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

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Messages - F4RST4R

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1
General Discussion / Re: Starsector Pirate behaviour is weird
« on: June 11, 2025, 08:07:21 AM »
Did the original 'Pirates' in our history sail up to you and ask if you'd prefer to pay or be boarded?

No. Absolutely not. 

So why do people think that is 'pirate' behavior?  It doesn't even make any kind of sense.


2
Stabilized shields has no value as long as you can still put in 13 vents on odyssey. 250 upkeep halved means 125 dissipation for 15 op. 15 more vents would give 150 more dissipation for 15 op. Hardened shields isn't worth it until about 22000 capacity unless you value that arc resistance.

Gah!  Just when I think I'm getting the hang of building ships something like this comes along.  I don't think I'll ever have enough free time to know whether a damn hull mod is worth installing or not!  (I think I have hardened shields on a lot of ships that probably aren't really getting much from it.)

3
First playthrough on this version I accidentally made a farming colony before I was ready.  Save abandoned.

Now I'm up to 5 level 3 colonies packed with items and jammed with cores.  60-70% of the sector explored.  Haven't started any quests or developed contacts.  Bounty hunting costs too much fuel/supplies anyway. 

Once I've explored the sector entirely and done the quests I'll consider maybe trying a 'growing' colony - if I even find a good system to do so.  I've never really found a 'great' colony system, but my current sector has a lot of 200% rich worlds near the core. 

I'm not against the crisis system - it probably just needs some balance and polish. 

4
IPDAI doesn't affect 'strike' weapons or somesuch.

5
General Discussion / Re: Are carriers weak or not and why?
« on: February 27, 2025, 01:49:25 PM »
Carriers wings are also limited.  What kind of carrier wing doesn't have multiple load-outs to deal with the strategic situation?  You are pretty much stuck with what you left the dock with.
Not sure what you mean here, but you can swap lpcs out of dock just like weapons. Just costs some CR.

Yea I've been reading the Starfire series again.  Space fighters changing out their loadouts as the tactical situation changes.  Swapping wings for CR is a bit clunky, but it would work between engagements.

6
General Discussion / Re: Are carriers weak or not and why?
« on: February 27, 2025, 01:43:42 PM »
Maybe this video by Big Brain Energy will help. I’m still trying to digest it. (Limited personal time for thought and testing.)


Wow.  2 minutes in and I've learned about officer temperment (aggressive) being very important for fighter ops.  I've read over and over that carrier officers are a waste or don't matter.  I was using a 'cautious' officer to try and keep them out of the front line.  Probably fine with bombers - but I'll have to watch the rest of that monster video.   

Thank ya sir.

7
General Discussion / Re: Are carriers weak or not and why?
« on: February 27, 2025, 10:23:23 AM »
Seems like having multiple strike carriers is impossible to control.  I just let the AI fight their ship.  Does it work out?  Who knows. 

Does a carrier with 'escort' command set its fighters to escort the target?  How do bombers behave with this command?  I don't know and what I've seen doesn't seem consistent.

Carriers wings are also limited.  What kind of carrier wing doesn't have multiple load-outs to deal with the strategic situation?  You are pretty much stuck with what you left the dock with.

Pretty clear I don't know how to work carriers.  I'd love to have a multiple-threat fleet with carriers and missile ships supporting my line ships.  Give the enemy a lot of junk to deal with.  It just doesn't really work that way (for me).  It's not even controlled chaos.  Just chaos.   

Again.  Noob.  Maybe people have figured this stuff out - but I haven't. 

8
General Discussion / Re: Are carriers weak or not and why?
« on: February 26, 2025, 07:48:25 AM »
I am getting to the point of amassing an ordo hunting fleet in this playthrough.  Need more alpha cores and exploration is mostly done. 

At this point I have no carriers active.  I have 3 Herons in storage.  Mostly they just cost money to drag around and not sure they do anything at all.  Also hard for me to tell which fighters/bombers are good for what as there are so many.

Carriers and missile boats I always want in my back-line - but they always end up in combat at some point.  So I don't use them anymore.

Maybe I'll break them out and try them against Ordos, as my High tech fleet currently doesn't do so well against even a single. 

9
General Discussion / Re: Let's talk about Escort orders
« on: January 15, 2025, 08:51:44 AM »
Tactical logic in this game eludes me.  I spend a few minutes before every battle setting escorts ship-by-ship.  It's tedious, but what makes it worse is my starting 'formation' is often a mess.  Sometimes I use escort orders, sometimes I use rally points - often both.  The results are iffy either way.  Just letting them free-for-all seems like it works just as well in a lot of cases.

I'm also finding lately that destroyers are a pain.  They simply clog up too much space if you have more than one in escort.  One destroyer per cruiser seems to be the limit of sanity.  (and a Frigate or two)

I do like to use escort for carriers.  I escort my anchor ship with a Heron, then assign other carriers to escort the Heron.  It keeps them tucked behind my combat ships - mostly.  Currently with a cautious Heron pilot its working well.  The problem being I can't tell if carriers are actually worth fielding, but that's another topic.

10
The "slingshot", Generate Slipsurge, is great, though it takes carefully measuring if you need to land a certain distance.  The biggest problem with that ability and Reverse Polarity is how late they come. 

Agreed.  I'm scanning every Gas Giant and Black Hole and anything else I come across trying to get the abilities.

11
General Discussion / Red Skills and Autopilot
« on: December 09, 2024, 12:38:57 PM »
If I put my flagship on auto-pilot instead of flying, does it still get bonuses from the player combat skills?

12
General Discussion / Re: First steps, advice please :)
« on: May 31, 2024, 09:14:01 AM »
IIRC You can deploy 240 Deployment Points worth of ships to most battles.  There are some caveats.

You can deploy your cap ship first, maybe with some escorts.  Then deploy the rest of your fighting ships.  Then carriers.

What I usually do instead is set escort orders.  Once engaged you can break the order if you like, especially once the main threats are cleared.

I set escorts on my 2 tanky cruisers and then deploy them and the carrier group to rally points like an upside-down triangle - to keep the carriers inside and behind the lines. 

Not sure this is the best way - but I escort a cruiser with 2 destroyers and a frigate.  And then each escort destroyer also gets an escort frigate.  So for me it is Apogee - Medusa(Tempest), Shrike(Tempest), Omen.  Or something like that.  Definitely keeps everyone together with the Cruiser out front.  It's a bit click-happy though and the game doesn't give you any nice features like formations or saved fleet orders.

13
General Discussion / Re: First steps, advice please :)
« on: May 30, 2024, 06:10:54 AM »
I usually get my first new cruisers or capitals by exploring.  There are derelict fleets scattered around the map. 

In my current playthrough I've found 4 (four!) Legion XVI's and a completely kitted out, pristine Paragon.  Sitting in the garage now at Corvus...

Getting good warships from the market pretty much requires a commission or some luck and diligence.  And markets are pretty thin early in the game, but seem to get better over time.  Larger markets, especially [military] markets are good places to look.

One cruiser with some good frigates and destroyers can get you pretty far.  I usually have 6-7 fighter slots worth of carriers for support.  Right now I have a Heron and 2 Condors.  That's about as much as I'm willing to spend on carriers, and I often wonder if they are doing me much good. 

14
General Discussion / Re: Early game colony?
« on: April 18, 2024, 10:14:24 AM »
About commission:  If you fight your enemies, your original rep will go lower, and when the hostilities end, you get less rep back.  Avoid fighting your new enemies if you can help it if you want as much as your old rep back when hostilities end.

Thank you.  This is what I meant about joining factions in Warband being different.  I join them to smite their enemies and take their stuff!

I wreaked havoc on Corvus because my faction was at war.  That playthrough was scrapped because of Heg perma-hate.  Since then I've avoided commissions, mostly because I don't like how they work.  May have to re-visit.

And definitely I'm looking for a good 150% or worse planet that isn't habitable.  I don't want to have to fiddle with the spaceport. 

Good info on the Lamp.  Sadly I have none yet. 

And of course my current seed has no real good candidate that is close to the core, so I will probably save colonies until after at least Gates are working - which is a point I've never actually got to in my 6-8 playthroughs of the game - I'm pretty new at this game.  And I suspect my standards of what is a 'good planet' are probably too high.

Thanks all for the replies  :)

15
General Discussion / Re: Early game colony?
« on: April 15, 2024, 08:35:37 AM »
Thanks for the responses, very helpful.

Commissions exist.

I have avoided commissions because the rep system is unforgiving.  Last time I tried them I had Heg at 'vengeful' pretty quick.  This feature is compared to 'Mount and Blade' mechanics but it really is not like that. 

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