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

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Messages - GenericGoose

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1
General Discussion / Re: Let's talk about xiv ships
« on: April 09, 2021, 02:02:26 PM »
I dont find them that rare. Ive seen quite a lot around Jangala. They definitely are extremely overpriced for the small stat changes they provide, which aren't even necessarily an upgrade. I do agree that losing speed is pretty bad though. Id say dominator is probably losing the least, as it's already slow and -2 speed is really nothing, while being takny is a major feature of the ship. It could be cool if the hullmod was slightly more interesting than stat changes, or if it was more drastic. -2 speed is nothing, 100 armor is 1-2 hits from a good cannon. Different ship system? Different weapon mounts? Yes, please.

2
General Discussion / Re: Supplying Luddic Path / Pirates
« on: April 09, 2021, 01:47:08 PM »
Really selling blueprints lets them learn it?!

Yes sir. 100% personally confirm this from many vanilla pirate friendly plays. They get scary strong with real ships. You can also make them stronger by selling a Nanoforge to their 1 ship producing planet on the normal market, they install it and pirate d mods start becoming rare.
I dont know about that. Ive explored more than half the sector and sold all the blueprints I couldnt learn. They should have a lot of ships, but I haven't seem them using those. They still mostly only use pirate ships. There are some pather ships. Biggest difference Ive noticed are fighters, those can get pretty scary, especially knowing how much pirates love their colossi. Maybe the bounties do? But regular pirate fleets mostly still use pirate ships.

3
General Discussion / Re: Shield shunt hullmod seems pretty bad
« on: April 09, 2021, 01:42:15 PM »
Yeah I think it'd be more usable if it either cost 0op or even gave you some op or a straight 100% emp resistance or maybe more armor.
How does the emp bonus work? Is it 100% or 75% with the other hullmod? How much emp resistance do you need anyway?

4
General Discussion / Re: Supplying Luddic Path / Pirates
« on: April 09, 2021, 07:15:07 AM »
No no no I meant by supplying Luddic Path colonies with supplies, food, drugs, heavy weapons, marines, etc. Helping them overcome their shortages. Does doing this make them stronger in any capacity?
well, shortages affect colony stability, which affects the fleets the colony can make and some resources also directly affect the fleet power. however, I think that only affects in-system patrols and has no effect on trading, war fleets, expedition, etc, as those seem to be scripted, but im not sure. so, at the very least you're making them not-weak (until next time they get raided by pirates or factions). i dont think oversaturating a planet with stuff makes the fleets any bigger.

5
General Discussion / Re: Is producing 4 organs even possible?
« on: April 09, 2021, 07:06:44 AM »
I had this, but they requested 9. Ill say this is almost definitely impossible, people struggle getting mining and other resources to 9 with all bonuses, let alone organs, which seem to only be produced by high pop colonies in small amounts and a planet feature on a core world, which wiki says you cant get.

6
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 09, 2021, 03:29:39 AM »
I remember someone asking about the prison break mission being given targeting your own colony. Just got one myself and... you can't raid your own colony. Your only way to complete it seems to be going to the bar and talking to a guy and spending an SP and half the reward money to get the prisoner. Yeah 27k for 1sp doesn't sound very worth it, not counting the traveling cost

7
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 08, 2021, 02:30:07 PM »
some guy at a bar asked me to produce 9 units of organs at a colony, is that even plausible?

8
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 07, 2021, 08:56:23 AM »
While we are talking about officers, Im not a big fan of how they work. I wish they had tactics setting you can change as needed, instead of personalities you can only change once. Random officers don't feel rewarding, because a lot of them can have skills that are as good or worse than regular officers, because it's random. How is a lvl6 officer with the same skills as a lvl5+carrier skill useful or rewarding to me if I'm not using carriers? It could've been a skill I'd find useful, but it isn't, because rng decided so, etc. it's also a headache to look through all of the officers to pick the one that's the least useful to toss out the airlock once I'm at the limit. Or if I want to change my fleet and now need different skills, I have to purge my officer team and hire and train a new one... 15 years serving under me only to be deleted forever... If the player can respec, why can't the officers? Please consider changing this, it would take out a lot of pointless rng and tedium out of officer management and make the game more fun.

9
General Discussion / Re: Best way to go sneaky beaky like?
« on: April 07, 2021, 02:55:35 AM »
I tried a fleet of about 7 phase freighters and 3 crew transports with all the relevant skills. It's not really viable. First, the reduction from phase has diminishing returns and is barely enough to cover the base 300 visibility. Second, ai fleets can still have powerful sensors. Third, if the system has sensor structure thing, thats up to 700 more detection. I've not tested this, but destroying or capturing it seems to invariably make the faction hostile and they always know it was you, despite being unable to figure it out when you nuke and raid their planets... Fourth, planets can have like 4 fleets oribiting them, spamming sensor burst. The "inactive" fleets that do nothing, like traders loading/unloading still detect you, which is really annoying. Finally, it seems raiding a planet attracts most of the patrols to it, so it can be helpful sometimes to do a light raid to draw them away. Asteroids and such aren't very helpful, very few planets have those nearby. You can draw in a small patrol and kill it to create a debris field to hide in. The fields don't seem to follow the same oribt though, if they move at all, so you have a limited amount of time to make use of it before the objective moves away.
I was excited for stealth fleet, but it's not as effective as I expected it to be, for how specialized and niche it is.

10
Well that's awkward.
"Hey, remember that shipment of guns you gave me? Yeah it's gone..."
"Don't worry, friend, we all make mistakes, it's no big deal."
"What about that fleet of mercs trying to murder me?"
"I have NO idea who that was!"

11
I'd drop the requirements on nanites, food planets are kind of rare. Would like more terraforming items like the lamp.

12
I agree that it would be nice to have more production opportunities (and more limit, you usually can't order a single cruiser)
Depends on the contact. I think I had a max importance pirate underworld contact that gave me 2 million of production for "rare" ships and weapons. Got a harbinger and a paragon out of it and some other stuff.
Sometimes the work you do for them boils down to saying "why, yes, I do want a pristine Aurora for 100k". And it improves your reputation, too.
I think I got an onslaught for 88k with 1 dmod, easily fixed by a skill.

13
I don't believe that happened to me. This may or may not be an issue. I cannot test it right now, so asking for other's experience.

14
General Discussion / Contacts don't care much about you robbing them?
« on: April 06, 2021, 01:41:44 PM »
I've not tested this much, but I had to cancel a mission to smuggle 300 organs, and the relations hit was laughably small - 1 and 2, don't remember which is for the contact and which is for the faction. What if I did that with one of those trade missions that give you a 1000 guns? And then you could really just scam pirates anyway, because who cares! Unless there's a consequence I'm unaware of, do they send mercs to punish you?

15
Yeah these gun deals/ship production contracts can ironically be rarer than what you want out of them. Maybe we could ask them to seek out specific missions for us at a certain relation level/for a story point?
Also in my experience, dominators are fairly common. I think league sells them too? Or maybe church. Hegemony also has a lot of markets, unlike, say, TT.... couldn't find a harbinger checking all their colonies multiple times. Check the bars too, you may get an offer to steal one or a production contract from a random guy. I've not tried it, but maybe you can just take missions and abandon them, slight relations hit, but maybe you can getore new missions?

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