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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - CoverdInBees

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1
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 21, 2023, 10:55:10 AM »
I'm a little worried that with all the large missile changes to accommodate the addition of the pegasus you're indirectly penalizing a lot of ships that generally relied on these weapons but aren't getting any changes (Gryphon, Conquest, Astral, Apogee, to some degree the Legion XIV). Indirect changes compounding in order to make ships rather poor performing can sneak up on you (like the previous patch removing a lot of the power from the Drovers ship system, then adding the DP, then removing officer carrier skills all compounding to make that ship highly undesirable).

Now the legion getting the OP point increase and the cyclone improvement probably means it'll not have much issue in the new patch. But the other ships could have their use case hampered by quite a bit, and I am concerned these aren't getting enough consideration while trying to make the Pegasus fit into the battlespace.

What change(s) exactly are you referring to? I didn't have the idea that any of the changes were made specifically to accomodate the Pegasus, but that they were all (mostly) made to adress the current balance.

2
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 06, 2023, 09:33:58 AM »
Longer range?

3
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 06, 2023, 08:45:16 AM »
I'm surprised the small burst pd laser got buffed, I felt it has always been the best small energy pd system and that the PD and the LRPD laser needed a buff more.

Best for the slot, sure. But when also taking the OP cost into account i could only very rarely justify using it to myself, and i've read on here that plenty of people felt the same as me. That's probably why it got buffed.

As for the other two, LRPD *is* getting a buff by having 1 OP slashed from it's cost, iirc? Think that's a pretty good buff myself since it's basically a side grade of normal/short range PD anyway. And now that'll be reflected in their cost.

4
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 04, 2023, 02:31:45 PM »
I don't think that logic really holds up when it comes to fighters. For them i think it's better to think about it expanding their sphere of influence, in which they can attack any missiles/enemy fighters that happen to pass by, or when they're attacking some bigger ship it gives them more "time on target" while they zoom back and forth past/over/around it.

(granted, in the 2nd case their flux is probably the more important limiting factor most of the time)

5
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 04, 2023, 10:12:09 AM »
The addition of the Energy Bolt Coherer hullmod and the upgrade to Pulse Lasers are pretty big game changers.
Energy Bolt Coherer may not be freely available and just limited to ships with it builtin.
That would be a shame.

Current weapon balance would be completely broken if the mod was generally available. Well, unless the mod itself would have some prohibitive cost, i guess.
Anyway the mod *is* limited to ships that get it built in. Alex confirmed that somewhere in the early pages of this thread iirc.

6
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 04, 2023, 05:24:34 AM »

(for colour police - Which shade of blue is reserved by moderators ?)


You could of course consider just not using colors since that's what one of the developers/moderators asked.
Maybe use the time you spare by not using colors to tidy up your spelling so your posts stop being 90% auto skip.

7
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 06:26:49 PM »
- Sindria developed Solar Shielding.
- Sindria (with TT help) developed Kinetic Blaster and G I G A C A N N O N.
- Sindria-exclusive ships are straight worse than base.
- Luddic Path ships get SO for free when nobody else can.

One of these things doesn't hold up.

There are plenty of real life analogies for something like this when you look at military history. Just look at the militaries of the 2 obvious examples of the Nazis or Soviets. Or if you look beyond dictatorships, there are plenty of examples in various western democracies of exelling in one thing while making a hash of another too.




(You're right, #4 is factually incorrect :D As to the implied contradiction between these items, I honestly just don't buy it; imo you don't even have to try hard to have it all make sense in-fiction.)
No, it's correct. LP ships have built-in SO, which can't be built-in anymore. It also doesn't take up a story point built-in slot. You can find their blueprints and build them yourself, and after restoration they're straight up better at being SO ships than the same hull in non-LP form. Religious nutters who hate technology have better engineers than a dictator who fetishizes high technology. Lions Guard ships have been designed with no redeeming qualities compared to the base hull, whereas LP ships have an obvious and very large redeeming quality.
[/quote]

LP ships also have ill-advised modifications though, which can only be removed by a kind of gamey restoration in the player's hands.

8
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 15, 2020, 01:28:55 PM »
<snip>

You're absolutely right, but after decades of, let's be lenient and say "selective use of facts" it's no suprise that "common knowledge" dictates otherwise.
IDK if a game like StarSector is the place to reeducate people on this by subverting their expectations. Technology equalling pollution and other bad things is basically a trope in settings like this, after all.

9
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 06, 2020, 04:12:15 AM »
I don't see an issue with automated carriers launching manned fighters.
Hi - this actually isn't a bug and can happen in a few cases. What it means is a militarized Prometheus Mk.II requires some auxiliary support (for additional crew capacity) to function. In terms of an in-fiction explanation, crews have to rotate off the ship during off-duty hours, life support systems are strained, etc - it's a bit of a mess in there :)


Some ships + hullmods getting strained beyond sustainably supporting their crew without support doesn't seem like a good reason to handwave away restrictions for ships that aren't supposed to have any provisions for crew at all.

10
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 03, 2020, 10:33:58 AM »
It's also really boring to have every type of damage for every kind of weapon, even if it would all be perfectly balanced including taking into account which ships have which slots.
So plz no to some variation on all these mod weapons finding their way into the vanilla game.

11
Suggestions / Re: Finer weapon control without needing more weapon groups
« on: November 01, 2020, 02:53:00 PM »
Yay.

It might look like a small change (for the amount of work it cost you) but since this mostly affects "end game" ships like the direct combat capitals i think this improvement might be a lot bigger than it appears at first glance.
(Could feel really restrictive to outfit or pilot them, made worse because the restriction was artificial.)

12
Suggestions / Re: Finer weapon control without needing more weapon groups
« on: November 01, 2020, 10:12:48 AM »
@Gothars @intrinsic_parity

In the thread about the patch notes Alex said he didn't want to add more weapon groups (for now) because it's a bigger task than what he's prepared to get into. (paraphrasing) He didn't specify that the problem was on the UI side, or any specific side, but was/seemed to be talking in general.

I took it as him stating that the weapon groups tie into more systems than might be obvious, as well as all the more obvious things that'd need work (like the UI side), and this all adding up to be a pretty daunting task when looking at the total picture.

13
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 30, 2020, 07:30:21 AM »

By the way Alex, have you ever solved the issue with ships randomly stopping when burning in and loosing the boost? I thought it was from asteroids or something and you perhaps solved it already, but someone said he's getting all his ship robbed from burning in boost, which doesn't sound good, so I wanted to check.
Oh yeah i'd love to see this fixed. I always assumed it was from asteroids too but not entirely sure. It's most annoying when your ship already lost it before you've even entered the visible part of the map, and ofc it usually seems to happen during a pursuit.

Whenever it happens it's due to collision danger as far as I know, I'm not aware of any bugs affecting this. I mean, it sucks if your ship stops burning in because there's an asteroid that probably wouldn't have hit it but was enough to set off the emergency braking maneuver, but, well.

If there's an issue where it happens when it shouldn't, I'd love to know more about it!

(Btw, I did just now make it so that the tiny asteroids from rings that do no damage don't factor in here. They shouldn't have much impact regardless, though, but thinking about it, it's actually possible they might cause smaller ships burn to cut short... hmm. Well, regardless, not anymore!)


If it's supposed to be caused by asteroids i don't think it's bugged, or at least not that i've ever experienced bugged behavior, (i've never seen it affect every ship like SCC describes) and i think making it ignore those tiny asteroids will go a long way in solving any annoying/unintentioned behavior.

Consider this: if you can put the same thing in every slot, then every slot is functionally the same, just bigger or smaller, there's no qualitative difference between what they let you do, just quantitative. On the other hand, if for example a medium energy slot and a large energy slot have quite different things that go in them, then *ships* become more interesting and varied simply due to the differences in which of these slots they have.

Now, having a few weapons that are just a bigger/smaller version of something else doesn't take things all the way to this extreme. But it does take things some ways towards it, and that's why I'm generally not keen on it.

One way to think of it is this - you have different slot types, right- ballistic, energy, missile. They make ships very different! Slot sizes are a little like this, too, and this is good because it makes ships more different. The more similar-but-a-different-size weapons there are, the less this is the case.

I for one hope you'll never lose sight of this design choice no matter how often it's brought up. The biggest problem i have with all the weapons that most mods add to the game is that they fill every niche which imo really takes away *meaningful* choice by adding too much choice.

14
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 29, 2020, 04:51:17 PM »
By the way Alex, have you ever solved the issue with ships randomly stopping when burning in and loosing the boost? I thought it was from asteroids or something and you perhaps solved it already, but someone said he's getting all his ship robbed from burning in boost, which doesn't sound good, so I wanted to check.

Oh yeah i'd love to see this fixed. I always assumed it was from asteroids too but not entirely sure. It's most annoying when your ship already lost it before you've even entered the visible part of the map, and ofc it usually seems to happen during a pursuit.

15
Suggestions / Re: More Tri-Tachyon Variants!
« on: October 29, 2020, 06:00:13 AM »
...And more variants for the Diktat...

Diktat variants are from a mod. Ships and weapons pack i think?

More skins/variants in vanilla does seem like an interesting and *relatively* low effort way to diversify things a bit and add some character though, as long as they're well thought out.

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