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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - ElPresidente

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General Discussion / Re: Do you have a preferred flagship role?
« on: June 25, 2021, 03:44:57 AM »
I'd like to try a dedicated missile spammer but it seems like even the modders shy away from making something that vomits a million missiles across the map.

There is one modded ships called the Macross that fits your bill.
Also, I think the Interstellar Imperium had a MASSIVE MIRV missile launcher ship + alahu akbar varant.

I'm deeply dissapointed by the lack of negatives for AI cores and all the AI wankery.

General Discussion / Re: High Scatter Amplification's impact?
« on: June 16, 2021, 11:41:37 PM »
My personal experience with it is that it's not worth it. It costs too much and the downsides are simply not worth it.

Hullmods in general really fall into a wide range. Some are flat-out improvements without ANY downsides (aside from OP cost), while some come with hefty downsides to boot.

If you don't want to be part of a conversation, it's easy to just ... not talk about it.

Is that the reason for everyone else to stop discussions? No.

not sure why this post is even still going.

Because people like to talk about StarSector?

think yer wasting yer time elpresidente, if these people could read they never would have had misunderstood this post so poorly.
a) I'm not to blame for other people misreading/reading into or misunderstanding a thread
b) Why single me out? Unless you somehow missed it, I was DEFENDING you. (in a way)

I am against magical skills with 0 logic behind them.
You're blitzing them so fast that the more distant fleet has no time to respond.

Fights take time - hours, days.
It's another magical "get out of jail free card" for the player. He doesn't need more of those.


If you were using the same mods with the previous version, then the results should be the same, no?
No. Let's exaggerated for easy numbers:

Mod A doubles the effectiveness of ships in combat.
Enemy B receives a 10% boost tweak.

Because of the mod, enemy B is now 20% stronger than before with the same mod activated.

There is no "doubles effectiveness of ship in combat" mod that works like you describe (that I know of).

And when I say "should be the same", that means that if Mod A gives a ship 10% more shield, it also gave 10% more shields in 0.91, so it's not the mod that changed the numbers, it's the base game. That change many not mesh well with the mod, with all the stacking buffs.

Suggestions / Re: Where is the player's "inventory?"
« on: June 14, 2021, 12:28:56 AM »
A captains cabin would have no interaction with any other elements.

I might be visually cool. Might work as a menu, with the background elements changing depending on actions taken in your last save (for example, if you defeated REDACTED you might have an Alpha Core on the captains desk), but again - no real gain for a lot of work to make all the assets and code it in.

He's right though, if you're going to have views on the game's difficulty you should make it obvious in your very first post, and title that you're using mods to make the game harder or easier.

If you were using the same mods with the previous version, then the results should be the same, no? So it's still valid.
Starship Legend didn't relaly change between 0.91 and 0.95, so any difficulty spike cannot be due to it - especailly if you are comparing multiple playtroughs.

None of these seem particularly great money for the time invested, especially not the academy stuff.

Academy is actually great because they pay you up front and have no timer on the missions. So you can stop by and get a free nearly 200k for taking their jobs and then leave. I did that and then ran off to fight in a bounty system with my brand new decked out falcon on day 2 ish.

Many of their missions also give 100k+ reward (because you get the payout plus the bribe for whatever they wanted) for a simple scan or using a few marines to conduct a basic raid.

Don't you actually have to find the mission in a random bar first?

You found it at day 2, in my latest playtrough, I only activated the academy when I was well into midgame

General Discussion / How if Ai vs AI fleet fight calculated?
« on: June 11, 2021, 04:26:48 AM »
I've seen several 500 fleet point fleets jam packed with cruisers destroyed by a fleet a fraction of their size. I'm curious as how how are battles calculated.

I find that ships are too cheap and there rewards for most missions are not worth the effort.
If you ask me, I'd double the ship cost and increase rewards for most mission by a LOT. Especially some that are utter waste of time.

I am against magical skills with 0 logic behind them.

Suggestions / Re: justify why people arent using the [redacted]
« on: June 11, 2021, 01:56:06 AM »
Stuff like that would encourage players to colonize a single system, and build High Commands on every planet to infest his system with patrols that would intercept some of those fleets, and player can then pick off stragglers with support from Star Fortress.  Well, players tend to do this already.  If core is so angry that they want him dead and willing to set aside all differences for classic "Gang Up on the Human" trope, then player can prepare and exploit that before triggering that event, perhaps combining that with abusing overpowered combat features (like Doom cheese).

Or, player can pick off non-quest planets one-by-one (either sat bomb or excessive raiding) before his triggers any quests that would anger all of the core worlds.

If core worlds wants to kill off the player, then player can find a way to be Rambo and give them a war they cannot win.

Yes, it's a game, so the player can do whatever.
But in any sensible scenario, there's no way a player would even have an empire that could be more than a speedbump.

In the spawn of but a few years the player can terraform entire planets, build and expand infrastructure to rival core worlds, expand his population to absurd amounts and build mega-projects of insane scale and cost for pocket change and near instantly.

Realistically, the player could NEVER have enough industry or resoruces, or fleets to fend off even one faction.

"Muh Domain-era tech" is nothing but a handwave.

Suggestions / Re: justify why people arent using the [redacted]
« on: June 11, 2021, 01:49:26 AM »
Just to check up, you're claiming that the most realistic reaction of:

the Hegemony, (who hates TT and the Diktat, and has stressful-at-best ties with the Persean League)
the Luddic Church (who hates TT and, well, technology in general)
the Persean League (who exists solely because they hate the Hegemony more than they hate themselves)
the Tri-Tachyon (who hates the Hegemony
and the Sindrian Diktat (who hates the Hegemony and foreigners in general)

Will all huddle together, set aside their centuries of differences while singing kumbaya, and collectively unite into a five-nation army... because you have a hat trick.

No and yes.

You don't have to sing jumbaya to assisinate the same person. Things is none of them would want their piece of tech to fall into the hands of the other. They would rather see it destroyed. If I can't have it, no one can.

Of course, I'm under no illusion that the second your fleet is blown to bits the assasination armada wouldn't turn on each-other, in an effort to  either steal the key or destroy it.

Yeah no.  While the prototype Janus device is a useful device, it's not by itself a mechanism whose mere possession would warrant blatant declarations of war (except perhaps from the Sindrian Diktat, given their perspective on the Ziggurat), let alone a military union of nations to form against an otherwise mostly law-abiding citizen of the Persean Sector.  That's not realistic, and it's just not how politics works.

You have no clue what nations and secret services have been up to in the real world do you? Truth is often stranger than fiction.

A device that allows an entire fleet to pop into your backyard is a massive security risk. And while you might be a "law-abdiding citizen" (or maybe not, you can me a murder-hobo supreme), that device wont' stay in your possesion forever.
Granted, the entry points being known reduces that danger somewhat.

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