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Topics - TuxedoCatfish

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If you trade a favor for Kanta's Protection, when she eventually sends a fleet to request the favor be returned, you can engage and destroy them without immediate consequence as long as you don't accept the comm request.

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Google gets as far as telling you that it's affected by number of officers and possibly officer level in addition to the relative size of your fleets, but it's all vague generalizations; nothing that actually tells you "okay to to get 180/300 you need X officers and Y ships against Z enemy fleet."

3
Currently one of the frustrating things about ECM is that if you have too little or too much, the resources you put into it are completely wasted.

If you have more than 20 points above your enemy's total, anything left over is overkill; if you have less than 20 points below your enemy's total, you shouldn't have even bothered.

If instead ECM worked like deployment points do -- a total amount that is divided between the sides according to their relative strength -- it would mean that any amount of ECM you bring always makes a difference.

If you wanted you could even tweak the curve so that it's non-linear; maybe the first few points by which you beat your opponent or vice-versa have a big effect, but the more you beat them by, the less each additional point matters.

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Suggestions / Tweak Marine experience gain slightly.
« on: April 14, 2021, 03:31:38 PM »
Under the current values, it's pretty common to go on a raid, replace your lost marines, and end up with less experience than you started with. This seems to happen independently of the danger of the mission -- I've seen it happen with Minimal and Extreme losses and everything in between.

If I had to guess, the problem might be that marine losses are percentage-based -- so if you have too many marines relative to how many the raid requires, you end up getting penalized, which is really weird and counter-intuitive.

5
It'd be cool if after completely maxing out rep with a low-importance contact, they could direct you "up the chain" to a higher-importance one, giving the player a more consistent and less tedious way of developing good contacts other than just trawling random bars forever.

Alternatively, maybe there could be some way to upgrade an existing contact's importance, maybe by pulling off some really impressive job for them that advances their interests, or taking out a rival (especially for underworld contacts), etc.

6
I would like to develop high-importance contact for lategame farming of doritos and just generally being able to get high-end fights on demand.

However, the whole process of developing contacts seems random at best. Do you just loop through stations of the right faction repeatedly, hitting up the bars and discarding any potential contacts who aren't important enough? Is there anything that can influence the importance level of new contacts -- standing with the faction, game year, the size of the colony at which you found them, anything?

The free TT contact from the Galatia quest is a nice start, but he's both only 4/5 and mixes in trade missions.

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Suggestions / Let the player set their pronouns at character creation.
« on: April 10, 2021, 01:24:24 PM »
Starsector's character creation screen is brilliant in its simplicity -- you get a name, a background, and a portrait from a selection that communicates volumes about the game world by showing you the kinds of people who inhabit it.

However, it'd be nice to be able to choose how your character will be addressed. The game already clearly cares enough to track this information -- there are a bunch of cases where you get called "sir" or "ma'am" or similar based on portrait selection -- and there's already a UI/menu precedent, in that when you establish your personal faction the game asks you for ship naming conventions, takes your input to avoid "a"/"an" confusion, and so on.

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On occasion my Tri-Tach contact will send me on "competitor" warehouse raids against my own colonies. The first time this happened it was hilarious, but aside from not making much narrative sense, these missions can't actually be completed since there's no menu for military action against your own colonies.

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Sometimes when you're using a phase ship as your flagship, or a ship like the Scarab with the time dilation ability, you're in a fight that isn't really worth manually piloting and you just want to clean up as quickly as possible on autopilot.

However, currently, in this situation, your best bet is to not deploy your flagship at all, because your ship will slow down your subjective experience of time and will only make everything take much longer.

Obviously the subjective time is extremely useful when you're actually piloting your ship, but maybe it could be made so that the subjective time stuff doesn't happen when you're on autopilot, and instead your ship is treated the same as when an NPC officer phases out?

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