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Starsector 0.96a is out! (05/05/23)

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Topics - Sandor057

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General Discussion / Administrators, colonies and glowing blue balls
« on: January 04, 2022, 06:56:27 AM »
There comes a time in most games one plays when a colony has to be established. One can have many reasons: found a profitable system, great modifiers with low hazard on a planet, too much storage space is used up by all the cool guns you are carrying, or you simply like the colour of the planet. All valid and relevant reasons. The next thing you need to decide is how you'll set up that colony you've just founded. Are you going to get Heavy Industry right away? Focus rather on stuff that nets you cash? Do you have the reserves to queue up a few structures? Can you do it with multiple colonies without going broke?

Once all that is done, one thing you need to decide from the moment the colony exists is who's going to govern it?

Here comes the part when I rant about what changed in the last few versions regarding colony management skills, administrators, costs vs value, and the good old days in general.

So first off, what new players will have to realise quite soon, is that right off the bat you can only have a very limited number of colonies without penalties (2 governed by the player and 2 more governed by admins). The other thing one can't help but realise is that there is only 1 skill affecting colonies currently the player or admins (in which case it's a watered down version) may get: +1 stuff produced and 50% more Heavy Industry ship production value. Starting out, choices here are hard. For the player, the skill competes with practically every other one, and as it does not affect your fleet in any direct way, it is easy to pass on it. For admins however, it's darn expensive. The production bonus can help if the colony produces valuable commodities, however it's not that useful for all situations.

Now to contrast it with how it used to be, admins used to be able to get 2 skills (out of 3) at max and had lower costs in comparison. The skills were +2 stability bonus, +1 industry production and +20% accessibility bonus (although I am not entirely certain about the third one anymore). You could boost accessibility for farspace colonies, boost stability during a raid or otherwise mix and match admins to maximise profit. This versatility is currently missing.

And now for the meat of the matter: the glowing blue balls, aka Alpha Cores. There are some slight differences between them and administrators. First off, they can command ships. Which is neat. Second, they get the industry skill, without billing you 20k per month. You can also assign them to industries and structures for various kickass effects and so on and so forth. The Hegemony gets a bit *** and the pathers will not stop hassling you, but hey, you were going to have trouble from them in the long term anyway. On, and there is another great characteristic they have. You can have a bazillion of them and and colonise the entire Sector if you so wish.

So considering the above, if the player forced, or at least coerced into using AI Cores in the long run? Sure, initially it is beneficial to only have colonies using admins, so that you don't *** off the Hegemony before you can handle them, but still, if you want to roleplay as an honest to Ludd pather, you cannot claim all habitable worlds in the name of Ludd without AI interference (or editing the settings file for a more reasonable admin number like 200 or so). While combat is undoubtedly the focus of the game, are there others also a bit bugged by this? I know, it's not a 4X game, still, small size 3 outpost colonies at strategic locations should not be too much to ask for, are they?

2
Suggestions / Dock fighters
« on: August 26, 2021, 01:49:46 AM »
Currently you can have your fighters/bombers regroup around your ship, cover an ally or go and attack an enemy. To me, it would make sense to have the option to actually recall your fighter craft to your hangars and have them take off once you are ready to send them off. Maybe this could also have some over-time repair effect on them.

3
General Discussion / More music?
« on: August 24, 2021, 01:14:54 AM »
IMO Starsector has quite a kickass soundtrack conveying the atmosphere of different factions and the excitement of deep space exploration very well.

There are some factions/encounters, which are lacking their own unique soundtrack, and while it is understandable in some cases, (e. g. Persean League using the independent tracks as per the lore they are semi-autonomous polities only allied against common, external threats) it makes some tracks a bit repetitive.

While I would welcome a separate Remnant, Omega, Derelict and combat track, and maybe 1 or 2 new campaign tracks for variety, the more relevant question is, are there going to be any new tracks for the Persean League? Perhaps even separate tracks for the player colonies?

Also, a friendly track for the independents? The music variety suggests, that you can either be hated (hostile track) or tolerated (neutral track) by the factions using it. Feels like a kind of wariness "Yeah, we know you have aided us up big time and are an upstanding part of our plight and practically help out wherever you can... but watch your step stranger". Feels kinda cold... It's the sector, so not expecting anyone to welcome you with open arms, but still.

4
General Discussion / Player colony markets by default?
« on: May 31, 2021, 01:48:19 PM »
I have always found it rather strange, that other factions had markets at their colonies without the need for the Commerce industry, yet the player is required to have it and doesn't even get all the markets (no military and no black market).
Is there a way, or a setting to change, which enables standard, military and black markets at player colonies by default, without the need for Commerce?

5
Suggestions / Steal ship mission ideas
« on: April 08, 2021, 04:31:27 PM »
You enter a dockside bar and notice a grim figure growling and intimidating anyone who steps near. Being the ballsy dude/dudess you are, you stare him down, then get down to business. He happens to know how to liberate a specific ship from a compromised hangar and is willing to organise the whole action for quite an advantageous price. All he needs is a few dozen people, all of them devout believers in walking softly in their powered armour and carrying a big gun. Thanks to his visionary guidance these doers of good work sucessfully liberate and place under your command an entirely new vessel for way less than the standard market price. After the operation you bid farewell to the grim figure, and save his comm-ID. It may be useful in the future.

For me the best part of the 0.95 update is the addition of the new missions and the potential contacts who offer them. And while I really like this very type of mission, I do have some ideas to make the average Starfarer's life more difficult (and fun).

To take the mission fully apart here's what it looks like: you meet the grim figure, he mentiones a ship, you like that ship, you provide the necessary amount of grunts to obtain the ship, then you get it. So basically you need to have a set amount of marines and some cash to get a ship for a really low price. And either I'm incredibly lucky, or there are plainly no downsides if you take this mission.

It would feel appropriate to me to raise the black market suspicion level after the sucessful performance of this mission roughly by the value of the ship you just got. After all, there should be someone from the planetary defense who starts thinking "Where have I seen that exact ship before?"

Apart from the above, I could imagine a slight reputation drop with the faction you stole from. As in, they can't prove it was you, but that ship suddenly appearing with you does fit the description of the one recently stolen.

Also, this might have a consequence/follow-up mission with an official of the faction you stole from blackmailing you for money (or even a favour in form of a mission) to keep the theft a secret.

6
Bug regarding a story mission from the Galatia Academy. You've been warned.

Spoiler
I couldn't find whether it's already been reported, but I've got an error after declining the deal of the merc hunting me during the Finding Coureuse mission. This happened a while after I left the Westernesse system. What I was doing currently is possibly unrelated to the error: I was doing the The Kallichore Archive mission as well and have been just told by Arroyo to find Gargoyle

[close]

7
Suggestions / More battle entry points
« on: January 14, 2021, 08:07:57 AM »
Battle with allies is fun. What's not that much fun however is when you already have your allies deployed at around the bottom center of the map, sluggishly blobbing together and then slowly spreading around in one direction, then blobbing up again until an enemy ship gets within sight. While not a hard blocker of deploying your own fleet, it does however prevent effectively maneuvering your own fleet to more advantageous position, not to mention is quite a hazard for more fragile Frigates if they don't really have space for maneuvering.

Alternatively, you've got Orbital Station defence. According to my experiences, allies will usually bunch up somewhere between the Station and the bottom center of the map with only a few ships daring to fly to the sides of the Station. Ships are further back if the Station in question is a Star Fortress with it's defensive drones still around, meaning, that you either cannot (or at the very least should not) deploy more fragile ships, as they get destroyed due to collission damage even before they can fire a single shot, or need to wait for quite a while to get an opening at the bottom center of the map to be able to deploy a bunch of your ships.

(Or you can deploy 2-3 at a time, but come one, where's the fun in that?)


So this begs the question: Could multiple battle entry points be added?


As far as I understand there should not be many issues with this, as standard battles already offer a number of entry (and exit) points. Standard battles offer an entry point for the player and allies at the bottom center of the battle area, and another for the enemy on the top center of the battle area (they also serve as exit points respectively).
When you are in a pursuit battle, you have 4 entry points. One point somewhere between the middle center and bottom center of the map for the retreating fleet, one point at the bottom center, where the main body of the pursuing fleet arrives from, and one point each at the right and left side of the top halves of the map for frigates to intercept.

Now, the above tells me, that it is possible to make multiple entry points for even the same main entry areas. For example, your allies would enter the map from the bottom right, while you could enter it from the bottom left. Or perhaps you (or the enemy even) could have alternative entry points for the battle if some time passes: say, you could send Frigates to attack from the sides, but unlike in pursuits, they would take some time (say, a minute of two) to get in position. Even if the latter options would not warrant any consideration, I'd still push the option to have a separate entry point for your fleet and your allies', so that they won't hog all the space in front of you.

TL;DR
Could multiple battle entry locations be implemented to prevent crowding?

8
Suggestions / Suicide by Flash Bomber/Piranha
« on: December 16, 2020, 07:46:07 AM »
I enjoy larger fleet battles with extensive front-lines and all kinds of cruisers and capitals skirmishing back and forth in the center, while destroyers and frigates are skirmishing at the flanks. Meanwhile I usually keep my carriers behind the center line, so that they can assist in pushing the center line. As such, I usually employ bombers, with the occasional interceptor/fighter mixed in if I'm lacking for anything else.

Now, although Daggers and Khopesh are quite fine choices, I pretty much like the area denial effect of the Piranha and the Flash Bombers. My only issue is the way they release their bombs. As the bombs have quite a long lifespan, they begin releasing them from quite far away. While they have some consideration for friendly ships, they don't seem to mind the player's ship's position that much. I prefer to use sluggish ships in larger engagements, like the Dominator or the Onslaught, which can tank quite some damage, however with my engines being bombed to smithereens, floating into the middle of enemy lines is not all that useful for life expectancy.

Normally I can sort of work around this, with making a gap in the front between my lines and that of the enemy, but it's not always feasible.

In conclusion, my suggestion would be to restrict when Piranha and Flash Bombers can release their bombs, so that they don't propel the player's flagship into the enemy.

I could not find topics with the same issue, so qurious if anyone else has had this experience?

9
Suggestions / Pirate raid range too long
« on: May 21, 2020, 02:09:03 PM »
Heya!

Pirates. You know them, you love them, and they just can't get enough of you (or your stuff). Which is fun.

Something else however is less fun. And that is darn pirates raiding your colonies from the far side of the sector. Maybe I'm just a bit unlucky with the randomness of their target selection, or maybe they just have a beef with me about some fuel tanks dropped from low orbit on some planets of theirs. Who knows? Nevertheless, I'd like to ask all esteemed spacefarers to share their insights on the matter, as I could not find any topics on the subject, and it may very well be that I am dealing with a completely natural phenomenon of the Persean Sector, about which I know too little.

Still, it'd make more sense to me if raiding fleets would not just select some juicy spot of loot and slaughter at the other end of creation (which they then plan to reach while travelling through the core worlds, basically pulling a Leeroy Jenkins). Would it be possible to divide the sector into four subsectors (or quadrants, if you will), which would then somewhat restrict the operation range of pirate bases? Or perhaps a hardcap in distance or fuel use? As in the raiding fleet should only be able to burn X amount of fuel to reach its destination, so that it would have enough fuel to retreat back to base once the deed is done? Or something like that.

Welp, that's about it. I could not find this raised as an explicit question or concern elsewhere, but if it had already been raised, woe to me and may the mods have mercy upon my soul. Otherwise, let's hear what the experts have to say about it!


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