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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Dread Pirate Robots

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Suggestions / Re: A very in-depth post on Commissions and Reputation
« on: February 14, 2024, 08:12:16 AM »
On the topic of giving a warning before interfaction warfare, this is a place where I think Nexrelin has done an excellent job.

In Nexrelin, the factions have a variety of small reputation-influencing events that occur, things like "The Hegemony catches a TriTachyon spy trying to sabotage a fuel refinery on Jangala, -10 reputation". These events gradually lead to war, so the wars don't feel like they come out of nowhere. Then during the war, events like diplomatic missions occur that lead to peace. This gives the player an approximate warning of when the conflicts will start and stop, but it also makes the sector feel so much more real and alive. As it is the factions feel like robots that arbitrarily flip a war switch every couple of years,  the simple inclusion of those little events significantly improves the way the factions feel to me, and it seems like it wouldn't be a ton of work to implement something like that. It also has the potential to at some point tie into missions the player can do to change faction relations, perhaps through contacts, which might be a good way to make the contacts and factions feel more interactive.

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Suggestions / Bringing the simulator up to date
« on: February 03, 2024, 02:44:00 PM »
I know I'm not the first to suggest this, but with the new update just out I think it would be good time to revisit it. I think the simulator is starting to noticeably show its age relative to how polished the rest of the game has become, especially since there are now many ships, weapons, and entire factions you can't face in the simulator at all.

I know that I personally spend a decent amount of my play time testing stuff out in the simulator, and I think a lot of other players do as well so I think it makes sense to make improvements to it a pretty high priority. So that said, my suggestions are as follows:

-Have ships unlock in the simulator as you fight them

It probably doesn't make sense to have every ship in the game available right away, that's a lot of choices and it would spoil the novelty of new ships, especially the redacted and ultra redacted, but having some starting default ships unlocked, and then unlocking the ships you fight seems like a good way to expand the selection gradually without spoiling anything. You could also unlock ships you have blueprints for. It really does feel unfortunate right now that you can't fight every ship in the simulator, and it would definitely be fun to be able to train against redacted and ultra redacted ships in the late game.

-Let the player choose any number of any type of ship, and randomize their equipment

Currently the simulator only has a small number of each type of ship with a predefined loadout. I think it would be better if you could just pick, say, two paragons, or four manticores, and the simulator randomly generates the ship's loadout.

-Let the player choose if the enemy ships have officers

Currently there's no way to fight ships with skills in the simulator, so it would be good if you could try out opponents with and without officers.

3
General Discussion / Re: Expectations for 1.0
« on: May 25, 2023, 07:10:49 AM »
I definitely agree with improvements to the simulator. I'm sure I'm not the only person who spends a significant amount of my playing time in the simulator, and It's a little limited right now.

I remember a while back there was a mod that made it so new ships unlocked in the simulator as you fought them in the game, that would be a great way to make it feel a little more fleshed out.

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If you just want a good system and don't care how you get it, you can use the console commands mod to add and remove conditions from planets, so you can make the duzahk planets as good as you want.

5
This has happened to me a couple of times and it's super annoying, sounds good to me.

6
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 10, 2022, 02:51:52 PM »
I like that a lot, it's strong (5 mediums with AAF is nothing to laugh at) but also makes it feel like whoever designed it is a bit of a moron in exactly the "our ships will be the best at everything!" way that I think Alex is going for.

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Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 21, 2022, 09:36:43 PM »
Looks amazing, I'm especially excited to get my hands on the Invictus... that said, is all this new weapon/ship content you've been showing off for a relatively small 0.95.2 release, or are we being tortured by something we won't be able to play with for over a year? (Of course I understand if this isn't an answerable question!)

This post has me hyped and I need to know how much I need to suppress it.

8
Suggestions / Re: Minor suggestions before 1.0
« on: December 25, 2021, 02:07:36 PM »

Simulator improvements
This is also something that can be accomplished by playing with the game's files but there really should be more varied sim enemies. I don't understand the point of multiples of same ships (3 Dominators...) and then d-modded versions on top of that. If anyone comes here and says "oh if you add more ships that are newer it'll just become crowded to navigate", please take a look at it now and say that seems fine. Ideally you should be able to pick and choose variants for most ships (like a drop down menu with variant names), and then how many you want of those. Because we currently have 2 exact same Onslaughts for some reason. Yet there's barely any choice in testing your builds against cruiser enemies. You have the tankiest son of a gun ship, and some kiters. No carriers, no Champion, no Apogee, etc.

If I seem a bit too passionate about this, the reason behind that is I spend A LOT of time testing out builds and seeing how they perform. having a bit more options and a nicer way of doing things would be awesome.


I definitely agree with this one, I also spend a ton of time in the simulator - and I doubt we're the only ones - so it's a shame the vanilla simulator is so lacking in options.

I like the idea an old(?) mod had where you unlock ships in the simulator as you fight them. This give you more variety and also lets you test ships against the various end-game enemies once you have met them without "ruining the surprise" by having them available to fight from the beginning.

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Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 11, 2021, 12:14:38 PM »
A lot of people have pointed out the new ships are good - and I agree - but I want to say the burn drive change is incredible. I've been playing around in a Dominator and it feels like a monster now. It's always been one of my favourite ships, but before, you'd constantly end up in annoying situations where something wounded would have its flux up and start running, but you couldn't safely chase it (or if you started chasing it'd move to the side and you'd fly past), but now you can often punish stuff that's running away from you. It's overall a much more satisfying ship to fly.

It's also good that despite being pretty mobile now, it's less precise and mostly useful offensively (and in fact usually requires you to compromise your defense at least a bit) so it feels way different to use than hightech mobility.

I suspect the Enforcer and Onslaught will feel much better too.

10
Blog Posts / Re: Skill Changes, Part 1
« on: July 02, 2021, 02:15:53 PM »
Derelict Operations only affecting ships with officers seems weird. You're looking to to run a fleet of trashy junk ships... and then you need to make sure they all have officers?

The blogpost didn't mention anything about officers in the section about Derelict Operations, so assuming it's gonna work that way based on the current Derelict Contingent may or may not be accurate. vOv

It says so in the picture with the skill desription.

11
Blog Posts / Re: Skill Changes, Part 1
« on: July 02, 2021, 02:06:48 PM »
Derelict Operations only affecting ships with officers seems weird. You're looking to to run a fleet of trashy junk ships... and then you need to make sure they all have officers?

12
Suggestions / Re: Make Explorarium Drones 'free' for Automated Ships
« on: June 01, 2021, 12:37:39 PM »
The problem with that is that they play very different roles in the game. Derelicts are supposed to be a "low level enemy", something that beginner players can easily beat up on. On the other hand the remnant play the opposite role, and end-game enemy for experienced players to take on as a challenge.

That said, I do think that the game is in a better place now in terms of things to do for beginner players, and the derelicts feel a little too easy, so I wouldn't mind seeing a general buff to derelicts - although I have no idea how to make ships without shields "work". The burn drive change will help. Maybe have them slowly regenerate armor? That would seem fitting with what they are.

13
Suggestions / Re: Make Explorarium Drones 'free' for Automated Ships
« on: June 01, 2021, 12:07:59 PM »
I'll just say, I'm looking at what it'd take to make them useful in some way with AS. I mean, the frigate-sized ones are probably mostly on the outs regardless, but the bigger ones could have some play in them. It's hard to see them being a top-tier choice, but if they were at least viable, that'd be a fun extra option to have.

I definitely wouldn't expect them to ever be top tier, but it would be great if, like you said, they were viable as part of a junk fleet. I think in order to make that work, you need to be able to use a bunch of them, which this suggestion helps with. I think that you also need to be able to ignore them dying (since they're going to die a lot no matter what), and they might need to be a bit tougher too (otherwise they might die too fast to actually accomplish anything). Derelict Contingent probably accomplishes those last two currently, but who knows about the new version.

Also you could get the mothership to drop a blueprint package so you can keep using them in the later game.

14
Suggestions / Re: Make Explorarium Drones 'free' for Automated Ships
« on: June 01, 2021, 11:12:54 AM »
I like this idea a lot, I think it's too bad that currently there's no real way to use explorarium ships, or at least not in the relatively large numbers where it would be the most fun to use them. It seems like one of the playstyles that Alex is trying to encourage through skills is one where you use relatively low quality ships, and you don't care very much if they die. Explorarium ships feel like they should be a great match for this playstyle (because the ships are really bad and die all the time) but currently they don't really work. I don't know how "derelict contingent" is going to end up in the balance patch, but I'd love it if you could make a bunch of explorarium ships work alongside other regular low-tech ships in some sort of... pirate robot fleet.

15
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 04:30:23 PM »
(Half-thinking of a low-tech destroyer build around a large slot - sort of a Sunder in that sense, but with some things that make it a different concept...)

Full-think it! Vanilla needs a couple more large ballistics imo and upgunned destroyer is a lot of fun for the player.

I'd love to try the damper-shields on a couple of low tech ships. It might be a bit much on an Onslaught like you said, but on a Dominator? That definitely might make the 25 DP seem more worth it! Very excited about the changes.

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