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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 - Dias Flac

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1
Suggestions / Re: Fighter Balance
« on: April 27, 2017, 03:39:22 PM »
Vs 1 super carrier my capital ship had quite hard time but what really bothered me was their ease with which to harass my smaller ships if the battlefield was crowded. I found if the enemy had at least 1 super carrier it would make casualties a near guarantee. To combat this I bought my own carrier to assist my guys with fighters. I've found it's pretty OP. Half of my fighters are drones though to cut down on crew losses. 


If you're using a lot of human pilot fighters don't forget to stock up on crew. I was going hog wild with my new carrier and suddenly I was understaffed crew wise. Had to run home with my tail between my legs.  :(

2
Suggestions / Re: S-burn balance....
« on: April 25, 2017, 03:15:39 AM »
I pretty much only use SB for hunting down AI and running from them and I'm kinda like abusing it.  If SB is significantly nerfed  I want some kind of fast travel to compensate.

Something like warp gates being short cuts or have the new SB fuel cost halved or even cut down to 1/3 to allow for less taxing hyperspace travel. I can definitely see SB being more of a long range tool rather than a short burst like I use abuse it.

3
So I was off in deep spess doing a derelict ship mission and I was getting harassed by this pirate group. I applied a firm back hand to their front side and sent them running. They then went dark and then buzzed around keeping me from scaving. I figured they fancied a second go so I popped it into sustained burn and chased them down.

Before I engaged I opened up the comm link to affirm my offender was indeed the same pirate that harassed me before (I want my vengeance to be verified). It's the same pirate and they're faction icon was indeed of the pirate. I send my second in command to give them a proper thrashing once more and they ran off.  The independent faction then went from neutral 55 to hostile at -55 rep for me in an instant.

I know if I were Heg space and I was dark that alone would grounds for them to throw the book at me let alone if I was pirate.

I'm a very "I am the law" kind of player so nothing tickles my pickle more than laying the smack down on pirates. If they get a instapass for going dark it's really gonna ruin my vindictive play style.

4
General Discussion / Re: Outpost Plans
« on: April 24, 2017, 05:45:14 PM »
I suppose. I'm pretty efficient when it comes to surveying and scaving.

5
General Discussion / Re: Outpost Plans
« on: April 24, 2017, 04:48:37 PM »
speaking of endgame....

I was thinking once I've explored everything, do drones pods or derelict ships ever respawn? My thinking being once you've cleared out the far reaches there's not much reason to go back there.

Do missions in the inner systems respawn assets or spawn them in previous empty systems? Like if I've already cleared out and survey'd a system I see no reason to ever go there again. This will lead to what I believe will be endless bouts of warfare and trade with the inner systems.

This is all completely ignoring future updates where outposts might be a thing. Until that update comes it will be a small galaxy.

6
Suggestions / Re: stat point allocation for the skill trees
« on: April 24, 2017, 04:28:40 PM »
Aptitudes used to be that way, where they gave bonuses for the level they were - like how the Combat aptitude used to increase the maximum Combat Readiness of all ships.  Not quite sure why that kind of stuff was removed though.
There needs to at least be an illusion you're actually gaining aptitude, rather than just paying a tax.

I agree.

@Dragon239

Maybe I'm just bad but I want more QoL skills to make going into deep space less taxing. I can make ends meet well enough but I don't find it enjoyable with bigger fleets making things cost more.

@Megas

It may not be balanced but I'm sure there's some modders working on skill tree re balancing mods or skill point cap increase mods. I'm also waiting on some conquest style mods that let you capture planets and set up star bases and mining operations.

I could get multiple paragraphs of stuff together when it comes to base building.

@Unreal_One

I don't mind the investment angle I just want a return on that for the point used. A flat bonus seems to be too good of a return so that's why I was arguing to have other skills in the tree boost the bonuses the aptitude level in the OP.

I want every skill point to give some kind of return whether I invest in aptitude or a skill in the tree.

7
Suggestions / stat point allocation for the skill trees
« on: April 23, 2017, 11:28:50 PM »
So you can rank up the 4 different trees to unlock different levels of skills in that respective tree. To make it less of a sunk cost I would argue for fleet wide passive buffs that comes with each rank of the skill trees.

To keep people from ranking up all the trees for their respective buffs I would say make each of the buffs contingent on the skills in the tree. Basically if you're only using one skill in the tree you'll get 10% of the buff whereas if you have multiple skill levels all throughout a respective tree you get more back from the skill point investment proportional to your points spent.

For me it would reinforce specialization and give more weight to focusing on a particular trees while rewarding me for infesting points into a skill tree. I wouldn't want the buffs to be OP but have them be enough to be an incentive to put points into a particular tree.

As far as which buffs would go to which tree someone smarter than me could probably argue for what would be best for balance.

I would want something to boost ordinance points, reduce fuel/supply costs, increase salvaging efficiency and so on. There's individual skills that already do these sort of things but I like stuff that stacks on top of other stuff.

tl;dr- Make skill point investments in trees give something back rather than be a prerequisite to learn skills in that tree.

8
General Discussion / Re: .8 feedback thread
« on: April 22, 2017, 10:22:05 PM »
That's what I meant by sell. HEG won't buy them in the open market anyway.

9
General Discussion / Re: .8 feedback thread
« on: April 22, 2017, 09:54:57 PM »
Basically here's how I grease my wheels.

Step one-

Use your starter 30k to get a mid sized ship after pledging to the Heg. Smack around some small time pirate groups to level a little bit. Earn a bit of scratch on the side while nabbing some nice weapons from the pirates if you're lucky. Should give you enough levels to take care of basic savaging needs + fuel economy buffs from the tech tree to make space exploration a profitable endeavor.


Step two-

Do the explore missions for the drone pods and derelict ships. These missions can be a little bit dangerous but the pay isn't bad. Guaranteed to run into unexplored planets and such along the way so make sure you level up the surveying skill asap.

As soon as I have a decent contingent of ships under my command and a properly feathered nest I'll probably do more freelance exploration and bounty hunting. From there I can bankroll whatever  I need for the most part.

One thing about step 2. You may be venturing into hazardous or uninhabited environments. This can be exceedingly bad if you're short on fuel so make sure manage it carefully in hyperspace. I'm a tightwad so I never bring fuel tankers with me. For the sake of my sanity I've began to bring fuel tanks and freighters with me. For less than 100k you can have some nice fuel and cargo haulers.

Also don't forget to sell those A.I. Cores you get from the drone thingies. Get good rep and 10k credits a pop.

10
General Discussion / Re: .8 feedback thread
« on: April 22, 2017, 02:28:28 PM »

Missions

I like the new missions where you deliver a beacon, basically "go to x and do y" instead of usual trade missions that require you "acquire x and transport it to y". Honestly I wouldn't mind if there delivery missions as well but they'd basically be like beacon missions but instead of going to some derelict or drone pod you'd have to go to a space station.

My bread and butter was bounty hunting in the previous version because I never touched trading (hated having to buy stuff and do all the research to make things economical and work out) but space exploration is pretty fun and rewarding if you have a good scavenging level in ver .8.

If I could ask for more mission variety I'd say more diplomacy stuff "deliver vip guy x to location y safely" or maybe heavy industry stuff like "escort fuel tanker/cargo hauler to x system" That would be fun. The more rep you get the bigger the fuel/cargo haulers you could escort and you'd get a bigger payout for doing so.

Bugs

Bug wise I haven't seen anything game ruining  for me. Sometimes it seems my A.I. followers will go off on suicidal charges unless I explicitly tell them to group together. One thing that bothers me is when more agile A.I. followers I've told to stay close to me refuse to leave my side to chase down weaker guys when I run out of command points. I kind of wish there was level of deferment to their logic such as "Stick together unless the enemy is fleeing/weaker at which point pursue them" that's more of a nitpick with the A.I. rather than a bug though.

Also it seems like sometimes saves won't work? I think someone already touched on that somewhere else. Now I just save all the time figuring every other save may not work. Also saving still seems to  take forever.

Mechanics

Maybe it's because I'm not using capital ships yet, but it seems like the supply cost for running around has been reduced significantly which is good. Managing both supplies and fuel was a real bother for me in the previous versions. It does seem like you burn more fuel now once you're in hyper space but scavenging mitigates this loss fairly well both supply wise and fuel wise. Still I don't spend any extra time in Hyperspace that I don't have to.

Missiles seem a lot more useful now. What's strange is I don't think they've changed mechanically much but somehow I find myself putting missiles on more things than I used to whereas before I'd just not use missiles at all and fill out my venting/capacitors and such.

conclusion

I'm pretty pleased thus far. If I wasn't dabbling in so many other games I'd probably have more to say. I'm sure the modders will have some fun with this new version

11
I'm more of the mind if having more freedom to command units in the field.


Keep command points though and remove the cost of giving orders.  Use those command points to issue temporary buffs.

They would cost command points and burn up a bit of CR.  You could have some stuff like...

"Full speed ahead!"- increase max speed by 25% for 10 seconds
"Hold strong!"- increase shield damage absorbtion by 25% for 10 seconds
"Prepare to fire!" - increase range/damage of your weapons by 25% for 10 seconds

As far as the skill tree goes for CPs you could scale down the CR loss by 5% per level or something like that.  You can tie certain buffs to various skill levels and so on.  That's what I'd do.

All of these things would encourage players to constantly check the map to issue orders. That's the exact thing that the CP system is trying to discourage in the first place. Short term buffs would make it even worse, since you'd need very precise timing to get anything out of them.

I don't have an issue with pausing to check the map to issue orders or buffs. Having went through a few posts I did notice that theme though. Is there a particular reason the devs don't like utilizing the tactical map?

As far as short term buffs go a lot of ships have short term buff mechanics whether it's increased firing rate, speed boosts, and so on.

12
General Discussion / Re: Well that was a surprise!
« on: March 10, 2016, 08:09:29 AM »
Is the possibility of 3 way battles a thing?
Alex has repeatedly stated that there will almost certainly not be any battles with more than two sides. it's not a problem of performance, but of gameplay and balancing. it would just create too much potential to be abused by the player.

I can definitely see myself abusing such a mechanic. If it's a matter of being able to curb stomp them too easily I could curb stomp them either way weather is 1v1 or 1v1v1.


Right. As a fan of gratuitous space battles I'd probably want to get as many ships shooting one another on screen as I could if given the choice.
Is the possibility of 3 way battles a thing?
Alex has repeatedly stated that there will almost certainly not be any battles with more than two sides. it's not a problem of performance, but of gameplay and balancing. it would just create too much potential to be abused by the player.
Not to mention that then people will ask for 4 sides, then 5...
Also 3 sided battles would require to rewrite a significant portion of the game engine plus all the weapons, ships or ship-systems AIs.

I guess it stems from my frustration of wanting to fight a particular group while they're engaged with another group and having to wait for them to finish.

13
General Discussion / Re: Well that was a surprise!
« on: March 09, 2016, 10:14:47 PM »
Is the possibility of 3 way battles a thing? I'd figure it would be since you have 2 on 1. Maybe it's the opportunistic pirate in me but I'd swoop in while they were both engaged with one another and flank the lot and route them before they realize what's happening (if the game allowed it).

For that matter would it be possible to have 4 team free for all or would that be too taxing on people processors?

14
I'm more of the mind if having more freedom to command units in the field.


Keep command points though and remove the cost of giving orders.  Use those command points to issue temporary buffs.

They would cost command points and burn up a bit of CR.  You could have some stuff like...

"Full speed ahead!"- increase max speed by 25% for 10 seconds
"Hold strong!"- increase shield damage absorbtion by 25% for 10 seconds
"Prepare to fire!" - increase range/damage of your weapons by 25% for 10 seconds

As far as the skill tree goes for CPs you could scale down the CR loss by 5% per level or something like that.  You can tie certain buffs to various skill levels and so on.  That's what I'd do. 


15
Fan Media & Fiction / Re: My review of Starsector
« on: March 09, 2016, 09:06:44 PM »
Not exactly very nice telling people that can or should share keys...

Well I said in the video they should buy it and that if they want to share it with a friend they can if they want to do that in the hopes their friend will like it and buy a copy as well.  Sorry for being optimistic.

I don't buy games too often and I almost never pre-order stuff so this is a bit out of character for me but Starsector looked genuinely good and I wanted to support the devs.

Still, a quick glance at the forum says...

Quote from: forum rules
Do not post links to illegal / unsanctioned downloads, discuss potentially illegal activities or encourage such things (e.g. Piracy, drugs etc.).

So I went ahead and trimmed that shareable part from the video since that would in so many words violate that rule for the forum. As soon at the edit finishes processing it'll just jump over that section regarding the sharing part. Naturally I had to cut out the part thanking Fractalworks for their openhanded DRM policy in this case.  :P

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