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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 120443 times)

SCC

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #795 on: June 26, 2019, 10:33:21 AM »

I recall reading that AI purposefully regards the player as a bigger threat than a normal ship of that class would be. If it is true, then perhaps there could be a switch in the menu, or as a part of the easy difficulty, that makes the AI not do this? It would make it easier for some of players who are only beginning or just aren't very good at personally piloting ships.

Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #796 on: June 26, 2019, 11:55:16 AM »

That's not a thing.
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Ravenholme

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #797 on: June 26, 2019, 12:15:41 PM »

That's not a thing.

Do you mind if I ask how the AI actually chooses which target to focus on in a moment-to-moment basis? Would be interesting because a lot of people (myself included) have thought that it would preferentially pick the player based on observed behaviour, but there must be something at play under the hood in the threat assessment that the AI performs that has been giving that impression.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #798 on: June 26, 2019, 12:23:54 PM »

Probably because the player, generally being more aggressive than the AI on their side, puts themselves in a more exposed/flanking position, which is going to make the AI target their ship.

Most of the time, the AI's choice of target is based on relative ship locations. Say there's a clump of ships and a single ship facing them. The single ship will pick a target such that strafing around it will put all the other ships in the clump behind that target. So if the ships are in a line, for example, the ships on the ends meet this criteria. If the ships are in a triangle, any of the ships does (and there's some logic to figure out which one is preferable when there are multiple options). If the ship is being flanked, it'll try to pivot around one of the flankers.

Another way to think about it is the ship trying to maneuver in a way that puts enemy ships in each other's way, by picking the "best" enemy ship to pivot around to achieve this. This is good defensively (for obvious reasons), and is also good offensively since it leads to flanking.

("Best" iirc has to do with how far around it needs to pivot, plus some other considerations...)
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Rokiyo

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #799 on: June 28, 2019, 06:43:51 PM »

Now THAT I have definitely experienced! I often see enemy cruisers using my dominators as cover against my onslaught.

It's the good kind of frustrating, the kind that teaches me to be a better player - Firstly because I'm learning how to play by watching them, and secondly because it's forcing me to think about how to design my fleets to counter that.
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Dostya

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #800 on: July 01, 2019, 07:59:13 PM »

Hmm - it's actually based on the current fleet size! So that's a bit odd, my best guess is maybe the fight happened right before you saw the remnant from it?

Thank you, I'd appreciate it!

I've been keeping my eyes sharp for fleets mismatched with size over the last few days of play. It's as you say and only happens when the fleet has recently been in combat. The radar blip does change after I move out of contact and back into it. The phenomenon was most apparent during large scale NPC fleet to fleet combat, most easily findable during system raids on player colonies.

So known behavior/false alarm. My apologies.
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Histidine

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #801 on: July 09, 2019, 05:16:36 AM »

Minor oversight: Apogee's FP wasn't changed when its value was recalculated, so it still has 16 FP (more than Eagle and Dominator, and only one point less than Aurora, all of which have considerably higher deployment costs).
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #802 on: July 09, 2019, 08:25:41 AM »

Minor oversight: Apogee's FP wasn't changed when its value was recalculated, so it still has 16 FP (more than Eagle and Dominator, and only one point less than Aurora, all of which have considerably higher deployment costs).

Thank you! Made a note.
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MindsEye

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #803 on: July 14, 2019, 02:54:07 PM »

I cant remember if alex added a faction dependent economy? like each faction can only rebuild ships and invasion fleets if they have the money? Or does everything just spawn?
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xenoargh

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #804 on: July 16, 2019, 08:34:26 AM »

Everything "just" spawns, depending on what Blueprints the Faction has, whether it has Nanoforges, and a bunch of other factors.  But no, the Factions don't worry about money right now.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #805 on: July 16, 2019, 08:42:04 AM »

The fleets that spawn factor in the economic state of the colony from which they spawn, as far as supply and demand being met. For example, if there's a shortage in the "Ship Hulls & Weapons" commodity, the fleets will be smaller. If a colony is less stable (say, due to a lack of supplies or food), the fleets will also be smaller. So, yes, there is an economy there, and it can be affected by the player.
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MindsEye

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #806 on: July 16, 2019, 02:03:11 PM »

Thats really good. Imo thats a must for a game like this. So frustrating to wipe out a fleet and come back 5 min later to the same fleet.
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XazoTak

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #807 on: July 22, 2019, 03:07:32 AM »

My impression has been that regular fighters don't have much of a place in the player's arsenal.
Enemies seem to have less carriers now so just swarmer/PD is enough to keep all but the largest swarms at bay, and if you've got one or two officers maxed in carrier skills, 3-slot carriers using only bombers (one longbow, two cobra seems to work best) are ridiculously lethal against anything but high-tech ships. If it's fat enough, it dies.
In fact, in general, sabot missiles just seem to be extremely powerful if you've got a huge supply of them, either the medium launcher with expanded racks or a longbow wing.
The medium sabot launcher, and longbow wings are both fairly rare at least, but there just seems to be no enemy defence against either with fighters being so rare. PD fighters are really needed to deal with those missiles or bombers, since sabot needs very long range PD to survive. And at the very least, fighters are going to make it harder to bully an overloaded ship.

Three good ways I can think of to bring more regular fighters into the game to stop uncontested sabot/longbow dominance is:
* Have more warships with hangars, ships decent at direct combat with less hangars than an equivalent carrier would have. Only such ships I can think of are Gemini and Prometheus Mk. II, and both are almost never seen in combat.
* Buff converted hangar; it just has way too many downsides for something that already costs a lot of OP, and is pointless on anything but destroyers because the cost scales with the size of the ship even though the benefit doesn't.
* Buff mining laser: Plenty of ships already have mining drones screening for them, mining laser is so weak though that it's pretty much pointless.
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SCC

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #808 on: July 26, 2019, 01:38:24 PM »

The thing about sabots is that take a place of some other missile that could potentially one-shot the ship you just overloaded.
Yeah, there's little point in just wasting time like that, since it's usually at a premium anyway, and you could be doing profitable things with it even if there isn't any time pressure.
The thing is, "what I want to do" and "earning money" aren't always the same, especially when I don't care about the money. Let's hope skill rework doesn't split the content update in two, I'd like to see some endgame challenge as soon as possible.

Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #809 on: July 26, 2019, 01:57:03 PM »

Quote
The thing about sabots is that take a place of some other missile that could potentially one-shot the ship you just overloaded.
Missiles are usually not that powerful to one-shot ships that get overloaded.  Also, sabot is still a good hull smasher, or even armor smasher if target is flimsy enough.  Sabot is nearly a reliable general-purpose missile like Locusts, at least when player uses it.  (Although sabots needs to be spammed quickly, while Locusts are just simply good almost anytime.)  I much rather see a large Sabot than underwhelming Squalls.

As for update, I would not mind a quick update just to test drive the new skill system alone.  Of course, I bet story points are highly embedded with skills much like CR is for everything, and Alex probably needs more content to embed story points with.
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