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Topics - Soychi

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General Discussion / Number of Versions to 1.00
« on: November 02, 2020, 04:54:18 PM »
Hi everybody, this both a question to Alex if he cares to answer or fuel for us to speculate/discuss, but given we are coming from version .91 to .95, once .95 releases, we can expect the next release or the one after to be 1.00(I'm assuming). Which do you guys find more likely? The patch list for .95 is so awesome, and it seems to me like the game will be mostly(almost completely) done at that point.

What do you guys think will happen next? I expect it will be something like some small changes and significant content additions to.99, and then a lot of polishing to 1.00. What do you guys want to be in .99 that didn't make it into .95? What do you expect? Are there any mods you guys are waiting to really invest in(building or playing) until 1.00? I know Alex likes to spend a lot of time making the game wonderful, but I think we MIGHT be a year away from 1.00 as well.

I'm not including hotfixes in my count of version from .95 to 1.00, but I think one way we could get a bunch more updates is a transition to something like bi-monthly updates to .96, .97, .98, .99, 1.00, so it might be 10 months and 5 updates to version 1.00. (bi-monthly is crazy optimistic, given it was about 7 months from .9 to .91)

Let me know what you guys think, or what your guts say!

I'm so excited for .95 to drop(any day/week/month now) I think I'm just trying to distract myself by looking further ahead!


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General Discussion / Next Update, Development Timeline
« on: July 02, 2019, 06:01:21 PM »
So, I don't actually know at all what's going on. Is the next update .9.2 going to be out in like 2-8 months, or .95 out in like 6-15 months? I have almost no idea what is being worked on. I see on the twitter the UI/tooltips being improved. Are there new mechanics being added, or is it just content filling and mechanic balancing at this point? Anyone who could point me towards a tweet, blogpost, Alex reply, that would be much appreciated.

Sincerely,
Soychi

P.S. Alex is amazing at answering questions to stuff in the version release forum post. From skimming all 54 pages of posts in the most recent release post, I learned Skills are going to get adjusted(9). Also, it appears he's leaning towards next version being 1.0, and content generation is time consuming(12). Pirates might sometimes get banged up ships that they don't currently have access to(37). Terraforming maybe(45).  (parentheses are page number in most recent release post.)

3
General Discussion / Impressions and Questions
« on: November 28, 2018, 10:18:46 PM »
About to start my second game, think I'll do another un-modded runthrough.

I feel combat is weak, that I sacrificed late game content for early game power. I took combat to 3, Miss Spec. and Ordnance to 3, and Target Analysis to 2. Thus, 11 points. I've reached level 39, and am under the impression level 40 is the max.

I'm level 39 now, and don't have any points in Planetary Operations or Colony Management, and feel like there's not enough reason to continue the game without them, and I also only have the 1st level in officer management.

With that in mind, could someone tell me about the ranks of ruins you can find on planets? I noticed there are different ones, but I'm not sure how many, and the different effects, and when it becomes a big draw just for tech mining.

Also, any recommendations on where to look for warning beacons? I've had rotten luck finding them, with just two systems with warning beacons.

Questions to modders, can I mod in quest lines now? I haven't wanted to dip my toe in unless I could write storylines, and I'm wondering if that's possible now.

I'm also curious about the sector, and how moddable it is. To what degree can you change it? Can you have a more or less populated core, a more spread out or denser core, and can you have a totally random core or do away with it?

Another question I have is, (and I feel like Megas will crush this question), what's the optimal late game skill spread, what do you spend your first 8 points in? I plan on 3 points in Tech, Leadership, and Industry, a point in coordinated maneuvers and Electronic Warfare, 3 points in Colony Management, Planetary Operations, Fighter Doctrine, Fleet Logistics, Loadout Design, Navigation, Salvaging, and Industrial Planning. (35 points)

I'm not really concerned about how the current iteration implies final product balance, but I do think 5-10 more levels/points would put me in a happier place, where I do take different skills in different run throughs, but still get enough without feeling how I do now. The only skill that looks weak to me is Gunnery Implants. I may be crazy, but those benefits seems weak to me.

Possible bugs or bits of confusion for me, I found a hegemony auxiliary template, and looked in my custom production for the hulls, and didn't find the kite auxiliary which is what I was most excited for. I then noticed I couldn't find any of the other three hulls I received. The other possible bug is looking under command, clicking on a colony, then clicking on a commodity, then hovering over my colonies production of that commodity, I'll see
Available 4
+3 from colony size (refining)
+1 from null
+1 from administrator
The +1 from null is concerning and confusing to me, and every single commodity(for one of my colonies) has it. One of my colonies has it for some, and my newest doesn't have it for any.

Sorry this is a little all over the place, just a lot of varied impressions and thoughts on the current game. Any answers much appreciated!

4
General Discussion / Release When?
« on: September 12, 2018, 07:12:37 PM »
The autumnal equinox is Sept. 22 this year everyone. As we all know, Alex is a russian volshebnik or koldun1, and his powers derive from natural forces, growing in strength around the equinoxes and solstices.
I for one, am very excited2 for the upcoming release :D I think we can expect it anywhere from 2 days ago to 3 weeks from now.

Sources3:.52a release, 1 week after the spring equinox 2012
.53 a, released 9 days before the summer solstice, 2012
.54 a, released 8 days before the fall equinox 2012,
.54.1 a, released 6 days before the winter solstice, 2012
.6a released 1 week before the spring equinox 2013
.6.1a released 2 days before the autumnal equinox, 2013
.65.1a released 11 days after the autumnal equinox 2014


1:Google translations of wizard and sorcerer, no offence intended if there are connotations I don't know about in russian.
2: I cannot express how excited I am, I'm so excited.
3: Dates derived from initial post dates on forum releases in announcements section.

5
Suggestions / Auxiliary Shepherd
« on: November 11, 2017, 02:18:30 PM »
     I really hate picking up ships with the Civilian Grade-Hull, and looking over the Shepherd, it seems like it would make a great Auxiliary candidate. Good logistics profile, pd support from it's borers, shielded, relatively low tech, and just like the Kite, a pair of dinky little weapons. I think from a lore perspective, because it shares so much with the Kite, it makes sense that there would also be Auxiliary Shepherds.
    
I think some good modifications would be to change the Civilian Grade hull to Auxiliary, and add some maneuverability(turning speed) and flux capacity.

Let me know what you guys think!

6
General Discussion / Difficult to find survey
« on: November 10, 2017, 09:10:50 PM »
"...derelict ship... ...located outer reaches of the Chax system..." So, having checked out all the stellar bodies, where exactly are "the outer reaches" ? Is that outside for the fringe system jump point? Do I just wander the nebulae?

7
Discussions / Tartiflette is a food, and he is delicious looking
« on: December 30, 2016, 11:56:33 AM »
https://www.you/tube.com/watch?v=ocgn6uIzxsU
I just figured Tartiflette was some french guy. In fact, he is someone who wanted us to google his name and make delicious food. Hail to Tartiflette. Your admiral rank is well earned.

8
General Discussion / The Solstice Approaches!
« on: December 15, 2016, 03:21:42 AM »
Just a thought that's been swirling around in my head ever since an earlier forum post regarding the update cycle. I would not be surprised to discover if Alex has some dark power granted by an evil god, as his game and community are much like Rasputin, and will not die. ;) Seeing as that paints it in a darker light, I infer his powers may be aspected to darkness, and so on the winter solstice will be at their most powerful, making it a likely candidate for the release. Let me know what you guys think, any alternatives you have in mind, and so on. :)

9
General Discussion / Ship Systems Functions
« on: May 17, 2016, 02:45:55 PM »
What does High Energy Focus Do?

Follow up question, what do all the ship systems do, and where can that info be found?

10
General Discussion / Starsector (Starfarer) Pen and Paper RPG Campaign
« on: January 13, 2016, 01:38:24 AM »
I love tabletop RPGs, and was wondering if anyone has tried adapted a ruleset to the Starsector Universe?

I know the universe is pretty barebones right now, but I like the idea of playing the crew of a beat up degraded hound frigate throwing it's last roll of credits into a smuggling run from Jangala to some backwater that desperately needs what their selling, while avoiding that freaking Hegemony patrol and it's call for inspection and tolls, avoiding the independent that suddenly turns pirate, making hard decisions about what to salvage when the supplies run out to keep the rest running, and evading customs to make the drop off at the black market.

Lorewise, Stars Without Number doesn't look too bad.

I think it could be fun, and it has a lot of potential, but would appreciate some input.
???

11
General Discussion / Space Jams
« on: August 13, 2015, 12:36:33 PM »
What do you guys listen to when you play Starsector? I usually let the game's music play along with any music from mods, but I do like to start some really high tempo techno music when I want to try a really challenging fight in a phase ship or the like.I play some Chemical Brothers "Go", Daft Punk "Harder Better Faster Stronger", or maybe Zircon's "Standpipe Valve".

If I'm just going for a bit more casual play I get some medium rock/ electronica, like Dark Moor's "Vivaldi's Winter", Course of Empire's "Infested", or anything by Frank Klepacki. My goodness is Frank Klepacki awesome.

What do you listen to?

12
Suggestions / Adding Armor Through Refit
« on: April 12, 2015, 01:42:02 AM »
I was wondering what you guys might think of allowing armor to be added to ships throught the refit screen, at the rate of 15/25/45/60 per plate, at the cost of 2 top speed and 2/3/4/5 ordnance points per plate. It makes sense to me that if you can add flux capacity and flux vents, you should also be able to add armor. If this were capped at ten, it would add 150 armor at the cost of 20 top speed and 20 ordnance points to a frigate, or 600 armor at the cost of 20 top speed and 50 ordnance points to a capital. It's a costly investment, but that armor upgrade is sizeable.

I think it also adds more play in your ships, especially considering I at least generally play a solo frigate based around speed and range, and then coming in for alpha striking. I have been playing solo Dominator for a short while, and love the feeling of focusing down a ship, shielding HE alpha strikes like hellbores, reapers, or bomb bay attacks, venting, and slowly, ominously turning the ship onto my next target. The problem with this is, in close fights, I find myself unable to tank damage while I vent after focusing down a ship and shielding major damage sources like torpedoes and such. I would like to be able to spec. more into this build beyond just putting the armor mods on my ship like Armored Weapon Mounts and Heavy Armor.

Finally, I think being able to put on an adjustable amount of armor makes more sense and for more fun than either of those previously mentioned ship modifications.

Of course it's subject to tweaking and testing, but a 4 minute glance through the ledger comparing class and armor total coupled with my own intuition gave me these numbers. What needs the most tweaking to this recomendation in my eyes is playing increasing the top speed malus as you go down from capitals, and adjusting the ordnance point cost.

Looking forward to your reactions, comments, and tweaks. :)

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