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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 - Aratoop

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Suggestions / Re: sell unique items/blueprints to planetary admins
« on: May 16, 2021, 03:19:40 PM »
If you sell a synchotron core to somewhere that can use it in general they will then install it (same with nanoforges), but it's done via the general market like pirate blueprints on the black market. It would be cooler to have to sell them directly though

That's pretty unfair, there are a lot of changes and different mechanics between each game. I'm not even a fan of TW:WH series.

Also, you have the ability to play along with the various intelligence agencies that try to win you over right now. I have no idea if any of them change anything other than being really cool moments and dialogues, but I hardly imagine that's going to stay the same way in the future.

This is a really interesting writeup, thanks for posting! Do you ever try and pilot one of the ships yourself? If so, which has the greatest effect in the player's hands in your mind?

General Discussion / Re: How to find Scylla Coureuse?
« on: May 14, 2021, 01:37:56 AM »
I must have glitched it then. I'm running the mod that lets you take over stations (makes it kind of a 4x, invading planets, waging war with factions) so the pirate base is under persian leauge control. None of the bars have anyone in them, and none of the comms have a pirate leader.
That's definitely a glitch then. Might be worth posting the order of events (whether it got taken over before or after the quest started, which route you took, etc) and the issue on the nexerelin thread

General Discussion / Re: How to find Scylla Coureuse?
« on: May 13, 2021, 02:20:13 AM »
If the station isn't turning anything up, go to Lacaille Habitat's bar

People throwing their lives away in fighters is a pretty common trope in sci fi and I do enjoy it here. The issue is that fighter behaviour is basically the same as a kamikaze pilot and they won't return to the carrier before total destruction of the fighter since they can't run out of ammo, which kinda breaks immersion. I don't think the solution is to simply remove crewed fighters, though, as they'll always be super cool

General Discussion / Re: looking for a ship
« on: May 11, 2021, 04:26:56 AM »
The aurora is definitely closest to what you want, as its plasma thrusters mean it has an average speed of ~180 or so  with systems expertise (based on the frigates it can catch), and whilst burning it has a speed of ~250 which lets you melee things very safely as you can flee from most situations/press the attack on someone trying to get away. It's very expensive though

Suggestions / Re: Quality of Life Suggestions
« on: May 10, 2021, 06:06:40 PM »
The neutrino detector's issue, imo, isn't false positives (which can be found relatively easily as they don't change in direction or amplitude unlike real signals) but is instead that the cases where you want to use it (mining station in a ring around a giant, for instance) are cases where its bad signal:noise ratio makes even finding a positive signal extremely hard. Every easy to find signal is already visible on the map (planets, for example) and I feel like some tweaking might be nice.

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 07, 2021, 03:35:04 AM »

1 On the issue of the aquatic planet - founded a colony on the cryovolcanic world, terraformed and received the aquatic world. Cool! Now I can trade in lobsters, but there is a small question ... why is it possible to build "Farming" on the planet instead of "Aquaculture"? Moreover, according to the logic - the planet becomes habitable, animals and plants start up in it ... how about organic matter? This does not seem to contradict logic. The same question when terraforming a planet from a desert world to a Terran one - we also add plants, animals, and so on - it seems that there should also be organic matter.

My understanding is that "organics" isn't any organic matter, but is basically oil/coal and so on, which is why some places have more or less of it despite being habitable and presumably having large ecosystems, and why a desert world can have more organics to mine than a terran world with mild climate

Shock repeaters are shockingly good PD if several can be together, I find. I managed to snag 3 of them to put on the left side of my odyssey and I can turn off my shields when someone fires several reaper torpedos at me, which is suicide to do at anything less than long range for an entire bank of LRPDs or for burst PD when it's out of charges. Maybe I stumbled upon the best use of it somehow.

I think similar to the super redacted ships themselves, these weapons excel at being completely unlike any of the normal weapons, both visually and in terms of what they do. The rift beam could definitely do with some tweaking though because it's not very impressive to fight against at the moment.

That's odd, when I use the all weapons or allwings command it spawns 999 of each to the abandoned station's storage

Suggestions / Re: NPCs should salvage/recover derelicts
« on: June 07, 2020, 09:33:05 AM »
I don't really like the idea of a feature that would punish someone for not exploring soon enough, similar to how I wouldn't like the core factions to colonise on their own because I don't want a feeling of "this planet isnt great but I need to settle it now before someone else does". Considering derelicts and debris fields give XP to find, it'd also be quite a punishment for someone who spent some time doing something else early on. Lore should work for game mechanics, not the other way round, otherwise- why is there any debris or derelict left at game start after 200 years of exploration (if salvage fleets were to claim derelicts and debris fields).

A compromise as it were could be that salvage fleets don't actually remove the things they salvage, but WILL intercept you when you try and salvage something they're salvaging or plan to salvage. That way you still get the NPC interaction but you don't feel like you need to rush out there and explore before other people do.

Suggestions / Re: Enemy AI fleets and retreating
« on: June 02, 2020, 07:31:15 AM »
All things in this game right now lead to combat, and I think being good at combat leading to the AI retreating might be interesting the first or second time it happened but would be extremely tiresome after that- consider taking down an expedition fleet whilst it's in hyperspace and having to keep attacking and catching them because they retreat after a few losses. The AI is skittish enough as it is this patch and I think making it even more prone to running away or kiting is a bad thing. However, this idea could be interesting if and only if it lead to dialogue after the battle or some sort of in-battle surrender dialogue.

General Discussion / Re: Game no longer active?
« on: May 15, 2020, 12:39:45 PM »
Been a fan/follower of this game for like a decade now, the very long time between updates is a feature (and a recurring topic in general x3). The long time is always offset by a silly amount of new and awesome things in each update (and these new and awesome things being incredibly stable and well thought out (looking at you bannerlord >:O)!!). It's ok to forget about the game for a year and come back and be like "oh my god there's colonisation now" and stuff ^.^

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