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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1325490 times)

Euqocelbbog

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1860 on: December 12, 2015, 11:46:39 AM »

With a crew of 1500, you probably have a fleet strong enough to take on 300k bounties, so it doesn't seems that bad even for someone that hates trading.

In theory this appears sound but in reality bounties as a source of income are vastly reduced now that if you have a commission you can only reliably do bounties for one faction. In addition, now that bounty fleets can move around it's not terribly uncommon for them to just wander off into the aether. It also feels like having several faction mods activated exacerbates the problem because there will be significant periods of time where some factions just aren't offering any bounties whatsoever.
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Tartiflette

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1861 on: December 12, 2015, 11:54:24 AM »

SS+ adds more named bounties, special IBB boss fleets and faction based bounties, I think there is quite enough. Also with 1500 crew, you can make a fair chunk of money from the faction commission. But the whole point of having crew salaries is exactly that: you can have a huge fleet, but that's an investment and require some commitment to keep it afloat.
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Weltall

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1862 on: December 12, 2015, 01:07:54 PM »

In theory this appears sound but in reality bounties as a source of income are vastly reduced now that if you have a commission you can only reliably do bounties for one faction. In addition, now that bounty fleets can move around it's not terribly uncommon for them to just wander off into the aether. It also feels like having several faction mods activated exacerbates the problem because there will be significant periods of time where some factions just aren't offering any bounties whatsoever.

Today pocketed my first large bounty of 278000 and I have no commission with any nation. I am on Nexerelin along SS+ so I do not know if that changes things. I am Neutral towards everybody for now since I do not have a large enough fleet, I am playing it a bit safe. I was kind of shocked to be honest, because I just attacked the remaining forces from a pirate vs Templars battle and when I finished I saw the money I got and my jaw dropped to the floor.

The sure is though I had no commission with Tri-Tachyon, but I am on Cooperative due to killing so many pirates around Hybrasil. In general I have been getting oodles of $pacebucks from bounties, but that is because Templars have went on rampage all over the map and bounties because of them pop up like crazy. I feel after that is fixed things will get slower again.
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celestis

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1863 on: December 12, 2015, 10:33:02 PM »

Small question about the "boss bounties". I was playing with Nexerelin & SS+ and came across several boss fleets so far. Issue is that the fleets appear irrespective of the player fleet strength. I had only 2 frigates when the first one started chasing me. The only option for me was to get near friendly patrol and engage them with allies, and that was not nearly as fun as fighting them alone. Is there a way to postpone their spawns until you get comparable fleet?
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Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1864 on: December 12, 2015, 10:35:29 PM »

They're supposed to spawn in a secluded area, but there's a bug that makes them appear in places the player is likely to go.  This is a non-issue in 3.0.5.
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celestis

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1865 on: December 12, 2015, 10:41:18 PM »

Glad to hear that, looking forward to the update!
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JohnDoe

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1866 on: December 13, 2015, 12:02:33 AM »

May I suggest that the Predator's Burst Jets be replaced or changed to something like Maneuvering Jets? The fact that it can only go forward and AI's tendency to spam it makes the ship's behavior very suicidal, even when it's piloted by cautious or timid officers or being assigned to escort another ship.
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Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1867 on: December 13, 2015, 12:12:28 AM »

May I suggest that the Predator's Burst Jets be replaced or changed to something like Maneuvering Jets? The fact that it can only go forward and AI's tendency to spam it makes the ship's behavior very suicidal, even when it's piloted by cautious or timid officers or being assigned to escort another ship.

You're supposed to pilot that ship.  Also, it's the same system used by the Punisher, and that seems to handle it decently despite being a slower ship overall.
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JohnDoe

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1868 on: December 13, 2015, 01:19:57 AM »

I think they both fare pretty well against equal or lesser opponents, but they lack ways to properly disengage when pressured. It's kind of funny how the Predator's survivability is below that of Raptor or even Kestrel in the hand of AI.
Benched my Predator for now. ::)
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AeusDeif

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1869 on: December 13, 2015, 02:27:11 AM »

any thought given to marines being able to gain experience like crew?
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Chaotic-Entropy

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1870 on: December 13, 2015, 04:41:33 AM »

Which file contains the crew salaries settings? I really want to tweak it a bit so that it's not punching me in the balls constantly whilst I desperately try and find enemies to sate my crews money lust.

It's draining my funds overly and stopping me from progressing, especially considering I haven't seen one actual mission so far that I could realistically complete for any respectable bucks. I do like the addition of salaries though, if a somewhat less generous one, I'm a space captain not a freakin' charity.

Edit: I realise that it's being changed in the next version, but I want to play nooowww... D':
« Last Edit: December 13, 2015, 04:46:58 AM by Chaotic-Entropy »
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ZIVth

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1871 on: December 13, 2015, 04:42:53 AM »

I love Starsector+, and I've been playing it for the last couple of SS versions ever since I discovered it. Having said that, the latest version's salaries are a real drag, coupled with the higher costs of ships, as well as the sparseness of bounties and nerfing of the recent organ trading missions.

Apart from waiting for the next version, is there any edits I can make to the current one to reduce the amount paid out? My current 5 frigate fleet costs nearly 5k in salaries per month, which is making the game pretty grindy.

Edit: ^^^ Also what he said.
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OOZ662

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1872 on: December 13, 2015, 04:50:06 AM »

You can also trade your crew down. Unless you're flying bleeding-edge ships, selling some elites for regulars isn't going to hurt that badly. Lowers your salaries and tends to turn a little profit on the exchange, especially on the black market.
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Weltall

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1873 on: December 13, 2015, 05:11:46 AM »

AI's tendency to spam it makes the ship's behavior very suicidal

Whaaaa. What are you talking about. AI being suicidal? The AI is really careful and do their best to stay safe. Just yell at your monitor like I do when they decide to plunge in the middle of the enemy ships with their engines turned to them, letting them shoot your precious ships down.
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Serenitis

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Re: [0.7.1a] Starsector+ 3.0.0
« Reply #1874 on: December 13, 2015, 11:18:33 AM »

Any chance the pirate start could be put back in the mix at some point?
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