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Author Topic: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate  (Read 623 times)

poppindancers

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My god what a great game, I spend a week playing it nonstop. Awesome.

but my fxking god by then I am looped between cleaning luddic path base and pirate base around my colony.

Just when I thought after establishing a sturdy fleet and sub-par economy from my colony. The moment I killed a pirate base another one would immediately spawn(a couple days.) on another location, same goes with luddic path base(which upon spawn grants a super spacestation as well.) Now in order to prevent instability I spend all of my time traveling and sinking these bases like some fxked up whack-a-mo game.

It become repetitive, boring, taxing and not fun.

Otherwise a great game, I've installed no mods, but if this is what late game is, I'm not sure I would ever start a new campaign ever again.

It's just a dumb mechanic.
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Hrothgar

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Re: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate
« Reply #1 on: September 12, 2019, 09:25:43 AM »

Vayra sector implement fix (sort of) - if you exterminate or conquer all planets and station of pirates/Luddics/other factions they dont spawn stations.
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Alex

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Re: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate
« Reply #2 on: September 12, 2019, 09:34:01 AM »

The moment I killed a pirate base another one would immediately spawn(a couple days.)

Hmm, are you sure about "a couple of days"? It should generally take longer than that, though this is on my list of things to look at, in any case.

You don't actually need to worry too much about Pather bases, beyond the stability penalty - for... reasons, the sabotage won't actually happen if colony stability is at least 2. For pirate bases, if you have sufficient in-system defenses and can absorb the stability hit, you also don't necessarily have to go hunting them all the time (but, again, it needs looking at regardless).
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poppindancers

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Re: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate
« Reply #3 on: September 12, 2019, 09:58:23 AM »

The moment I killed a pirate base another one would immediately spawn(a couple days.)

Hmm, are you sure about "a couple of days"? It should generally take longer than that, though this is on my list of things to look at, in any case.

You don't actually need to worry too much about Pather bases, beyond the stability penalty - for... reasons, the sabotage won't actually happen if colony stability is at least 2. For pirate bases, if you have sufficient in-system defenses and can absorb the stability hit, you also don't necessarily have to go hunting them all the time (but, again, it needs looking at regardless).

Wow what a fast reply, really glad you guys are so heart at work after 9 years.

I kind of have this.......perfection/hygiene complex so it felt like small sting on the back of my brain that I couldn't scratch when I cannot make my colony as clean and prosperous as possible, but it's good to know they don't actually affect much.

I'll....have to learn to live with it I guess.

My current lategame have now devolve into pirate raid on colony->get location-> kill base->luddic path annoyance->get location->kill pather base->pirate again->kill base-> luddic again-> kill again....rinse and repeat.

So it certainly felt like instantly to me. Note that pirate base tends to switch between 3 location and luddic path 2 locations and luddic path always comes with fully developed station.

I tend to stop for repairs and kill any bounties along the way(no turnabout, straight line.)

To demonstrate how unfun this has become. When this begins I have around 1.5 millions in the bank. Right now I am approaching 3 millions and have no time or place to spend them due to the spawnrate.

I must have killed enough people and ships their wreckage can make a small star laser weapon. If anything the pirate and luddic path should stay far, FAR away from such a rampaging killzone that is my colony.

but they kept coming.

I'd say if destroyed, they shouldn't be allowed to establish another base in the same location for a year(or target that same colony for another year), currently it feels like a month since they take turns.

Or give me a "put heads on pike and terrorize" option would be nice too, even if that makes other faction less friendly.

just not...this.
« Last Edit: September 12, 2019, 10:03:30 AM by poppindancers »
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poppindancers

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Re: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate
« Reply #4 on: September 12, 2019, 09:59:42 AM »

Vayra sector implement fix (sort of) - if you exterminate or conquer all planets and station of pirates/Luddics/other factions they dont spawn stations.

That's sounds horrifying and unfun to do.

besides, they just respawn. Takes turns too, but always targeting my colony.
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Alex

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Re: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate
« Reply #5 on: September 12, 2019, 10:00:57 AM »

Gotcha, thank you for elaborating!
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Camael

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Re: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate
« Reply #6 on: September 12, 2019, 02:17:32 PM »

Quote
Or give me a "put heads on pike and terrorize" option would be nice too, even if that makes other faction less friendly.

That. I'd really like to see some rep mechanic that splits between harmless - dangerous and nice - nasty at some point in the future when diplomacy gets a final rework. And I especially second the suggestion to add in an option for heads on pikes. Definitely pikes.
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poppindancers

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Re: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate
« Reply #7 on: September 12, 2019, 02:46:53 PM »

Quote
Or give me a "put heads on pike and terrorize" option would be nice too, even if that makes other faction less friendly.

That. I'd really like to see some rep mechanic that splits between harmless - dangerous and nice - nasty at some point in the future when diplomacy gets a final rework. And I especially second the suggestion to add in an option for heads on pikes. Definitely pikes.

I think whenever we killed a station orbiting a planet we should have a option says "put pirate/luddic path's head on pike and belt the planet as a warning sign." as an option.

There's gotta be thousands of them right? So it should be effective, just imagine another pirate group setting up here and their windshield run into a bunch of piked, vacuumed heads.

They do this too during the pirate's time too, it's somewhat effective.

too soon?
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SapphireSage

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Re: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate
« Reply #8 on: September 12, 2019, 05:01:53 PM »

Are you using any mods? It's possible that some mods might be negatively affecting the spawn or targeting rate?
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Terethall

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Re: luddicpath pirate luddicpath pirate luddicpath pirate luddicpath pirate
« Reply #9 on: September 19, 2019, 06:55:02 PM »

This thread, this feeling, so much. I was loving this game until I made a colony. I loved every aspect of the early and mid game -- smuggling and bounty hunting and running from big pirate and [redacted] fleets, using and then dumping commissions to get the ships I want, learning which fits and fleets I like, etc.

But now that I have a colony, I'm kind of done with this playthrough (maybe that's the point? get the player to realize the game is over and there's no point playing when your colonies crap out Paragons for you every couple of months?). I've ended more pirate lives than Woodes Rogers and scurvy combined, because with a handful of colonized systems I'm just flying back and forth from pirate base to pather base over and over. It's still an awesome game and the endgame/colonies mechanics just taught me that where I find my fun is in the early/midgame. But once I get a handful of capital ships and can fight off pretty much anything, the only thing left is starting a colony and then playing pirate/pather whackamole and babysitting my colonies protect their precious nanforges/synchrotrons/ai cores from the relentless onslaught of every other faction because I had the gall to mine ore and produce fuel. It kind of breaks immersion -- these guys are dying by the thousands and throwing away tens of millions of credits worth of ships, and never succeeding on a single raid/terrorist attack? Where the heck are they coming from? Why are their leaders throwing away so much? Why not be like, ok, I guess a fleet of death star paragons is a little much for our 10^3 pirate base, let's go back to raiding Nova Maxios again.

I wish more mods went into adding depth/variety to and extending the exploration, salvage, smuggling, and "just scraping by in a rag-tag fleet" feel of early and mid-game. Some kind of Homeworld/BSG mode where there are few markets and the player goes from place to place salvaging what they can, moving on and fleeing from usually-stronger enemy fleets would be awesome. It would also create way more fleet variety by forcing the player into suboptimal fleet/fit choices that I feel like people just bypass right now because money is so easy to come by once you get how smuggling works. I guess I could also just force myself to stick to some kind of theme, like "no colonies" or "low-tech only."
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