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Messages - YAZF

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This is an interesting idea. S-mods being a permanent addition to ships has always been too good and they need some sort of rework. I'd be down to try it.

That being said...
Personally I like the idea of S-mods staying as they are BUT being temporary instead, lasting only a month or two. You can view it as taking very special preparations before a big station assault or other decisive battle. It brings S-mods more inline with some other current story point uses, like making special maneuvers or negotiating trade deals; They'll be one time decisions focused around a singular event in your character's "story" rather than flat upgrades forever. 

Suggestions / Re: Militarized sub system needs a rework.
« on: November 23, 2022, 01:34:02 PM »
I might be the only idiot, but in my early runs I used to pick it for the Burn increase and the Sensor buffs, not realizing that I made civilian ships eat into my fleetwide buffs with their DP despite never using them in combat.
I fully agree that once you go over the 240 DP cap for fleetwide abilities the mod can definitely be more harmful than helpful. And in such a situation I probably wouldn't use it. But like I said it doesn't have to be the type of mod that you use all the time.

Well why would I bother myself with civilian hogs when I can achieve a similar result with customized non-civilian logistics ships, except also getting a passable combat backup? Especially in a world where phase ships exist?
Some of the biggest strengths of civilian ships are that they are easy to find as well as relatively cheap to purchase and maintain. Sure in an endgame fleet you could use rarer and more costly logistic ships but that's not the point of the mod IMO. The point is to take something useful and common, but with crappy downsides, and to shore up it's weaknesses. I don't think the mod is designed to make a freighter or tanker into a combat ship. It's designed to make them less of a liability and to make your fleet not a giant target on the overworld map, especially during the early and mid game.

Suggestions / Re: Militarized sub system needs a rework.
« on: November 22, 2022, 03:43:05 PM »
Like most ship mods, militarized sub sys CAN be useful depending on what you need. It doesn't have to be good all the time. I use it extensively anytime I'm doing a smuggler style playthrough. It provides a small burn boost and a sensor profile buff (which STACKS with insulated engines). Those are great perks! Maybe it's in-combat effect is a bit anemic, but does it need a full rework? I don't think so. 

Suggestions / Add a Battlestation Assault to Mission Mode
« on: November 19, 2022, 12:27:14 PM »
This one is simple enough; add a Battlestation/Star Fortress fight to the mission mode.

I think the game's mission mode is the best place to make a good impression with new players. It gives them the chance to experience big battles and pilot massive ships long before they can in the campaign. These fights are where the game shines the best and it can give new players something to work towards when they start the campaign.

Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 11, 2022, 01:46:21 PM »
A small complain/suggestion: When random core worlds is enabled I frequently find hyper valuable industry items like Pristine Nanoforges/Syncotron Cores/Alpha Cores/etc on tiny colonies with little to no defense. I get that it's random generation (and I obviously benefit from finding these unguarded treasures) but I feel like these types of items should be reserved for the bigger colonies.

Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 09, 2021, 11:51:40 AM »
Fixed issue that could cause the AI to fire too many HE missiles at an overloaded target despite being aware that it was overkill

At last! As much as I can appreciate a good old "FIRE EVERYTHING!" moment, having my fleet unload 20+ Harpoons at the first overloaded frigate they saw could be very annoying, especially whenever it happened at the start of a bigger battle.

Suggestions / Dark text too hard to read.
« on: September 11, 2021, 02:50:27 PM »

Some of the text in the game is just so hard to read. Planet names for example. That dark, small, gray text with a dark border in front of  murky dark planets? I know the Unknown Skies Mod probably isn't helping, but still! I sit kind of far from my monitor and there's no way I can read these names easily. Can we brighten it up a bit please?

New system 100%. Could still be improved, sure, but definitely a step in the right direction.

1. Stronger, fewer skills > weaker, more numerous skills. The old system suffered from far too many small incremental upgrades. While over time they could make a very strong character, any individual level rarely felt impactful unless you hit one of the few major upgrades like transverse jumping. Levels in 0.95 give you more per level overall and that feels good.
2.  No dead levels. In the old system you'd usually have ~10 levels per playthrough where you just spent your skill points on raising aptitude. Now, there are some levels that might feel a little worse than others still, but you still always get SOMETHING.
3. More choice isn't always better. By limiting each level to a choice between 8 available skills, it helps players (especially new players) avoid getting overwhelmed with analysis paralysis.
4. (Most subjective opinion)  I LIKE the fact you can't get everything you might want. In 0.91 being able to get whatever you wanted with few restrictions made each playthrough feel so incredibly same-y. Despite all the choices I had available I always found myself falling into the same general builds by level 50. Now, fewer choices force more player consideration and planning, which I find quite fun. And since each skill is fairly impactful, it helps the player feel good about their choice afterward, even if it was a hard choice to make.

Ah I see. Yes, I do have another larger colony with Heavy Industry which naturally produces more than this colony. The nanoforge wasn't installed there to avoid pollution problems. I was unaware the forge had to be installed in the largest producing colony. In terms of mods, currently it's a few QoL stuff and cosmetics like SpeedUp, Portrait Packs, etc. Nothing that effects gameplay. 

My corrupted nanoforge only seems to work properly while my character is personally governing the colony it's installed in. The forge increases resource production regardless of who is assigned to the colony, but not fleet ship quality. I tried unassigning and reassigning the hired administrator, but the problem kept coming back. I haven't tried completely replacing the administrator yet. For reference, my character (Varuna Cruz) has the Industrial Planning skill, and the admin has the Space Operations skill.

Also the +25% fleet size bonus given by Space Operations is still called Fleet Logistics in this screen.

Currently, the player gets reduced rewards from commissions if an engagement involves allied ships. The more damage your fleet does, the larger percentage of the payout they get. This makes sense if say you are aiding a fleet of allied independents against some pirates. However if the only allied ships are also from your personal faction I feel like you should get a full 100% payout. I just defended my colony against a large invasion fleet where I had an orbital station to help defend. At the end of the hard fought battle I see my commission rewards were only ~50% because my own station did so much damage. I know it isn't a huge thing but it just FEELS weird that it works that way.

(Sorry if this has already been brought up)

Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 23, 2013, 10:59:05 PM »
Missions only: removed random post-battle capture

Sooooo.....What missions are we talking about Alex? :)

Blog Posts / Re: Combat Readiness
« on: February 19, 2013, 04:58:05 PM »
I think these will be good changes and I'm looking forward to other way on how combat mechanics will combine with campaign mechanics. In particular I do hope there will be a way to interact with space stations a bit more. For instance I see enemy fleets "attacking" and "defending" stations all the time but they really just hover around them. I would LOVE for battles to actually take place at stations where there is a huge base floating in the middle of the combat field which could fight too. You could try to defend it or destroy an enemy station.  Maybe you could be trying to destroy the defending enemy fleet but not the station to take it over. Or maybe you could be just trying to destroy a specific part of the station and then run away. Aaahhhh I'm too excited to see where the campaign development will go. Keep it up alex!

Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 05, 2013, 09:19:01 AM »
Hmmm....well that's odd (name change). But I'm sure it was necessary so I guess I'll go with it.

General Discussion / Re: Free discussion 54a: Missiles
« on: December 08, 2012, 11:26:18 AM »
I love using missiles and I love the perks that have been added for them in .54a. My one big complaint is that missile launch speed are independent of your ship speed. I've been in situations where I launch slow missiles (mainly talking about annihilators here) from a ship while I rush toward the enemy and have them stay in my ship so long they run out of fuel and hit my own ship. If I'm going fast and launch a missile it should have a faster initial launch speed.

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