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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Gothars

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General Discussion / Re: Why don't my ships follow orders ?
« on: July 30, 2021, 11:52:26 PM »
I think a lot of this really is just failing to set expectations for the player.

Very true. Considering that Starsectors AI/command style is extremely uncommon in video games in general (I have to think all the way back to the creature control in the godsim Black&White to find something somewhat comparable), the game goes over it far too quickly. I think the mantra of "orders are tasks, minimize them, let the AI do its thing" should be repeated again and again to have a chance to sink it. It would also be helpful for your ships to communicate their intent more clearly to you.

Suggestions / Re: Every ship requires officer
« on: July 30, 2021, 11:48:36 AM »
Alternatively, the base number of officers could be decreased. It was 4 previously and it was fine. Officerless ships worked, even if getting more officers was probably more efficient. Now it's possible to field nothing but officered ships, not because you planned for it, but because you just run out of deployment points faster than out of officers.

I would like that. Maybe not down to four, but at the moment it feels like a bit too many.

Or alternatively, make officers useful in other things than direct fleet confrontations, like support ships or scouting. Or leading a support fleet from your colony. Let us see which options the command tab will bring in the future.

Suggestions / Re: Safety Override should kill crew
« on: July 29, 2021, 03:01:48 AM »

Hmm - interesting! As much as I like the idea, I hesitate to make a hullmod with already complicated effects more complicated "just" for flavor, though.

Understandable. I would argue, though, that an effect on crew makes intuitive sense. A ship with no safeties has to be less safe, right? So it would overall help to make the hullmod feel more intuitive, not more complicated.

I think the least intuitive thing about SO is the weapon range reduction. I assume that to be because the ship is constantly emitting high levels of flux that interfer with targeting.

I was thinking, it might be cool to visualize that by showing a weaker version of the vent effect whenever flux is generated. Would also make SO ships easier to identify.

General Discussion / Re: first question about the game and me
« on: July 26, 2021, 08:29:31 AM »
Well, I am pretty sure that Starsector will, that it has to, stay relativey focused on its core strenghts. I assume that any non-combat related mechanics might get redesigned, streamlined, made more elegant - but probably not be expanded in scope.

A likely exception is colony management, which lacks a endgame at the moment, and of course anything story related.

But as you said, there are plenty of mods that can help expand on any aspect of the game you are especially interested in.

Suggestions / Safety Override should kill crew
« on: July 26, 2021, 03:43:53 AM »
Meaning hull damage leads to more causalities than it
normally would, the reverse effect of reinforced bulkheads. In combat, it would make little practical difference. But it would add so much flavor to SO, adding a moral component to the decision to use it that, at the moment, is only implied. And it would help to explain why no faction except the Luddites uses this often powerful hullmod.

General Discussion / Re: first question about the game and me
« on: July 25, 2021, 10:49:50 AM »
Hi Sweet0!

I'd say Sector checks all of these boxes. Keep in mind though, that the game is not finished, so especially in the progression department, there are some rough edges and dead ends.

The fact that you left out some core strenghts of the game in you list, and that you felt the need to modify the tariff system, makes me doubt that you are the main target audience, though. Is it possible that you are primarily interested in an economic sim? Starsector is not focused on that.
You did not mention the tactic and action focused combat gameplay at all, and this is the actual core of Starsector. Everything else is just meant to give context to the next space battle. You can of course enjoy the sides and avoid the main dish, but that might leave you wanting in the end.

Blog Posts / Re: Skill Changes, Part 2
« on: July 22, 2021, 09:04:35 AM »
Now, with so many of the skills influencing the conditions of the battlefield and the properties of fleets, maybe it would be a good idea to show the opposing commanders relevant skills?
 I think the player should not be left in the dark if the enemy fleet will have a early numerical advantage via best of the best, be able to field an overwhelming amount of junkers via derelict operations or if their un-officered ships will perform better than expected via support doctrine. Having that information could make the difference between a fight feeling arbitrarily difficult or being an interesting challenge you can adapt to.

Blog Posts / Re: Skill Changes, Part 2
« on: July 19, 2021, 05:15:24 PM »
I really like the changes, looking forward to trying out a bunch of new playstiles with the next update! That we now can completely respec will make it so much easier, thank you for your work on that, Alex!

One thing I'm wondering (maybe it was already answered): will the elite skills stay as cheap as they are, just one SP? At the moment they are absolute no-brainers to pick, and now they will be even better. I was expecting them to double in cost each time you pick one, or something...

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 18, 2021, 02:52:48 AM »
Now, just take a look: [snip]

What mod makes the explosions so pretty?

That would be GraphicsLib.

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 10, 2021, 03:38:28 AM »
I have contacts on my colonies offering me Surplus Nanoforge Production opportunities with my own blueprints at a markup. It's very amusing. Do they not realize that those are my nanoforges? Now if they offered use of their own blueprints, that could be interesting.

My favorite way of dealing with that would be to have a dialog option where you reveal your identity and them fleeing the bar in a panic ;D  Same with some other underworld bar missions, btw.

I'm pretty sure if we had the .95 skill system first and now the .91 system, people would be way more upset. Losing the reskill ability and the elite skill option would be considered a major step backwards. That's why I can't take the nostalgia for the old system very serious.

I quite like the new system, although I don't think it is a enormous improvement - besides the reskill option - yet. The overall principle of always having a specialized and a general option to choose from is pretty cool. Just some details of how the individual skills work have to be iterated on.

My gripes are
a) that not al skills can be unlearned, which makes me very hesitant to choose them.
b) skills where the general option is still so specialized that it might be useless for you, like coordinated maneuvers/wolfpack tactics.

I think it would also be worth a thought to let the player freely pick from all available skills, but make the better ones more expensive.

General Discussion / Re: A Professional Critique Of Story Points
« on: May 04, 2021, 03:38:42 AM »
With staggered SP cost you might still want the most expensive hullmods for your flagship, but on support ships, frigates etc. the cheaper ones would be very attractive.

General Discussion / Re: A Professional Critique Of Story Points
« on: May 04, 2021, 12:27:36 AM »
I agree with the assessment that story point are simply too ubiquitous. I never had less than 30 and spent them at (what I felt was) a liberal rate.

For me a good change would be to
- get less story points by just leveling.
- have the amount of story points required to do certain things be more fine grained, as Tarti explained.
- have other things besides leveling generate story points. It should not be repeatable actions (that you could farm) but certain milestones. For example, getting your first capital ship, your first colony, your first successful escape, your first time being caught smuggling. That would incentivize players to explore all aspects of the game, I believe.

It is probably too much to ask, but it would

General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 11:55:49 PM »
@ Dex and Immahnoob

I feel we are just flinging mud now, we dont seem to understand each other.

I agree, please disengage, the both of you.

@ Golde: Tone down your laguage please, you come of as overly agressive and confrontational.

@ Dex: Please do not engage in personal attacks and leave the moderating to the moderators.

I'll be watching this thread.

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