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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: .8 feedback thread  (Read 72106 times)

Alex

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Re: .8 feedback thread
« Reply #45 on: April 22, 2017, 11:50:58 AM »

There's a large, blinking instruction to "press F5 to save" after you do the scavenging. You need to do that for the tutorial to continue past that point, which will include getting the transponder ability and some other stuff.

(What happened the first time around is you probably switched to another ability bar... Q and W switch between the first two ability bars.)

Edit: a thought occurs, do you have the latest hotfix? The "F5 to save" instruction isn't very prominent in the original release, and the hotfix addresses that.
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Midnight Kitsune

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Re: .8 feedback thread
« Reply #46 on: April 22, 2017, 11:56:40 AM »

There's a large, blinking instruction to "press F5 to save" after you do the scavenging. You need to do that for the tutorial to continue past that point, which will include getting the transponder ability and some other stuff.

(What happened the first time around is you probably switched to another ability bar... Q and W switch between the first two ability bars.)

Edit: a thought occurs, do you have the latest hotfix? The "F5 to save" instruction isn't very prominent in the original release, and the hotfix addresses that.
He is. He is using RC 19, as stated in his post
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Stop trying to balance the game around a few minmaxers...
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Alex

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Re: .8 feedback thread
« Reply #47 on: April 22, 2017, 11:59:31 AM »

Alright.
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deepcut

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Re: .8 feedback thread
« Reply #48 on: April 22, 2017, 12:02:18 PM »

Edit: a thought occurs, do you have the latest hotfix? The "F5 to save" instruction isn't very prominent in the original release, and the hotfix addresses that.

It's as prominent as the message about scavenging, I guess I didn't realise that those messages are tutorial prompts though.
It read like a loading screen tip informing me of something that I can do, not something that I have to do.
I hadn't done anything to warrant needing to save, so I didn't bother saving and kept flying.
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Alex

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Re: .8 feedback thread
« Reply #49 on: April 22, 2017, 12:03:51 PM »

Ah - I guess I was thinking that something that's blinking insistently would come across as a prompt rather than an ignorable instruction. But I see what you're saying. (The reason it asks you to save is there's a fight coming up...)
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Dri

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Re: .8 feedback thread
« Reply #50 on: April 22, 2017, 12:12:08 PM »

Looks like you really need to put "TUTORIAL: DO THIS THING" to stop the confusion.
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FooF

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Re: .8 feedback thread
« Reply #51 on: April 22, 2017, 01:00:21 PM »

Skill-related:

Carrier Command vs. Fighter Doctrine. I see these two as working hand-in-hand for the player ship but it feels weird. Presumably, you'll put a point in Fighter Doctrine and if you want to double-down for yourself, you put a point in Carrier Command. However, all the hull mods are in Fighter doctrine and it affects all ships in your fleet so Carrier Command loses the competition for points more often than not.

Secondly, duplicating the bonuses feels...cheap, pardon my saying so. Only affecting the player ship is fine but the bonuses need to be different or perhaps the two skills should be mutually exclusive (but have the hull mods in both). What you're weighing is a small fleet-wide affect or a really strong player-ship affect. 25% for you and your fleet or 75%(?) for the player-ship.

Helmsmanship. Gotta agree with Megas here, 1% has no meaningful effect outside of being able to run at speed with your shields on. Capitals/high tech might be able to fire some low-grade weapons because of higher flux capacity but for anything below that, it's not much of a boon at all for a Level 3 skill. 25% was too high, no doubt, but 1% is too low. 5% would be the sweet spot, IMO. Why? I think someone investing in Helmsmanship is trying to leverage speed to get into a good fighting position but the moment you take a hit on the shield or fire a gun with the current setup, you lose any advantage you had. With a little more cushion, you can outmaneuver your opponent but if you commit to an attack you obviously have to cede the advantage. It's like having the weather gage during the Age of Sail: if you have the wind, you have a huge tactical advantage but once you close quarters, it's still up to the fighting men to win. Right now there is no appreciable difference between the speeds of two otherwise identical ships beyond one can raise their shields and the other can't.

Fleet Logistics. The Level 1 perk is one of the best one-point wonders in the game. It will save hundreds/thousands of supplies over a long game. I'm not saying it needs to be changed but it's a huge bonus for Level 1. I think Levels 1 and 2 of this skill could be swapped and I wouldn't complain. Both are meaningful and good at any point of the game but if you're starting out, knowing you and your officer buddy aren't going to lose their ship(s) is nice insurance and allows you to be a bit more reckless.



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Dri

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Re: .8 feedback thread
« Reply #52 on: April 22, 2017, 01:09:44 PM »

The 1% also lets you fire beams (so long as you have the flux dissipation) and perhaps more importantly it lets you keep the speed boost as a carrier when you have your fighters set to engage!
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Dias Flac

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Re: .8 feedback thread
« Reply #53 on: April 22, 2017, 02:28:28 PM »


Missions

I like the new missions where you deliver a beacon, basically "go to x and do y" instead of usual trade missions that require you "acquire x and transport it to y". Honestly I wouldn't mind if there delivery missions as well but they'd basically be like beacon missions but instead of going to some derelict or drone pod you'd have to go to a space station.

My bread and butter was bounty hunting in the previous version because I never touched trading (hated having to buy stuff and do all the research to make things economical and work out) but space exploration is pretty fun and rewarding if you have a good scavenging level in ver .8.

If I could ask for more mission variety I'd say more diplomacy stuff "deliver vip guy x to location y safely" or maybe heavy industry stuff like "escort fuel tanker/cargo hauler to x system" That would be fun. The more rep you get the bigger the fuel/cargo haulers you could escort and you'd get a bigger payout for doing so.

Bugs

Bug wise I haven't seen anything game ruining  for me. Sometimes it seems my A.I. followers will go off on suicidal charges unless I explicitly tell them to group together. One thing that bothers me is when more agile A.I. followers I've told to stay close to me refuse to leave my side to chase down weaker guys when I run out of command points. I kind of wish there was level of deferment to their logic such as "Stick together unless the enemy is fleeing/weaker at which point pursue them" that's more of a nitpick with the A.I. rather than a bug though.

Also it seems like sometimes saves won't work? I think someone already touched on that somewhere else. Now I just save all the time figuring every other save may not work. Also saving still seems to  take forever.

Mechanics

Maybe it's because I'm not using capital ships yet, but it seems like the supply cost for running around has been reduced significantly which is good. Managing both supplies and fuel was a real bother for me in the previous versions. It does seem like you burn more fuel now once you're in hyper space but scavenging mitigates this loss fairly well both supply wise and fuel wise. Still I don't spend any extra time in Hyperspace that I don't have to.

Missiles seem a lot more useful now. What's strange is I don't think they've changed mechanically much but somehow I find myself putting missiles on more things than I used to whereas before I'd just not use missiles at all and fill out my venting/capacitors and such.

conclusion

I'm pretty pleased thus far. If I wasn't dabbling in so many other games I'd probably have more to say. I'm sure the modders will have some fun with this new version
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Deshara

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Re: .8 feedback thread
« Reply #54 on: April 22, 2017, 02:38:39 PM »

I want maxios back
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Serenitis

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Re: .8 feedback thread
« Reply #55 on: April 22, 2017, 03:50:57 PM »

...but it seems like the supply cost for running around has been reduced significantly which is good. Managing both supplies and fuel was a real bother for me in the previous versions.
I'm having the opposite experience with this.
I never had any significant issues with supplies or fuel in the previous versions (except for mod interference), but in 0.8 I'm strugging to even tread water.
Fuel is cheaper, but doesn't seem to last as long.
While supplies are more expensive and are used by surveys in addition to running your fleet.
The only real respite is the logistics skill which reduces maintenance costs.




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Zapier

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Re: .8 feedback thread
« Reply #56 on: April 22, 2017, 03:59:46 PM »

Looks like you really need to put "TUTORIAL: DO THIS THING" to stop the confusion.

For me it really came down to the fact that I generally play ironman, so quicksaving is something I never think to do so I certainly ignored the little blinker in favor of the popup prompts. So it's not that I didn't notice it, and just a minute into the tutorial I didn't think I really needed to save either so it's likely just my personal preference on play more than anything for why I was confused.
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Deshara

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Re: .8 feedback thread
« Reply #57 on: April 22, 2017, 04:11:30 PM »

I saw it, ignored it cuz it was a different format than the other tutorial stuff & I don't quicksave or save scum, never finished the tutorial thanks to it
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Megas

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Re: .8 feedback thread
« Reply #58 on: April 22, 2017, 04:25:54 PM »

I may like Fleet Logistics 2, but I doubt I will get it because I do not think I will raise Leadership past 1.  I want to, but there are not enough skill points to get Leadership goodies without sacrificing other skills I want more.

Technology 3 will be a given for all of my characters.  If Alex swaps Helmsmanship perks in an update, then Combat 3 will be a given for all my characters.  I will get all speed mods because combat overall is too slow paced for my tastes without those perks.  Got to have max speed, shot range, and dissipation at a minimum for my flagship regardless who my character is.

From what I read, I guess surveying is profitable like food runs were in 0.65, and Surveying 3 is mandatory.  I have not played enough yet, but from my brief experimentation, it seems max Surveying is pretty much required if I want to fill out the planetary pokedex.

So Leadership is the most expendable tree, unless I really want a flagship carrier, but then I prefer good-for-all and quality-of-life skills, and taking them already takes a big bite out of the 42 maximum points.

How good is Salvaging skill?  Is it required to get the best derelict ship finds (like those people found in best derelicts topic) and looting rare weapons (and fighter chips), or does it just increase the yield of insignificant commodities like supplies, metal, fuel, and other salables only useful for a quick buck?

Having to spend nine points for Surveying and Salvaging (and Industry) 3 hurts, just for crutch cash skills.  Now Safety Procedures 2 looks really good, that one skill that increases rare weapons loot at level 1 looks good, and Field Repairs 1 or 2 looks really good to take, so I will probably have some Industry.
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Cik

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Re: .8 feedback thread
« Reply #59 on: April 22, 2017, 04:27:19 PM »

>there are now black holes
>there's a very prominent event horizon
>it degrades CR when you get near it, ok cool
>go inside it
>you can actually fly back out of it
>you don't get trapped forever inside the event horizon and/or it deletes your save

MISSED OPPORTUNITY
VERY DISAPPOINTED
CHANGE POSTHASTE

otherwise it's p. gud though
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