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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 304743 times)

Thaago

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #360 on: October 21, 2018, 05:51:15 PM »

I am quite happy with the large energy weapon changes (I mean I'm fricken ecstatic about all of it, but this is sticking in my mind as a little detail atm). The Plasma Cannon having acceptable anti-shield stats due to the better flux, but keeping a quite high anti-armor penetration due to shot size is going to make it a good generalist weapon, while the alpha strike of an expanded magazine autopulse is very nice. I'm not sure a Sunder has the flux capacity to even fire 45 rounds of autopulse in a row, but I'm sure going to try.

Fighter time ticking down whenever a fighter is in need of rebuild, rather than half of wing: I like this because it gives a bit more incentive for the few ship wings, which is good as they were a little weak.

Low performance but full replacement rate fighters on the hangar bay: I can't wait to try it out, but it does create a somewhat weird set of circumstances. A destroyer like an Enforcer can be completely full of D mods, but its one interceptor/bomber wing has the normal replacement rate. A condor or other carrier can get degraded decks AND malfunctioning comms on top of the degraded fighter performance. The condor can still take advantage of the multiple wings working together in the sweet new timing system, but I feel like in a D fleet if I want optimal fighter performance I'm best off skipping D carriers entirely.
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #361 on: October 21, 2018, 06:18:19 PM »

Low performance but full replacement rate fighters on the hangar bay: I can't wait to try it out, but it does create a somewhat weird set of circumstances. A destroyer like an Enforcer can be completely full of D mods, but its one interceptor/bomber wing has the normal replacement rate. A condor or other carrier can get degraded decks AND malfunctioning comms on top of the degraded fighter performance. The condor can still take advantage of the multiple wings working together in the sweet new timing system, but I feel like in a D fleet if I want optimal fighter performance I'm best off skipping D carriers entirely.

Hmm - I mean, that Enforcer is going to be sorely lacking in other areas, right? Its fighters will be slightly better - rather, the fighters won't, but its fighter-related stats will be - but it'd still be extremely limited in other areas, both due to d-mods and CH costs.

I doubt that's going to be a solid basis for a fighter-based fleet; you'd probably be better off finding Condors w/o multiple fighter-related d-mods, or even with, just due to having more fighter wings for less deployment cost. It may be worthwhile to stick CH on a few ships in any case, but it doesn't seem like it'd be a clear-cut "avoid d-mod carriers" situation. It'd probably be more of a "just stick fighters on whatever hulls you've got" situation, which seems thematically appropriate.

It's also worth noting that fighter replacement rate is less of a god stat now that it only applies once instead of twice (which was a bug that made it go down to 9% of the rate at 30%).
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Megas

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #362 on: October 21, 2018, 07:05:55 PM »

Assuming civilians like Buffalos have the OP to afford the fighter wing, would it be better to use them instead of Enforcers if we rely mostly on Converted Hangar to do damage?  Civilians with Converted Hangar are not optimal, but they turn from useless in a fight to something mildly dangerous.
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #363 on: October 21, 2018, 07:21:53 PM »

It's a possible option, yeah. Depending on the fighter chosen, you could even fit in "Militarized Subsystems" to make the civ ship cheaper to deploy and less of a drag on your fleet stats-wise.
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The Soldier

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #364 on: October 21, 2018, 09:01:15 PM »

I could think of all sorts of nasty Buffalo Mk.II builds with Militarized Subsystems and Converted Fighter Bays.  Mmm.
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Voyager I

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #365 on: October 21, 2018, 09:34:09 PM »

I could think of all sorts of nasty Buffalo Mk.II builds with Militarized Subsystems and Converted Fighter Bays.  Mmm.

I think they call that ship the Condor.

It's pretty good!
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arwan

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #366 on: October 21, 2018, 11:50:14 PM »

one of the things i didnt even know i needed until i saw it in the notes.

Changed "primary role" strings for weapons to more accurately reflect their actual combat roles, e.g. instead of "Assault" or "Close Support", it's "Anti Armor" or "Anti Shield" or "Point Defense (Area)" etc

after i read the change i thought, you know that does make a lot of sense.

still cant wait till the next version releases. i want to get my grubby little hands all over it.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Gothars

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #367 on: October 22, 2018, 01:15:19 AM »


Especially looking forward to the Apogee changes.

(The "salvage expedition" starts you off with one! Of course, its weapon loadout is lacking, to put it mildly.)

\o/

Thank you! Really looking forward to that, (gritty) Enterprise roleplaying enabled!

I'm actually tempted to ask for a "hard" difficulty now, that keeps you in "single ship state" for a looong time:)

« Last Edit: October 22, 2018, 01:25:00 AM by Gothars »
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Cyan Leader

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #368 on: October 22, 2018, 04:04:33 AM »

I'm excited for that start too. Echoing what was already said in this thread, exploring is also one of my favorite parts of the game and I hope to find all sort of new things with it.  ;D
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Thaago

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #369 on: October 22, 2018, 08:14:22 AM »

I'm excited for that start too. Echoing what was already said in this thread, exploring is also one of my favorite parts of the game and I hope to find all sort of new things with it.  ;D
Ditto here! I don't do it very much anymore in .8 but when the release dropped it was a wonderful experience. I'm looking forward to having so many new exploration things to do/find!
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Embercloud

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #370 on: October 22, 2018, 08:27:54 AM »

Can we get a list of ships you start with if you pick the advanced starts (salvage expridition and merc force)
Any plans to add additional start scenarions in the future? Maybe faction oriented?
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lapersonaoval

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #371 on: October 22, 2018, 09:21:33 AM »

are system requeriments modified by new release ? (i hope you all understand what i wanna mean, i'm still learning english and not sure if i write correctly)
thanks
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Dri

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #372 on: October 22, 2018, 09:55:00 AM »

Every time Alex makes performance improvements he seems to eat them up by then turning around and upping the quality of the simulation—which ain't really a bad thing. So, requirements probably haven't changed by any appreciable amount.
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #373 on: October 22, 2018, 10:03:33 AM »

Thank you! Really looking forward to that, (gritty) Enterprise roleplaying enabled!

It's not a single ship, right, but you could of course scuttle everything else :)

I'm actually tempted to ask for a "hard" difficulty now, that keeps you in "single ship state" for a looong time:)

A spacer. A Mercury-class shuttle. A crushing debt.


I'm excited for that start too. Echoing what was already said in this thread, exploring is also one of my favorite parts of the game and I hope to find all sort of new things with it.  ;D
Ditto here! I don't do it very much anymore in .8 but when the release dropped it was a wonderful experience. I'm looking forward to having so many new exploration things to do/find!

Thank you :)


Can we get a list of ships you start with if you pick the advanced starts (salvage expridition and merc force)

Apogee/Condor/Wayfarer/Shepherd/Dram
Hammerhead/Drover/Centurion/Lasher/Dram

The idea is in both cases to have a fairly balanced force that's a bit of a better showcase for what the game is about, and is also configured to handle things that might be annoying if the player hasn't figured out how to deal with them.

Any plans to add additional start scenarions in the future? Maybe faction oriented?

Hmm, not particularly. I'll probably adjust the current set, too - this is all pretty fluid and I just want to see how it works out. As far as faction-oriented, I really think that's better off staying in-game rather than in the new game dialog. I'm also not sure just how much I want to expand "player relationship with faction" mechanics; I think macro-level Sector event type stuff may be a more interesting direction to go in general. Still, will see.


are system requeriments modified by new release ? (i hope you all understand what i wanna mean, i'm still learning english and not sure if i write correctly)
thanks

(Yep, no problems understanding!)

The requirements should be about the same. I think overall performance should be better - but, yes, as Dri said, certain fights are also more demanding (for example, Orbital Stations and lots of fighters). One thing that should be considerably better is memory use, though. The new economy is *much* lighter in many ways.
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Embercloud

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #374 on: October 22, 2018, 11:01:20 AM »

are system requeriments modified by new release ? (i hope you all understand what i wanna mean, i'm still learning english and not sure if i write correctly)
thanks

The game doesn’t really require a high end computer, in any case, and if your computer is struggling during large battles, a workaround could be to lower the possible deployment points. This would force less ships participating in the battle.
« Last Edit: October 22, 2018, 11:10:06 AM by Embercloud »
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