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

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Messages - OrangeLima

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1
Suggestions / Re: Late Game Combat Ideas
« on: September 05, 2018, 11:33:50 PM »
Hey! Thank you for bringing this to my attention; wasn't thinking of this as an issue or being a viable strategy.

For reference, what battle size are you playing with?

Hi there!

I have experienced this at many different sizes, but my most recent end game play through I ran at 450 battle size.

2
Suggestions / Late Game Combat Ideas
« on: September 05, 2018, 03:30:31 PM »
Hey there guys, I post here once in a blue moon but I thought I'd make a suggestion, inspired from a discussion in the unofficial discord.

Late game combat/Superfleet Combat is currently pretty wack, as the AI doesn't appropriately respond to the nature and tactics the player usually presents by the late game. Many ships become irrelevant in the face of the scale of the fighting as well. As we move towards orbital stations and outpost control, I feel like the longevity of a playthough is going to be extended without a appropriate change the longevity of late-game combat.

As such, I'd like to propose a few ideas that might be functional.

1. The AI needs balancing in large fights, where it places high cost ships at the start of a engagement on the field.

Presently, the AI tactic in large fights isn't very effective in the early game of a battle. It wastes its deployment resources in buoy captures with frigates instead of offering any meaningful resistance to a well scaled fleet deployed to assault their spawn and push up the map. Many times have I found myself just taking on hegemony fleets where they deploy 5 hounds and some lashers to play with buoys and fall apart when a well balanced fleet rolls up the center to intercept things coming out of spawn.

It's not compelling or fun, because even if you don't wipe them out from spawn they still never present the juicy part of their fleet in full force. Instead, 10 frigates hang about being timid and frankly blocking up deployment resources while a single stronger ship rolls in and promptly dies.

Either it needs to learn to retreat their advanced force more fluidly for the mainstay battle fleet to come out, or more reasonably deploy a good chunk of big deployment cost ships at the start to actually hold a line while they commit to the buoys.

Even conjunction with my following idea, the AI needs to utilize their frigates more effectively and retreat them earlier in the start of the battle. They presently seem to be a detriment to large AI fleets.

2. In huge fights, using the largest maps, Frigates should be able to spawn and retreat from side flanks of the map.

Currently, frigates don't serve the purpose they should be in these big battles. You imagine them pulling off epic flanks skirmishing on line carriers and retreating high flux craft and but instead find them milling about and wasting command and deployment points being re positioned to doing the aforementioned tactic - or being destroyed on the front line. To minimize the micro-management, at a certain size of battle this feature should become available to display the flanking potential.

A possible solution could be make buoys that enable you to deploy/retreat from the flanks with frigates when captured to legitimize capping them in huge battles. It gives your frigates a tool to do exactly what they should be doing, high mobility flanks. However, paired with the ability to retreat them effectively this allows you to cap and retreat them to bring out the big guns faster. It also means you can bring them back in faster, when the battle starts demanding it.

- Note

I understand "Fix the AI" is a generally bad request in general, however ultimately I feel that it's a weighting issue that could produce more compelling fights. Presently, the late game is looking like it's about to get a huge boost in content yet I feel like the combat this update is meant to support isn't going to be as satisfying as one might first hope.

Additionally, I might say this suggestion is based off my experience in the game - and what I have perceived may be incorrect. However, I don't think it is.

3
Mods / Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« on: March 02, 2016, 10:43:43 AM »
I'm making this post to obtain a temporary fix to a persistent problem in the current release pertaining to a old save of mine (0.7.1a).

I am wondering how to set the relationship of one faction against another so that they cease to be at war?

Currently in 0.7.2a my Tri-Tach faction is hostile with the Independent faction and this has failed to cease its hostilities after a very very long time. I presume this has been caused to due to the fact that Independent does not participate in faction hostilities in 0.7.2a but did in previous releases.

4
General Discussion / Re: Hyper Velocity Driver
« on: February 25, 2016, 01:06:15 PM »
Can I just say that this entire talk is like... so meta?

Also, first post in 3 years. I'm really liking how the game is coming along.

5
General Discussion / Re: Is starsector still alive? Any ETA on 0.6?
« on: May 06, 2013, 09:38:26 AM »
I'm a little torn over it. It's excellent that every single alpha iteration is more polished and balanced than most other games, but... perhaps the perfectionism is slightly getting the way.

I think more than a few of us agree with you there. It would be nice to get in-progress builds for new features often. Of course there would be bugs and unfinished parts, but of course we would know that and be expecting that so it wouldn't be a problem. In fact, I feel we as alpha players/testers could be more helpful if we were getting in-progress builds. But that's just my opinion.

I like this idea a lot.

6
General Discussion / Re: Fragmentation vs. Kinetic
« on: April 28, 2013, 02:28:33 PM »
So the moral of the story is people want to Vulcan to be a little more accurate?

7
General Discussion / Re: Screenshots- What happening in your Sector?
« on: April 09, 2013, 06:04:57 AM »
Printscreen button takes pictures in game. They'll be deposited in your starsector folder in the screenshot folder.
F11 to turn off all text. ~ to turn off range finders.

Spoiler



[close]

Spoiler

[close]

Spoiler


[close]

Flare what mod are you using?? That barracuda ship looks sweet!

8
General Discussion / Re: Shield physics
« on: April 04, 2013, 04:49:18 PM »
Not going to lie, fast moving particles hitting the shields sounds cool.

9
General Discussion / Re: A Year of Starsector
« on: March 05, 2013, 02:56:12 PM »
That makes me wonder what happened to Vandala :L
But jeez, all us seem to have just got the game after that TB video it seems XD

11
General Discussion / Sensor Disk
« on: January 15, 2013, 02:46:19 PM »
I really like the Sensor Disk on the Onslaught atm, makes it really feel like a bajillion year old design that just works.

Is there any chance we can keep it, even if it loses its "special power" sensor disks might end up being?

12
General Discussion / Re: Progression
« on: January 12, 2013, 04:47:22 PM »
With all data, and the assumption that there will be enemy captains with their own stats, I thank you a lot for bringing this to light to me  :)

13
General Discussion / Re: Progression
« on: January 12, 2013, 04:40:17 PM »
Link to evidence??  :o

Regardless, this would hardly make a dent, considering.. 

14
General Discussion / Progression
« on: January 12, 2013, 04:24:17 PM »
I am just wondering, with the ability to obtain high end ships very early in playtime, such as 2 hours for a paragon, whats stopping in the late releases  you obtaining such ships early and then being able to steam roll through the whole long progression with powerful ships? *which seems to defeat alot of the campaign*

I mean, at the moment smart play can win you many battles, and with the game staying on a tactical scale battle wise instead of strategic, it seems that it remains a open possibility that you can march through from start to finish trampling on everyone. I mean, from my view at least the skill system does not atm show a drawn out curve on these things.

tl;dr, how are you going the hard bosses going to be hard? Hostile captains also having skills/and or progression too? (because thats the only way I can see it being balanced, but not flattening it out)

15
General Discussion / Re: estimated finish date of game?
« on: January 10, 2013, 12:11:07 PM »
How about... what year? :L

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