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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 641588 times)

Originem

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #210 on: December 18, 2016, 10:33:20 PM »


Well I have a QUESTION.
Will you fix the bug that beam has, like the wired charge time, wired fire at full charge?
The weapon's progress bar is always wired when is forced to stop.

I'm not quite sure what you mean, but I think so, yes, as I do remember fixing a beam weapon bug that sounds like it could be this. And I seem to remember you PMing me about it. So: not 100% sure, but I think so.

Well, waiting for the update. ;D
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Serenitis

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #211 on: December 19, 2016, 05:49:13 AM »

Risk of accidents resulting in small losses of crew; mitigated by having heavy machinery
So, we're now carrying around a 3rd stack of resources for something that was already covered by having a stock of supplies?
Seems like increasing complexity for it's own sake tbh.
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Gothars

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #212 on: December 19, 2016, 06:04:05 AM »

Risk of accidents resulting in small losses of crew; mitigated by having heavy machinery
So, we're now carrying around a 3rd stack of resources for something that was already covered by having a stock of supplies?
Seems like increasing complexity for it's own sake tbh.

But it was not "already covered" with supplies, since scavenging (of a debris field) is a new mechanic. And heavy machines are also needed for surveying, where they are not consumed. I'd assume that's the same here. So it's something you'd load to specialize your fleet, not a requirement.
« Last Edit: December 19, 2016, 06:58:57 AM by Gothars »
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ChaseBears

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #213 on: December 19, 2016, 08:18:51 AM »

I don't like it either.  Organizationally, it's a pain having something you want to sell some of but not all of...

It's not specialization - when you're scrambling for money early on most players are at least going to try their hand at scavenging - and carrying heavy machinery for it will basically be mandatory.
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PCCL

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #214 on: December 19, 2016, 09:56:57 AM »

interesting that alex would decide to make this in particular consume a different commodity while everything else are just supplies. I mean, marines don't need hand weapons and crew don't need food and recreational drugs, why the distinction?

not that I mind, it's just an interesting line to draw
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Dri

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #215 on: December 19, 2016, 09:58:09 AM »

Heh, since heavy machine stuff was already a common drop from fights, I always seemed to be carrying around a stack of the stuff anyways. So, this won't affect me!
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Techhead

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #216 on: December 19, 2016, 10:27:33 AM »

Heh, since heavy machine stuff was already a common drop from fights, I always seemed to be carrying around a stack of the stuff anyways. So, this won't affect me!
I'm kinda in this boat too, but I'd also like to note that Jangala is often a decent place to pick Heavy Machinery up, and look, it's right at your starting location!
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DatonKallandor

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #217 on: December 19, 2016, 12:01:39 PM »

interesting that alex would decide to make this in particular consume a different commodity while everything else are just supplies. I mean, marines don't need hand weapons and crew don't need food and recreational drugs, why the distinction?

not that I mind, it's just an interesting line to draw


Probably so you can have a consumable that doesn't kill the player when it runs out but is still used up when doing an optional thing. The same reason you don't just have "crew" and there's a separate boarding consumable version of crew.
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ChaseBears

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #218 on: December 19, 2016, 12:43:09 PM »

Well the thing is, mechanically it's almost identical to supplies.  Unlike Marines it uses the same game mechanics (cargo space) and both supplies and heavy machinery are commonly available.  So in the end it is just a cr cost, and a storage space cost, both of which can be handled by supplies.

Another difference is that marines are entirely intentional. They're surplus to requirements and you buy them specifically for boarding.  Heavy Machinery is something you get by looting so you arn't acquiring it for any specific purpose, it's just you are tying up cargo space and capital on the change it will pay off - if you need the CR you can always sell the machinery after all.

A "Salvage Experts" or "EVA Specialists" crew that would give you bonuses to salvaging and wouldn't have a micro tax since you wouldn't need to balance offloading your loot with the need of machinery for salvage.

The killing the player is a feature not a bug, since if supplies are scarce after a battle you might have have to sacrifice long term advantage from salvaging expenditures for the short term benefit of reaching port without racking up damage. Or you could choose to take the risk. Isn't that half the point of supplies...?
« Last Edit: December 19, 2016, 12:45:28 PM by ChaseBears »
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Gothars

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #219 on: December 19, 2016, 04:54:53 PM »

I actually like it if commodities get a tangible use, and are not just meaningless trade items. I hope to see more of that. Maybe you could use passenger ships to provide premium pleasure voyages that use up luxury items and lobsters or something :D

Organizationally, it's a pain having something you want to sell some of but not all of...


That's a good point. If you could somehow set stacks aside that would help.

It's not specialization - when you're scrambling for money early on most players are at least going to try their hand at scavenging - and carrying heavy machinery for it will basically be mandatory.

If they are a must have or not for salvaging depends on the specifics - maybe it's always profitable, and machines are just a way to improve your margin if you spend a lot of time salvaging. I.e., specialize.
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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #220 on: December 19, 2016, 07:12:13 PM »

I actually like it if commodities get a tangible use, and are not just meaningless trade items. I hope to see more of that. Maybe you could use passenger ships to provide premium pleasure voyages that use up luxury items and lobsters or something :D

Organizationally, it's a pain having something you want to sell some of but not all of...

That's a good point. If you could somehow set stacks aside that would help.

You totally can set stacks aside. Pick up 10 stacks with shift-click, and instead of selling them, put them in another cargo slot. The only problem is that quick-buying and quick-looting (with ctrl-click or "Loot All") will merge new stuff with the first partial stack. (Pretty sure it's the first)
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PCCL

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #221 on: December 19, 2016, 07:19:08 PM »

yeah, that goes away as soon as you hit the "sort" button though
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Serenitis

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #222 on: December 21, 2016, 09:25:52 AM »

But it was not "already covered" with supplies, since scavenging (of a debris field) is a new mechanic. And heavy machines are also needed for surveying, where they are not consumed. I'd assume that's the same here. So it's something you'd load to specialize your fleet, not a requirement.
That's my fault. The way I read it it seemed like another instance of "if you don't have machines with you at all times then bad stuff happens", which is exactly what supplies cover.

So in this case the machinery is treated pretty much as marines are now?

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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #223 on: December 21, 2016, 11:48:32 AM »

Either way, for scavenging it's not a big cost, either in machinery or crew. It's more to give flavor to salvaging and to let you feel like you've prepared for it. The downside to using supplies here is you will always have them on hand.

Especially for surveying, you'll need more stuff and it should encourage more specialization - freighters, ships with surveying-related hullmods, etc. But then surveying is kind of in an odd place without outposts, so I'm sure it'll feel a bit iffy no matter what.
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Megas

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #224 on: December 21, 2016, 03:24:46 PM »

It is nice that some commodities have use beyond trade.  Currently, I glaze over commodities that are not supplies or fuel.  It makes no difference to me if commodities are named luxury goods, lobsters, or whatever if they have no use beyond normal trade.

What may be kind of fun is if having hand weapons in your cargo give a small bonus to marines' effectiveness if you bring enough (to arm marines) with you.  Sort of like equipping ships with rifles, grenades, or nerve gas in the game Endless Sky.
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