends on the autofit load-outs for the hulls which are produced/sold there? That is an interesting way to do it. You also mention you balance your mod against vanilla, and I have noticed you prefer cruiser heavy fleets over capital heavy fleets. At which battle size/fleet size do you play and/or balance?
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1184 on: May 24, 2020, 09:03:21 AM »

Yeah, your love for modding and the game definitely shows in your work! :)

So the selection of weapons available in a market depends on the autofit load-outs for the hulls which are produced/sold there? That is an interesting way to do it. You also mention you balance your mod against vanilla, and I have noticed you prefer cruiser heavy fleets over capital heavy fleets. At which battle size/fleet size do you play and/or balance?

I like pretty big battles - 400-480 or so, enough to be outnumbered most of the time. As far as fleet comp goes - yeah, not such a fan of capitals. Cruisers are more interesting to me because they have more synergistic interactions with each other; a cruiser hull is just about the biggest a ship can get and still be a genuine specialist.
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