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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Topics - Oathseeker

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General Discussion / Stability
« on: October 29, 2014, 07:30:30 AM »
Hey, I was just wondering if there were some stability upgrades to 0.65a.
You see, my computer crashes wafter about half an hour of playing any game. And it slows down to a crawl within 5 minutes whenever I play 0.62. But the 0.65 build I can play for over an hour without even a single fps drop.

Modding / Modding pirate spawn rate
« on: October 26, 2014, 05:17:48 AM »
Hey modders,

In my experience modding communities usually have no patience for people who know nothing about modding, but I'm going to try my luck anyway: Is it possible for me, someone who knows little more about java then its name, to increase pirate spawn rates?
Either by simply increasing the amount of pirate fleets spawned, or possibly better for balance purposes and dynamic conflict, by making pirates spawn better fleets as their fleets die?
Because currently the only way to keep the game challanging after earning your first few million is by going to war with a bunch of factions. But that pretty much turns the game back into the old build where you just run around fighting *** with nothing else to do.

And before someone spends half an hour typing up a tutorial that involves a whole bunch of coding, know that a simple "No" is a perfectly acceptable answer ;)


General Discussion / Endgame?
« on: October 25, 2014, 12:17:00 PM »
Hey everyone,

I just found out 0.65a came out and spent my entire day playing it. And I really love the direction it's going in.
There are however a few things that really keep this game from being fun for a long time. The early game seems way too easy for me, it took me about an hour to get my first million through selling food to starving planets. And after that money becomes irrelivant. I just keep a stock of food in every sector and make a few more millions as soon as someone has a need for my food. This also means I'm about lvl 40 in the space of two hours. The exp gain from trading should probably get some sort of deminishing return.
But there are already a few topics about this so I won't bother going in to it much further. I don't actually have a problem with being rich and high level fast, that just means I can get to the endgame faster!
Unfortunaly there is really no such thing as endgame. As the economy is right now, in all my playthroughs it seems to reach an equilibrium after a few months, meaning there is almost no more trading to be done unless you actively disrupt the market by buying all the food everywhere. There are almost no pirates, so they don't do enough damage to disrupt the market and offer no challange to the player. All pirate fleets can be beaten with just one or two ships, and even the biggest faction fleets are no match for my 2 falcons and a few fighter wings.
Ofcourse there will be many mods coming to 0.65a soon to remedy these, and many other, problems. However I feel like it's a pitty I have to rely on mods to actually make this game enjoyable for more then a few hours. And just spawning some more and stronger pirate and faction fleets would already go a vary long way to doing that.

I ofcourse realize that this is simply an alpha build and the developer is focussing all his time on creating actual gameplay mechanics rather then content. But I just wanted to have said it, since I couldn't find any posts about the (lack of) endgame. So am I the only one who feels this way? Am I just unlucky with my playthroughs? Or do people just not bother mentioning it?

Let me know what you think.

Suggestions / Configurable AI
« on: June 22, 2014, 09:46:28 AM »
First of all, this being my first post on this forum, I would like to praise Alex for creating this amazing game. Something along the lines of full scale fleet combat with rpg elements etc. is something I've been hoping would eventually be picked up, but it took about 10 years longer then I'd hoped! Thank god for indie games!

I have many ideas to hopefully help improve this game, but let's just focus on one for now: Configurable AI.
There have been many suggestions for AI tweaks etc, but what I'm proposing is more of a long term AI overhaul.
In a game like this no-one is going to be satisfied with the AI, even if it is amazing. This is because everyone likes to use different setups and playstyles. One way to adress this is by letting the player select different AI packages per ship. However this in my eyes is still not good enough. I propose a deeply configurable AI per ship.
How would one go about this? Simple, through an if/or/and command interface. Which allow you to configure your different ships for any and all situations and roles.

Let's give an example:

if [hull < 30%] then [retreat to waypoint Alpha] and [switch to missile support]
Which would send your ship back to wherever you designated waypoint alpha and start throwing out long range missiles when they get too low. Simple, but effective.
With a system like this you can quite easily configure your ships to complex tasks dynamically, from sending out bombers around the flanks to take out their carriers to having one ship strip shields with kinetic weapons and having another swoop in with high explosive shots to finish the job.

It also ties in quite well with the whole rpg aspect, as you could for instance unlock more command lines or different commands, for investing in the leadership tree. And, depending on how officers are implemented, specialized officers could have special commands only their ship can use.

Let me know what you think!
Regards, Oathseeker

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