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Author Topic: Starsector 0.7a (Released) Patch Notes  (Read 578280 times)

Aklyon

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1095 on: November 23, 2015, 11:27:20 AM »

<goes back to nerfing Gryphon>
noooooooooo

I don't think the Gryphon needs nerfing.  

The problem isn't that it's OP, it's that there just aren't any available counters to that dynamic.  

There really should be a Large anti-missile weapon that Just Works well enough that you need that level of mega-spam to dent it.  I really want to see more ships like the Gryphon, thematically, that require a counter to defeat; in AI hands, it'd make players have to deploy more diverse answers than just Ye Old Super-Frigate / Destroyer when they reach late-game play.
I'd agree with this if it wasn't already ninja'd, ack.
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Ubik

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1096 on: November 23, 2015, 11:32:52 AM »

Is the new system where the factions check up your recent actions working as intended?

It's a temporary, heavy-handed way of making sure you only align with one faction by the endgame. Looking at some ways to make it a bit less heavy-handed while accomplishing the same goal.

I mean I can understand that Tri-Tachyon and/or Luddic Path dislike me supporting the Hegemony....but why is it exactly the same for Sindrian Diktat and Luddic Church? They are no enemies of the Hegemony yet I get the same severe reputation penalties when found guilty of supporting the Hegemony.

Shouldn't they either just don't care or at least have a way smaller penalty for supporting a faction which is neutral to them?

They're not openly hostile, but espionage etc goes on all the time. Often through third-party-looking agents, such as yourself.

Ok, thx for the reply.
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Jonlissla

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1097 on: November 23, 2015, 11:42:22 AM »

It's a temporary, heavy-handed way of making sure you only align with one faction by the endgame. Looking at some ways to make it a bit less heavy-handed while accomplishing the same goal.

After a smuggling investigation by the independents my rep with them was lowered with -103 due to my high standing.

I was very sad afterwards.

Just want to mention that the music of the Luddic Church is awesome, especially for neutral and hostile encounters. Sounds like a monastic choir mixed with Mongolian throat singing :D

They definately have the best soundtrack. Hegemony sounds a bit cliché, and Tachyon is basically a five second loop which gets incredibly annoying when browsing the market or refitting.
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xenoargh

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1098 on: November 23, 2015, 11:49:00 AM »

Quote
More specifically, a lot of fleets wouldn't even have access to a large turreted slot of the right type, whatever that might be.
I'd say that that is something that should be both techs, just different mechanics, and perhaps a fighter that has that specialty.  I agree that it'd be bad if it was just one weapon, but we have one already in Energy and I still think the Haephestus needs a distinct role.

I feel the same way about this issue, mechanically, as I do about fighters; I want these mechanics to be very functional unless they're countered, in which case they shouldn't work very well at all.

Trying to balance all vs. all is a road to mediocrity, because then we're generally going to find that these things get nerfed to the point that they are marginal uses of resources at best (see: fighters).  I'd rather that some fights be broken both pro / con and for players to have to diversify their fleet compositions to handle the counters well, personally.  I wouldn't mind at all that Faction A can be beaten with missile spam, but I'd love to see Faction B kick your butt if you tried it.

I'd really like to see Factions that went all Macross-spam and make players handle that if they tangled with them.
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Alex

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1099 on: November 23, 2015, 11:50:44 AM »

After a smuggling investigation by the independents my rep with them was lowered with -103 due to my high standing.

I was very sad afterwards.

:(

Just to make sure you know (and the intel report hints at this) - you can talk to the investigator to, ah, help the investigation reach the right and proper conclusions. (TODO item: extend duration to 3 months.)
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Troll

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1100 on: November 23, 2015, 12:17:16 PM »

Actually I'd really like to see a large anti fighter / missile weapon, both ballistic and energy variant. Something like a carpet bombing weapon near the missiles akin to a flak but with more oomph (and explosions). It could give more options in the loadouts we want on Capital ships with large turrets. Maybe exchange a single Large weapon for defense and use the other medium and small for more weapons, both Kinetic and explosives.

Had a bug with seeing myself captaining two ships at once on the fleet screen.
What I did was :

  • 1/Captain Onslaught then store it
  • 2/Go to refit Screen
  • 3/Back to Fleet scree, retake the onslaught and forget to captain it
  • 4/Start a fight and become aware you're in the Brawler (only empty ship and 1st on list after fighters) and change command to Onslaught
  • 5/Back to fleet screen, I see myself in both Brawler and Onslaught though I'm really only in the Onslaught.

I compared and the bonuses are also only on the Onslaught as should be, but when I got the officer picking screen the one shown is the Brawler. Had to change with a third ship to clear it up.
By the way, 150K+ bounties are killing my FPS to time bullet, the last 300K I did was like a space matrix movie  8)

Edit : basically I think this is just the same as the bug when you cap a ship and get the captain as well.
« Last Edit: November 23, 2015, 12:46:52 PM by Troll »
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Tartiflette

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1101 on: November 23, 2015, 12:41:22 PM »

Actually I'd really like to see a large anti fighter / missile weapon, both ballistic and energy variant. Something like a carpet bombing weapon near the missiles akin to a flak but with more oomph (and explosions). It could give more options in the loadouts we want on Capital ships with large turrets. Maybe exchange a single Large weapon for defense and use the other medium and small for more weapons, both Kinetic and explosives.
You have the Guardian large energy weapon that is a very good PD (and can kill ships alright)

On the topic of relations, I just had on of these automatic 6 months 15 points increase when you don't interact with a faction, and now everyone is inspecting my relation with them T__T You really can't win at this game.
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Alex

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1102 on: November 23, 2015, 12:46:24 PM »

@Troll: thanks, was report before and is now fixed.

On the topic of relations, I just had on of these automatic 6 months 15 points increase when you don't interact with a faction, and now everyone is inspecting my relation with them T__T You really can't win at this game.

Uhh, right. Forgot about that! Is that a thing anybody would miss if it was gone?
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Megas

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1103 on: November 23, 2015, 12:57:33 PM »

On the topic of relations, I just had on of these automatic 6 months 15 points increase when you don't interact with a faction, and now everyone is inspecting my relation with them T__T You really can't win at this game.

Uhh, right. Forgot about that! Is that a thing anybody would miss if it was gone?
It delayed when Tri-Tachyon and Sindrian Diktat became hostile with me.  In other words, it bought me a few more months worth of time by requiring yet another investigation (per faction) to sink my reputation to hostile.
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Alex

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1104 on: November 23, 2015, 12:58:28 PM »

Maybe I just need more sleep, but: how?
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Megas

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1105 on: November 23, 2015, 01:10:08 PM »

It raised relations high enough so I can dock at their stations, and a reputation drop of -40 or so would not be enough to drop me to hostile, after I built up reputation higher by trading or doing bounties.

In other words, it would probably take two convictions instead of one to drop me to hostile, I think, thanks to the forgiveness event (and subsequent work to raise relations).

In short, it was a lucky break; and I needed it because my assets were not enough (i.e., a fleet wipe would have been GAME OVER catastrophic) and I was not strong enough to win against max strength faction fleets.
« Last Edit: November 23, 2015, 01:15:09 PM by Megas »
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Alex

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1106 on: November 23, 2015, 01:19:16 PM »

Ah - I see what you mean, but that's not how it works. First conviction is -5, 2nd is auto-inhospitable, third is auto-hostile. The first two, you can bribe your way out of, the third one, you can't.
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dragoongfa

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1107 on: November 23, 2015, 01:22:01 PM »

Played with the Gryphon a few times, even fought and won against an AI fleet which had an Onslaught, a Gryphon plus fighter and frigate escorts. The Gryphon was the real *** to beat in that fight and I say that when I lost two lashers to the Onslaught when they got too close.

It needs a nerf but not something that will cripple it. I would suggest something simple like the ability having only a limited number of uses or if it came with a heavy flux penalty as the tooltip implies.
« Last Edit: November 23, 2015, 01:24:14 PM by dragoongfa »
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Megas

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1108 on: November 23, 2015, 01:25:47 PM »

Okay.  The first one with Tri-Tachyon, I was cleared (no bribing, just chance).  The second one was -40 or something, made it inhospitable.

As for bribing, I do not bother because it can be too hard (and I did not have the money to spare).  I tried to sneak into Volturn once (where investigator was), and it was extremely hard even with a lone Wolf.  Too many patrols.  It seems if player wants to delay faction hatred, player just needs to do friendly-fire or transponder shenanigans to prevent reputation from going that high to being with.  (I plan to do this for the next game I start.)  In my first game, I simply played and I think I barely got enough money and power to defend myself by the time factions became hostile to me.
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Alex

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1109 on: November 23, 2015, 01:27:16 PM »

It's 1st, 2nd, 3rd with the same faction. Yeah, it probably kicks in a bit too soon, among other things.
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