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Messages - Deshara

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Suggestions / Re: Installing items away from colony
« on: May 11, 2023, 11:42:48 PM »
the disco elysium method: hey gas station clerk i gotta talk to you but first let me change my pants

theres transport contracts where ppl ask you to take them somewhere but your only options are accept for money or decline. since using spare crew capacity doesn't cost anything it'd be fun to just fill your fleet with people going random places & drop them off when my path aligns with theirs, & get XP and faction relations when you do
a floating pilgrim fleet

General Discussion / Re: Colony Threat event
« on: May 09, 2023, 09:48:44 PM »
Just wanted to add some feedback from a rather casual player. (Play every couple of years or so, never gotten too in depth with mechanics)

For me this is a bit of a disappointment and overall makes the gameplay somewhat inorganic - instead of being able to have an intuitive understanding of systems I've found myself having to look up solutions to problems that aren't making a whole lot of sense.

I decided to set up a colony at midgame after finding a good system to do so. Eventually the hostile activity ratcheted up due to me not having the fleet power to take out hostile stations - I didn't pay it much mind as I assumed it would be something I could divert my attention to down the line once my fleet power grew and crush with a bit of effort. Unfortunately this was not the case - after building up some cash and putting together a decent fleet (a massive investment while constantly being hit with negative income from a fledgling colony) I went and tackled the pirate stations and found myself extremely surprised that it had barely any impact on the event progress, only slowing future development instead of wiping some accumulated progress.

At this point I looked up a bit of info and went the route of building a patrol HQ and started exploring the sector for a cryo to boost it, hoping that it would prove my savior. After finally getting one imagine my surprise when instead of helping the situation it actively hinders it by giving me path interest. I was also going to go the route of aiming for an orbital con yard and nanoforge with similar aims but reading this thread I see the path will also lead to negative results. I also tried to create extra patrol stations only to find that they did absolutely nothing, again a decision that is not clearly signposted.

My next idea was to try manually hunting down pirate fleets, but the gains were just irrelevant- 1 or 2 points for fleet defeated meant I'd have to spend an entire day hunting fleets to have any impact at all, which just doesn't feel like satisfying gameplay. I get your reasoning with the fleet sizes Alex but it feels to me like you must need an endgame level fleet to deal any significant progress reduction, which doesn't solve my issue of starting a colony midgame and having it be a complete death spiral.

So yeah. I think it's a great step towards improving the colony/piracy experience but it needs to have steps make more sense and be more clearly signposted to retain organic gameplay where I don't have to look up guidance to have a clue how to get out of the spiral.

Hi, and welcome to the forum! Just wanted to say thank you for your feedback; a lot of what you're saying really clicks and I really appreciate getting your perspective.

i think... the split here is that Alex is designing these with the understanding that the colony mechanic should introduce more oppertunities for combat, whereas some players are coming into it feeling like the colony is supposed to reduce the need for combat
im.... not sure what could be done about that. is that.. a common feeling? im suddenly recalling that a lot of players get annoyed by the big fights (investigation congos) that a colony brings, & also the small fights (pirates/path) that a colony brings. is this an instance where the fantasy of being a colony leader is that it gives the player a reprieve from the combat loop & gives them an oppertunity to engage in the boring non-combat parts of the game (the good kind of boring) as a break? but then you circle back around to people going "well why is it there if people aren't attacking it constantly". are players hoping that a colony will be a market that is always on their side, which inherently means it's without the hassle that a market not being on their side brings (being harassed)?

if those are the cases, what would be the solution? strip out the combat consequences of colonies & make it a relaxing, peaceful way for a midgame player to catapult themselves to the endgame?

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: April 14, 2023, 10:00:41 PM »
(Militarized Subsystems) Well, now it's an expensive hullmod that feels like it "doesn't do anything" - and if you have Bulk Transport skill, it actually makes the ship slower. Maybe it could be cheaper since it comes with its own drawbacks anyway.

I mean, this is something I've wanted to harp on for a bit anyway - while I love the speed boost from a purely objective point of view (I have a lot of things to say about going slower than Burn 20 on a practical, gameplay level), Bulk Transport is outrageously overpowered in its current form and especially skill slot. It more or less trivializes carrying capacity, it makes Colossi Burn 20 on skills alone when combined with Navigation (another must-have skill), and it's just absurdly more impactful than the other two skills that occupy its slot.

How much of a benefit MilSub gives is definitely a consideration, but Bulk Transport is kind of a problem skill that impacts a lot of things. (That said, if left unchanged, then yes, MilSub is a straight downgrade unless you build without BT for some reason.)

idk if this has been addressed since u posted this but i dont think this game actually intends you to play it any way you want -- at least not in the skills, it seems clear that a number of the skills are supposed to be more or less mandatory (eventually). the big example being transverse jump

for what its worth, i understand the wait & appreciate that you guys are willing to put that kind of discipline into your project. id prefer a DF to a Wolcen any day of my life

General Discussion / Re: Utterly broken fleet AI
« on: April 05, 2023, 08:46:13 AM »
nope, that's why the game limits your ability to give commands.

General Discussion / Re: Ship's engine stalls while shield still up?
« on: April 04, 2023, 10:20:33 PM »
hey OP do you know what the shift key does?

General Discussion / Re: Your One Ship
« on: April 04, 2023, 10:08:11 PM »
militarized kite. i dont know why, i cant stop myself, i just stick hammers on it & kill onslaughts and its so fun

Hound model has to have an Assault Chaingun. Bonus points if it comes with a wing of Talons.
i was resisting the obvious answer until now but id pair that with a kite with sabots

sometimes i think about how much money i would spend to have my favorite mech i built in Armored Core 4 modeled & 3d printed and i get a stab of pain thru my heart that that will never happen, & when it happens it makes me wonder what ships from SS i would let someone empty my wallet to produce figurines of
what do you guys think?

i think for me a ship to be THE ship it has to be A) sexy (so no Onslaught, sorry),
2) iconic IE not like another ship in-game or that you might see in another game, (so no medusa despite it being sexy (its just a flying saucer, sorry) or odyssey (whose silhouette is defined very heavily by the circles for its turret mounts which is visually similar to SPAZ1 ships (the SPAZ wiki has no pics & when i google "SPAZ ships" i just get pics of SS ships LMFAO so i couldn't tell you which it looks like), or paragon (ring ships have Been Done),
3) visually readable (i couldn't imagine how the eradicator is supposed to look so if someone put one on my desk i couldn't say whether it lives up to my mental image. similarly, the wolf is covered in guns so aside from the general shape i don't actually know what it looks like; put one on my desk without telling me what it is & i couldn't tell you what it is. lasher too)
4) single handedly impactful in combat (no atlas, sorry), &
5) have a distinct combat role (so no Falcon, which is Just Okay At A Lot Of Stuff)

out of all the capitals that basically leaves the Astral. obviously the Tempest. I think the Gryphon could fit but I doubt most players have been run down by a SO annihilator Gryphon like I have. the Shepherd fits the bill. Harbringer too. the Monitor is pretty distinctive & readable, even if the Brawler just barely isn't

General Discussion / Re: I LOVE SALAMANDERS!!!
« on: March 16, 2023, 09:04:29 PM »
In all seriousness, does anybody seriously consider adding salamanders while fleetbuilding?

Would love to hear about when and why - for me they always have been just a MAJOR playerside pain in the engine.

i put salamanders on every missile slot that doesn't have a reason to use something else
carrier? salamander. frigate without shields? salamander. cruiser set up for kiting? salamander

Mods / Re: [0.95.1a] Modern Carriers 1.9.5
« on: March 16, 2023, 06:46:45 PM »
Since all my mods have poor reputation, I deem my efforts unworthy thus no more updates will be made.

for whatever its worth, i consider this one of the top 3 mods for this game in terms of sheer quality

would you appreciate some feedback?

assuming you said yes:
the wren would look better without the tailfins

just tried this for the first time, it's much higher quality than i could have expected. genuinely amazing work. it doesnt fit my playthru but it make me realize that a 2d topdown armored core game would be amazing

* Add alpha core to Sindria's High Command, drone replicator to Volturn's ground defenses


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