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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 - JP161

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1
General Discussion / Oh thee pirate smuggler!
« on: April 10, 2018, 04:08:31 PM »
Arrrrrrr.

I so dislike their ability to turn from red to gray.

Yeh, that's all I had to say. Good day.


 ::)

2
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 08:05:35 AM »
Noted. I'll take a look.

I mean, it's supposed to be expensive - a tradeoff for boarding being a sure thing - but not at that ratio, at least mostly not. The thing that's odd here is getting a Lasher with only 2 crew defending it, that shouldn't be possible and means something else messed up.

(Actually, getting 0 crew should *really* not be possible; "2 crew" is the fallback case when that happens. Yeah, definitely need to look into it.)
I recently lost 20 marines boarding a Hermes class shuttle that had 0 crew... I had 50 marines and it did show a 100% chance of capture. Losing a marine or two to some unforeseen accident or maybe some automated defenses or something I could see happening, but certainly wasn't expecting to lose 20 marines against a derelict Hermes. :D

Other than that... Start certainly felt harder, but after one full restart (and "several" quick loads....), now I'm flying a fleet of 8 ships, including four Wolf frigates, three Mule (D) -transports (thanks for the shielded cargoholds!) and SO Hammerhead (with Heavy Autocannon + Assault Chaingun, 4 LMG's and two Hammer torpedoes and Auxiliary Thrusters & Unstable Injector) that just demolishes everything... Also 150k spending moneys.

Great job as always! :)

3
Announcements / Re: Video Embedding
« on: July 09, 2014, 10:29:50 PM »
Cool!

But I must say, the video and the music... Oh so, so much cool!!  8)

4
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: June 11, 2014, 01:31:26 PM »
Everything is awesoooome!  8)

And I mean it!

5
Blog Posts / Re: On Trade Design
« on: March 19, 2014, 06:11:28 PM »
-snip-

You know that nothing is finalized, right?
He's really only presenting the basic premise of where this game will go next.
Indeed, what would be a better time to bring these things up than when things are still in motion! ;)

6
Blog Posts / Re: On Trade Design
« on: March 19, 2014, 04:17:33 PM »
Se let me get this straight;
Trading in Starsector is done via events that stay active for a (short?) period of time, but there should be several around at any time to pick from?
 - Are these commodities picked from planets or stations just as you now would buy a new gun or a ship?
 - Are some places better for them than others or are the differences mostly about the size of the colony (core world producing more stuff than fringe one) or something else?
 - Are you intended to do something like:
1) Hear about an event happening over at planet Z that makes the left kneecap of a dancing robot profitable if sold there
2) Figure out where this particular kneecap is produced
3) Have enough capacity to carry enough to really make some profit in addition to having the speed to get there
4) Hope no-one else has bought it empty or pay through the roof for whatever they have left once you get there
5) Find another place if the last one was indeed emptied
6) Then beat the competition to said planet or end up with cargo hold full with kneecaps for dancing robots that are now worth less than you purchased them for because the base purchase price is always higher than the price others are willing to pay?
If so, it doesn't honestly sound too appealing to me. I do hope there's something very basic I'm missing here.

And yes, there are people out there who do like trading. The pure 'buy cheap, sell expensive' -experience. But if it's final that that kind of trading isn't going to be in Starsector proper, I can live with that. :)

As for the 'getting paid for delivering cargo for certain planet/corporation/faction/whathaveyou'; that sounds like a fine addition to the game along with the event-driven trading. Even if the majority of the bulk trading of onions is done by corporations or something that the player doesn't even see, it shouldn't eliminate such a huge opportunity for trading in the game!

Could even consider it as a good way to get into it without having to resort to the planet a -> planet b -> planet c -> planet a routine. There's tons of trading happening all the time in the universe behind the curtains.

Now just like the events, one corporation (or faction or planet etc.) gets hit hard by something similar to the events or just gets really lucky or something, tons of possibilities;
 - Competition sabotaged their ships and the only way they can stay in business is to call for outsider help
 - Company got a REALLY good deal on some big batch of coconuts but they simply don't have enough capacity to ferry them to the coconut-hungry dancing robots that refuse to dance without them
Anything goes, really. Especially since it's among several WORLDS. Tons and tons of trading and corporations there.

Anyway, in addition to the event system, (maybe under the industry tree as a skill?) have a list of currently available freight orders for the the player to accept the one (more than one?) that suits his current ability to complete.

Granted, it's not too different from the events but it is less catastrophic and more .. errr, let's say "sustainable" and it might help keep the 'regular trading' feeling in. Rewards could be based on the amount of goods you can carry, be it a single Hound, fleet of them or a big ol' Atlas. Of course, that's in addition to such things as distance and how dangerous the route is etc., you know, the usual.

Basically something that isn't quite so random as these events seems to be (to the uneducated) and does give a moderate profit without being easily optimized into "planet a -> b -> c -> a" routine.

Suppose these could be considered missions or ...quests... more so than events, at any rate.

Btw, how is the new player experience intended for Starscape proper? One frigate and of ya go?

Thinking that having a real mission-like interface could help out starting players to get off the ground. Be they newbies or just someone who got their fleet blown to smithereens.

Something along the lines of 'guard the caravan' in Fallout 2. To be part of a bigger caravan and being able to tackle some easy kills for some exp, maybe loot and pay, depending on how successful the run was.

Well, whatever you end up doing, this game is tons of fun. Really good stuff, wish more of those games that claim to be finished could raise up to the same level where Starsector already is!

7
Announcements / Re: Blog Posts
« on: April 24, 2012, 02:21:55 AM »
I meant I like to watch the little things go by their business firing and dodging etc., only occasionally giving orders to modify that behavior. ;)

As it is currently, it's quite easy to miss the best parts of the battle unless you keep constantly pausing the game and checking what happens where. If you'd have these screens in either the main tactical screen or at command map overlay, you could keep an eye out on few key ships. A nice side effect for seeing the combat happen, would be the ability to intervene if necessary.

Maybe I'm just not explaining it well enough... ???

8
Announcements / Re: Blog Posts
« on: April 23, 2012, 03:53:07 PM »
I guess I'd just prefer to keep UI clutter away. I don't want to be staring at "I'M UNDER ATTACK!" from my ships when I'd rather be watching my Paragon shoot rainbow lasers of love at baddies.
Nurse!

I want same pills he's having!

Err, yeah, anyway...
Those particular messages would quickly become as jarring as the ones in Gratuitous Space Battles... At first I loved them, they made the battle feel more 'alive'. Until you got the same thing over and over and over and over and over again.

Has there been any word on how much (if at all) the combat UI is going to change before release? Especially later on with bigger fleets I find myself giving command over to the second-in-command of my flagship and concentrate on ordering, or at least observing, my fleet. The current UI doesn't really lend itself to that too well, one ship at a time and overall it's quite hard to keep track on two cruiser fights on different cap points, couple more fighter/frigate capping..

Having a few picture-in-picture view screens or a bit more robust system could make that a more fluent experience.

These pills ain't having any effect!

9
No mentions of B5? Guh, so unknown and underrated.
Babylon 5... The reason I didn't add it to that list is rather simple:
It's *far* above any of those.
For me to add it to that list, I'd certainly need much more than "the standard" Star Trek captain's log. ;)
You are right, though. Way underrated by many sci-fi people. :/

But for me Babylon 5 is the single best Sci-Fi series ever.
In fact, this is my signature banner in SotS' (another underrated sci-fi, but a game this time) forums:



That being said, ships in Babylon 5 are (IMO, anyway) rather hard to do well in top-down-only environment. At least one as detailed as Starfarer. I do remember having great fun in SE3 with a full Babylon 5 shipset, but that's so different set that it's not even funny. :/

10
Fort some odd and totally unknown reason I'm having vivid flashbacks of ST TNG & Voyager and Stargate, Starship Andromeda, Firefly.. Even minuscule amounts of Star Wars.

??? What's going on ???

11
Modding / Re: So I'm new, and I'm building something...
« on: April 07, 2012, 12:34:51 PM »
Ambrosia

Winner every time  :o

I'm having sorta same problem making up names for... Things.
Usually end up hitting keyboard and picking something that seems more-or-less ok... :P

12
Modding / Re: So I'm new, and I'm building something...
« on: April 06, 2012, 02:30:13 PM »
Not seeing it either, giving the same error. :<

13
Modding / Re: So I'm new, and I'm building something...
« on: April 06, 2012, 01:12:41 PM »
This is what google says when I try to open that picture in a new tab:

403. That’s an error.

Your client does not have permission to get URL /woni4fIRTA2aaTMOf2Ncfler2dZ6WgXcXBLRWKSHz-dkvFVtsJSPSjkBCguEpunvvgFLCZKD2mu0CGK7giRx_YEQYw from this server.

Forbidden. That’s all we know.

14
Ah, right right.

Don't really know why it didn't occur me to check those stock carriers.. O_o ???

15
Awesome sprites man!

I've just got into Starfarer modding and only done a couple ships, so propably not much help for you there. :<

But damn those are wicked sprites. :D

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