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Messages - Sabaton

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1
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 19, 2023, 12:36:23 AM »
If abyss has empty background map, would it have empty background for combat?

ships move a bit slower.

Is this a flat amount or % based? Same for all ship classes or differentiated like asteroid fields & nebulas? Depending on how it's handled it could hurt small & fast ships meta a lot.

2
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 21, 2023, 08:39:49 AM »
You really outdid yourself with the Lions Guard skins, they look great! Probably warrants a revisit to the battlegroup skins since they're so dated?

Most of the Guards ships themselves are just as dubious in effectiveness as the descriptions make them to be, quite gimmicky to make proper use of them.

Also, since the PD & LR PD lasers cost the same now, the LR PD seems like the better choice with it's superior range and decreased flux. Not to mention having 4 small pd energy is pointless. Why not remove one them since mining lasers fill the cheap option and burst lasers give the advanced option?

Also, the mausoleum shrine really made me emotional :'( . Your storytelling is getting better and better, keep working on that and SS might get close to the likes of Homeworld regarding plot quality.

3
Suggestions / Re: Big wig start option
« on: February 19, 2023, 06:25:37 AM »
sometimes I just want to get into the action, starting out with only an Apogee or destroyers in that case is still too slow.

So some kind of start with a decent heavy/medium cruiser and a light or two, some escorts and a supply train. for when you just want to get into the action, try out some new things or whatever.

My feelings exactly! There are times when I just want to see how a particular Ships/Fleet build would fare in campaign without having to grind my way up from nothing every time (especially if said builds don't work out)

Not to mention that, from the looks of it, most of the upcoming content will be end game so again you have to start over to get to the new stuff. It gets tedious when you've done it dozens of times already.

4
Suggestions / Re: Big wig start option
« on: January 06, 2023, 10:11:57 AM »
I know about it, but don't want to use it because the gameplay changes it brings.

5
Suggestions / Big wig start option
« on: January 05, 2023, 10:50:41 PM »
As someone who's been playing this game for 10 years I know the early/mid game experience like the back of my hand at this point and reached the stage where the early grind discourages me from starting a new playthrough.

Any chance for a big wig starting option? I'm thinking a 7-9 ship fleet with a few cruisers, officers, levels and 100/200k credits under your belt.

6
Mods / Re: [0.95.1a] Apex Design Collective v1.1.0b
« on: January 05, 2023, 10:56:54 AM »
Do I need Nexerelin for the start options unlocked by Black Ops?

7
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 01, 2022, 11:16:31 AM »
What skills, if any, will Lions Guard officers have? I feel like giving them elite Helmsmanship and nothing else would be fitting and funny for a bunch of parade boys.

Also Tactical Drills should reduce CR loss from being harassed and increase it for harassed enemies for added space combat use.

8
Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: January 31, 2022, 11:15:35 AM »
This boss is what the doritos should have been. Very well done. 8)

9
General Discussion / Re: Anyone else encountered this?
« on: January 01, 2022, 09:41:29 AM »
I love these sensor ghosts. They're unoficially called leviathans and if you pulse interdict them they run away from you. Use them to create a slipstream to wherever you need to go.

10
General Discussion / Re: Do people use Hyperion without Safety Override?
« on: October 17, 2021, 04:37:50 AM »
Yes, it's a top frigate even without extreme builds. Not to mention that wolfpack tactics + energy mastery + cryo blasters/regular blasters means a lot of power in a very mobile and survivable package that can zoom around the battlefield as needed.

Its cost if offset by the fact that you won't have more than one in your fleet since the AI is better at using other ships and there's plenty of ways to offset cr issues.

11
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: October 16, 2021, 04:18:54 AM »
Well this should make h-space more dynamic. I can't wait to rage quit after my fleet gets pushed into an ordo.... :)

Does slipstream network generation take into account gate position? As in generate further away from gates so slipstreaming doesn't become obsolete once you get the gate key?

Can sensor ghosts be used in system to lure patrols away from points of interests? So that you have a sensor skill dedicated for luring where as go dark and pinging are mostly good for hiding/detecting?  This could make subterfuge missions better without much tinkering.

Can we expect any hull mods to make direct use of slipstreams?

12
General Discussion / Re: Automated Ships skill sucks
« on: April 23, 2021, 04:30:54 AM »
I don't understand why there's "limits" being put on player skills at all for what are mediocre or moderate skills. If a player goes on a serious drone killing spree and spends all that time capping and restoring Radiants, the player should be rewarded, not cut short. This weird obsession with "balancing" a single player game, let a lone a sandbox game's endgame, makes no absolute sense.

It's one thing to create skills that enable certain playstyles. This skill does not enable any playstyle. In fact, it prevents you from doing what it's trying to do. I see this as an overarching problem. I see this in the latest hotfix.
It needs to stop.
Nothing that has been "balance hotfixed" needed fixing. This is a sandbox. Let players build their sandboxes, please Alex.

Yeah these kinds of discussions have been going on for years... and we'll likely only see a resolution after 1.0. 

Personally I've never agreed with these types of hard limits the devs imposed, the only limit on fleet size should be the cost of fuel/crew and supplies.

And If the players wants a fleet full of AIs then the only limit should be said supplies and increased scrutiny from other factions, Hegemony and Church.

13
General Discussion / Re: Which faction would you side with and why?
« on: April 22, 2021, 03:18:29 AM »
They're all lame.

Omega for unfathomable delight and artsy spaceships/weapons.

14
Modding / Re: omegaslaught
« on: April 19, 2021, 03:43:16 AM »
The devs create the most unique sprites in vanilla and the modiverse..... so of course people will make another Onslaught!

The 'Slaught was a mistake Alex, admit it. It looks cool thou.

15
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: April 18, 2021, 11:34:23 AM »
How difficult would it be to make captured plague ships consume metals instead of supplies for maintenance? I know it would make their logistics trivial but it would really fit their theme.

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