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Starsector 0.98a is out! (03/27/25)

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Messages - Ragatokk

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1
General Discussion / Re: Make officers great again
« on: April 27, 2025, 01:35:44 AM »
Try reading a history book.


That is, in fact, the only real victory condition.

Yeah, dead people are notorious for joining the guy that killed them in the history books.
You know, the fantasy once with necromancy.

Also, fired captains coming to kill you just sounds stupid.

2
General Discussion / Re: Where's the 'endgame'?
« on: April 27, 2025, 01:32:12 AM »
The endgame could be a portal into hell or something like that, progressively harder fights with no end.

3
General Discussion / Re: Make officers great again
« on: April 17, 2025, 07:32:14 PM »
I like to auto pilot my entire fleet and play combat as a strategy game, or even just build my fleets to do good without any orders.

I completely disagree with stronger captains, I think its silly some ships become magically much stronger than others, I would rather say captains should rather have 2-3 traits maximum and I think you should be able to have one for each ship.

And S-moding is bad game design as it makes it difficult to experiment with builds.

4
General Discussion / Re: Where to find old game key?
« on: February 17, 2025, 05:31:59 PM »
Pretty easy to just search your email for starfarer or starsector.

5
General Discussion / Re: Just bought the game after years of playing
« on: February 17, 2025, 05:29:22 PM »
I had absolutely no reason to buy the game because there was no DRM or other incentives to buy it despite the years of effort that the developers put into it.
Might be a bit of shitpost so feel free to delete but I didn't have the ability to buy it before and I feel like this business model could work for companies/people who are willing to create great game.

TLDR: Bad person redemption arc.

6
General Discussion / Re: The current state of fighters and carriers
« on: November 20, 2024, 10:37:33 PM »
Just wanted to say, thank you for the feedback here! Made a few notes and a few changes (improved Thunder maneuverability a bit, reduced Wasp replacement time to 3). Thinking on some of the other stuff; I'll echo the comments on the Claw actually being pretty useful. It has the potential to *really* lock ships down when there's critical mass, and in general it's the same thing that makes it tricky to balance fighters - if they get a little too good in isolation, they get WAY too strong when massed. So, "a little weak but useful situationally" seems like the right thing to aim for, for fighters overall.

You could consider giving fighters a max replacement count as well, at least it seems odd to me you can replace fighters with missiles easier than missiles.

7
For all we know we could be a super omega AI android/cyborg born in Galatia Academy, given memory implant of our false 'background'

He is onto us, quickly neutralize the threat and scrub the web!

8
SP is an interesting mechanic overall.  Allowing the player to customize their ships to suit different playstyles is quite an engaging and fun element of Starsector, and is largely why I continue to play it.  Where there starts to be a problem is how low performance some of the ships are without story points.  Additionally, the player is actively penalized for experimenting with them and it creates a large headache where it would be really nice to make changes but their hands are tied.  This is less of an issue the more skillful/knowledgeable the player gets, but as a new player it's brutal.  Their acquisition en masse, and Starsector's design choice to make the game very inflexible once the player has spent them is a more tedious part of their implementation.
The whole point of the ship customization is that you can make ships how you want them with the resources you have.
I don't quite see what story points does other than make the fun ship customization tedious, s-moding would be better if it was free and reversible.

9
I actually like the utility skills the most, and am not the bigest fan of officer skills and s-mods.
I think it would be more interesting if the officers were just there for the aggressiveness and maybe some utility like sensor range, fuel efficiency, burn level, etc.

10
General Discussion / Re: AI Piloting
« on: August 29, 2024, 01:27:26 PM »
I think you are doing a pretty good job over all.

Is there some documentation or a guide for how the AI works?
I'm thinking something that answers questions like: How does search & destroy differ from no command given? What decides how close a ship wants to engage? What decides when the AI uses missiles? Will a high armor ship be 'braver' when the flux is high than a low armor ship? How does weapon grouping affect the AI?

In testing the LP hound against the mule (AI plays both) I found that it would circle it aiming at the middle of the mule with max range roughly 25% into the mule. And since it is not leading the shots, many if not most shots miss due to circling the mule. Between that and dipping out of range quite a bit it has very poor pressure.
When I link the main weapon with the PD gun I have in the back, it seems to get way closer to the enemy but it still makes itself miss a lot with how it maneuvers.

It also seems like the Thunder heavy interceptor struggle with it's own speed, but I think that is also partially because of their bad turn rate.

11
General Discussion / Re: AI Piloting
« on: August 29, 2024, 04:04:59 AM »
I don't really like flying myself at all, and think the game is much more fun when I try to build something the AI can do well with.
Unfortunately, AI cannot pilot every good build. Or even good ships, in the case of bigger phase ships.
Well, hopefully that gets improved upon in the future.

12
General Discussion / Re: Hullmod Rugged construction
« on: August 27, 2024, 10:47:42 PM »
They don't stack because almost recoverable actually means that it will be always be recoverable except for when there are so many salvageable ships that it just won't show up as an option to recover.

Thank-you

13
General Discussion / Hullmod Rugged construction
« on: August 27, 2024, 10:13:32 PM »
I wonder if rugged construction stacks with Reinforced bulkheads.

What is the chance of a ship being destroyed with one, the other or both?

On the same note, how does Rugged construction stack with the hull restoration character skill?
Do you go from 90% to 95% chance of avoiding a d-mod?

14
General Discussion / Re: AI Piloting
« on: August 27, 2024, 08:13:09 PM »
Devil's advocate argument--

Making the AI much better reduces the incentives to play as a player pilot. It is much more fun to fly yourself when you can have a big impact doing so, and that necessarily requires the AI to not be capable of doing what you can do. I think Alex said somewhere that this game is greatly inspired by Star Control 2, which fundamentally was a game about flying spaceships yourself and having a lot of impact, with some very mild 4x wrapping around it.

I personally don't enjoy piloting at all, so I am just making the counter argument for argument's sake.

I don't really like flying myself at all, and think the game is much more fun when I try to build something the AI can do well with.

15
General Discussion / Re: AI Piloting
« on: August 27, 2024, 08:11:13 PM »
I've got a TODO item for looking at improving the autofire AI logic for this specific case, but I'm not sure when/if I'll get to it. I don't think it should be a ship-configuration setting, though.

I just want to say thanks for always being so nice and positive on the forums, (my experience at least) and thanks for making such a nice game  ;D

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