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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: a few suggestions  (Read 619 times)

FooF

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Re: a few suggestions
« Reply #15 on: September 10, 2020, 06:33:40 PM »

I think maybe there is an argument for across the board dissipation buffs (or weapon flux cost reductions) to most ships (or weapons) to try and make heavy weaponry a bit more palatable without fully committing to max dissipation. Right now, weapons like the mjolnir/storm needler/heavy blaster feel like they are very difficult to fit on ships without, absolute max dissipation and a lot of empty slots, and I feel like ships generally need to max vents to use their slots effectively. Maybe alleviating that a bit with increased dissipation could solve some of these other problems. That's a lot of balance work though. Maybe worth a different thread.

Going down the rabbit hole a little...

It would be a balancing nightmare but I agree. However, I don't think all guns blazing 100% of the time is the goal, either. In a vacuum, I'd say most Vanilla weapons are balanced: efficiencies are about where they need to be, opportunity costs are real, etc. But it's telling that even a single Pulse Laser is more than a Wolf can really support even with max vents. Is that the fault of the Pulse Laser or the Wolf? Even if you bumped the Wolf's dissipation to 200 (33% increase), it still can't really handle a Pulse Laser without max vents.

To the degree that a lot of us are optimization wizards, if there's a maximum benefit, we'll find it and max vents is typically the best way to spend OP. Dissipation is just so vital in this game. Even if we raised dissipation 25-30% across the board, I'd still go max vents for the majority of my builds because many ships would still "need" it. (As a thought experiment, raising all dissipation would lead to more up-time for bigger guns, more DPS, and faster kill times. It'd speed the game up but is that what we want?)

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intrinsic_parity

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Re: a few suggestions
« Reply #16 on: September 10, 2020, 08:22:59 PM »

I made some new threads to continue discussion about the fighter mechanics and dissipation balance since this thread felt like it was going in a lot of different directions.
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rokenx2

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Re: a few suggestions
« Reply #17 on: September 10, 2020, 11:45:30 PM »

I made some new threads to continue discussion about the fighter mechanics and dissipation balance since this thread felt like it was going in a lot of different directions.


probably a good idea i am glad to see a nice spread of opinions though! ..... also it seems my biggest desire that of an import/export feature hasn't really gotten much conversation but i feel at least for me personally this would add the most replay ability as i could explore my friends sectors see what sorta planets they are dealing with or... just feel like i didint waste my time with a dud sector that has all crap planets like the one my current play though is .. or... pick up schematics i may have missed
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Megas

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Re: a few suggestions
« Reply #18 on: September 11, 2020, 03:55:34 AM »

Another thing about phase ships.  Pure phase fleets are fun to use as a raiding fleet because their profile is so low.  It is easy to shake off patrols with a pure phase fleet, which also makes it much easier to raid heavily defended worlds (i.e., Sindria or Culann) without a fight.  Last time I went on a raiding spree on Culann for high-tech ships and weapon blueprints, I used a pure phase fleet.  Had a bunch of Afflictors and some Dooms.  I had to cram the Addition Crew Berthing on all of my Afflictors to get enough marines to steal blueprints.  I did not have capacity to steal a bunch of vendor trash, but that was an acceptable loss since all I wanted was the blueprints.

However, it does not feel good that the best ships for sneaking in to raid, do not have the capacity to haul stuff away.  While I mainly want blueprints, I would not say no to free vendor trash to sell for more money.  That motivated me to post a phase hauler topic a while back.  Phase hauler would be handy for light smuggling or black ops (like smuggling a planet killer).
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pairedeciseaux

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Re: a few suggestions
« Reply #19 on: September 11, 2020, 11:18:41 AM »

also it seems my biggest desire that of an import/export feature hasn't really gotten much conversation but i feel at least for me personally this would add the most replay ability as i could explore my friends sectors see what sorta planets they are dealing with or... just feel like i didint waste my time with a dud sector that has all crap planets like the one my current play though is .. or... pick up schematics i may have missed

Well, I see where you are coming from with this suggestion, and I could see such a thing being useful for some (many?) players. Maybe you should open a dedicated discussion about it or find an existing recent one.

Some thought below.

In games such as Terraria, the two things are saved separately:
  • player character + equipement + inventory
  • the world, including what the player has built

In games such as FTL: Faster Than Light, Darkest Dungeon and Rimworld, all is saved together.

The point of the first approach is to give player freedom to continue an adventure in another world if he so desire. If would not call that "replay ability". I would call it "procgen messed-up" and "I can't find item/planet/ores quickly enough" and "I want to farm resources A and B".

The point of the second approach is to enforce world state, resources, events and consequences. Which together are conductive to a specific player experience. This, IMO brings the most "replay ability" because then every single run has a higher chance to be different than the previous one.

So personally I would not use such a feature in Starsector since in my experience procgen is adequate and I enjoy starting again with a tiny fleet, playing differently, and so on. That said, I understand players have different expectations and preferences, so I'm fine with such a the feature getting integrated.
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SCC

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Re: a few suggestions
« Reply #20 on: September 11, 2020, 12:05:46 PM »

It would help if there was an indicator that showed up when people bought their first (and second and maybe third) destroyer, cruiser or capital ship, defeated some dangerous bounty for the first time, colonised a planet, had a colony reach size whatever, et cetera. I am good at the game and to me, restarting a game to try something different or to obtain a particular ship is easy, because Starsector itself is rather easy to me and making a new run involves no sacrifices. People other than me, though, might get attached to a particular ship, or spend enough time in a run they don't want to throw away their progress and long for a way to transfer their progress, as that's the only way they'll enjoy new non-early game content in a reasonable amount of time. With some progress indicators, it would be easier to decide if people are just lazy, or are they onto something.

I personally would rather settle on a compromise, where accomplishing certain things gets you fast start tokens, that can give you a random or a predetermined advantage upon the start of a new game. Progress wouldn't be completely lost, without (hopefully) undermining the regular game design too much. That would be a nice achievement system. I wonder, though, if whatever Alex is cooking up in the 0.10 update is going to change this perception...

rokenx2

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Re: a few suggestions
« Reply #21 on: September 16, 2020, 04:56:19 PM »

Admirals i think the ability to hire and train up Admirals would be cool basically officers but in charge of an AI fleet ability to give em basic orders like defend here raid there escort merchants in this area sorta thing ability to give them ships to supplement their fleet
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