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Bug Reports & Support / Re: [0.9a-RC9] Fullscreen, cursor not visible.
« on: July 14, 2019, 07:40:19 AM »
I am also having this problem.
Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)
http://www.youtube.com/watch?v=H5OxXloW8LA
Boy, did that take a long time to upload.
*gets excited over fluff text*
You do realize that these battles are just to give us a taste of the game right? A bunch of things are missing (aside from the actual sandbox game) that will help solve your issues once they're in place. The ship fitting screen will give you the chance to check out ships in detail and install different weapons / gear / etc if you wish to do so.
Unless I've drastically misinterpreted what the devs are going for, this is not CoD in space. If you need to be seeing explosions / gunfire every two seconds this might not be the game for you.
To start off, I completely agree that more information needs to be presented to the player. Finding out some things is too painful at the moment. It should get a lot easier in the next version, with a highly detailed fleet screen you can look at before battle. That screen will also let you customize your ships. Being able to create quick custom battles just to check out certain ships should help too.
There's a "flight decks: X" on the tooltip. In this mission, the only ship with a flight deck is the Gemini, which is primarily a freighter, so it's not designated as a carrier. I'm not saying this is intuitive. In my defense, lots of carriers *do* say carrier
At the start, the main thing you care about is speed so they can take objectives faster. Armament etc doesn't really matter until slightly later - so pick the fastest stuff. I wouldn't bring in the Conquest right away - leaves you with too few faster ships - but it's certainly doable that way.
Parking the bulk of your fleet strength (aka the Conquest) in an out-of-the-way waypoint is a strategic error, one side effect of which is boredom Still, on watching the video, it doesn't look like the lull in action was that long - some bombers and destroyers showed up to keep you company.
Agree completely. The next version includes a major revamp of how you control your fleet. Working on this right now, actually. I think the problem isn't that you don't have enough control, but rather that the UI lets you think you have more control than you really do, and then it's frustrating when your fleet doesn't obey the way you'd expect. The ships have an involved AI and just can't respond to commands in the way RTS units do.
Thanks for including something positive
The main reason that last battle goes badly for you is the enemy controls both nav buoys and both sensor arrays - so their ships have large range and speed bonuses. Your flagship is normally faster than the Onslaught battleships, but not when you take the objectives into account. Tactically, what you want to do is circle them and keep firing broadsides, but with the speed/range disadvantage you're at by then it's not possible.
Oh, and I wouldn't put the missile group on auto-fire - it's generally more effective to target those manually. Likewise with the broadsides (groups 1 & 2), though they would do ok - but you can do much better manually, and the damage is significant enough to be worth your attention.
As to the thought process...
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Is this roughly what you're looking for? I'd be happy to answer more specific questions, or elaborate on anything, really.