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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - DaLagga

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Suggestions / Usability tweak for alt missile fire.
« on: August 28, 2019, 07:53:00 AM »
This has probably been discussed before and there may already be a solution, although I haven't found one.  But one annoyance I've had for a long time is the way that swapping control groups messes with the selection of missile weapons within an alternating fire group.  Here's a detailed example. 

Let's say I have 2 control groups, the first consisting of guns and the 2nd of three Reaper Torpedo launchers (we'll call them Torp A, B and C) with two shots each set to alternating fire.  Now let's say I want to fire 2 torpedoes.  When I select control group 2, it correctly selects the first launcher on the list (Torp A) and cycles to the next when I fire.  Meaning that after 2 shots Torp C will be selected and ready to fire.  However, if I switch to my guns and then back to my torpedo group, it will automatically switch to Torp A (or the next in the group).  Meaning that if I fire two more shots for example, Torp A and B will be dry while Torp C still has 2 shots left.  So if I want to fire two more at a target I can't because I'll have to wait for the cooldown after the first shot. 

I know you can switch between weapons in a group by pressing the number for the group repeatedly, but this gets very fiddly in the thick of combat.  In short, shouldn't the last weapon selected remain selected when you switch from and back to that group? 

General Discussion / AI admin increases demand?
« on: August 26, 2019, 01:37:59 PM »
So I've had 5 colonies for a while, 4 under my control and one run by an AI.  I have all 3 admin skills maxed and just created my 6th colony.  Yet when I go to put another one of my colonies under AI control so I don't suffer the stability penalty from having more than 4 myself, the demand for several goods increases.  What gives?  We have the same skills so shouldn't it be the same?  Or does having multiple AI admins increase demand for each subsequent AI or something?  And yes, they're both alpha AI cores. 

General Discussion / Supply and demand oddities?
« on: November 25, 2018, 04:07:35 AM »
Is it just me, or is supply and demand in this game weird and make no sense?  I've been building up 4 colonies and tweaking them but have noticed some things that have completely contradicted the way that I would have thought these concepts should work.  For example, I have both a Tech-Mining and a Refining facility on one of my colonies.  The Tech-Miner produces 6 units of metals while the Refinery produces 10.  Now, logically this should mean that I am producing 16 units of metal but no!  For whatever reason it only counts the largest producer and says that my colony is making 10 units of metal.  This holds true for all industries. 

What makes even less sense is supply and demand.  For example, let's say I have 3 colonies producing different quantities of metals - 10 units, 8 units and 4 units.  Let's also assume I have 3 colonies that are consuming metals - 9 units, 8 units, and 7 units.  Now logically, that should be a total supply of 22 units and a demand of 24 units resulting in a deficit of 2 units.  But no!  The game only seems to care about the largest producer and consumer.  As a result, the colony that produces 10 units could easily supply all 3 of the others and, in fact, could hypothetically supply an infinite number of consumers so long as none of them demand more than 10 units. 

Essentially, it seems that all you want is one production facility of each type for the most part so long as the colony is rich and large enough to supply all the rest.  Some industries seem to justify redundancies because of the net value of the exports like Food but for everything else, all you need is one large producer.  Which means that all you really need are about two colonies with different resources to produce everything the galaxy could ever need and make a fortune (unless you found some godlike planet that has every resource).

Why does it work this way?  It just seems so confusing because it contradicts basic logic unless I'm missing something. 

General Discussion / Tracking down Luddic Path cells and Pirate bases?
« on: November 22, 2018, 06:39:01 AM »
So my colonies are constantly being hit by these guys and it's hurting my stability and income.  But how do I track down their home base to stop the sabotage?  I once found the location of a pirate base by talking to someone at the bar but don't see that option anymore.  A couple of other times it just told me the location of the Luddic Path base but I can't seem to find them this time. 

On a side note, I really hope a patch alleviates the headache of having to constantly baby your colonies because all the defenses in the world don't seem to stop sabotage and having to run around killing enemy space stations constantly is getting a little tiring.  I guess that Preston Garvey was Alex's favorite character in Fallout 4. 

General Discussion / Why do developers hate pack rats?
« on: November 18, 2018, 05:34:50 PM »
First let me say that I fully understand and agree with personal inventory space being limited in most games for when you're adventuring throughout the world.  It forces you to make tough decisions on what supplies to bring with you and makes it more difficult to cheese the game by just stocking up on obscene amounts of ammo, healing items, or whatever else could potentially trivialize a game. 

That being said, why do so many developers like to punish me for being a pack rat and storing loads of stuff at my home base?  This always had me pulling my hair out in Diablo games as I never could understand what the limit really added to the game.  Now we have the recent Fallout 76 where your bases inventory is smaller than your personal inventory was in Fallout 4 and yet in that game your bases inventory size was essentially infinite (as it should be!). So while I absolutely love the new update I can't stand having to pay 1% of the value of my items in storage.  In previous playthroughs this would have amounted to hundreds of thousands of credits per month. 

So my question is, why am I penalized for being a hoarder?  So long as I can't just carry all my junk around with me at all times and use it to trivialize content I really don't see the problem.  I just really want to understand a developer's reasoning on this one.  If you needed a money sink, then just make the storage cost a more expensive 1 time fee or have a tiered system where paying more money gives you a larger storage capacity until a final large lump sum (500k credits or something?) gives you unlimited storage at that base.  And if the feature is here to stay, does anyone know how to edit a file to remove the 1% tax?  That would be greatly appreciated. 

Thanks for listening to my little rant and I hope I didn't come across as overly negative.  The update really is overall fantastic. 

General Discussion / Smuggling goods into an unfriendly base?
« on: March 30, 2016, 08:13:23 PM »
So I'm currently enemies with the pirates but I got a contract to deliver 2000 organs to a pirate controlled planet.  It let me accept the mission because even though the planet is pirate controlled apparently the contact there is a member of an independent faction.  So I get the organs and go to the planet, but the guy won't speak to me.  In the dialog box it says that I need to try approaching in stealth mode with my transponder off so I did that but it didn't work.  I even flew away from the planet, approached in stealth, and made sure that no other fleets were in the vicinity and still no dice.  Any ideas what I'm doing wrong? 

General Discussion / How can you possibly profit from normal trade?
« on: November 13, 2014, 12:04:14 AM »
First let me say that I know the game is far from finished and that massive balance changes will no doubt occur between now and the full release.  The problem that I'm having right now is that the trading system seems completely broken assuming you're not using the black market.  No matter how much extra supply a planet has and how much demand there is for that particular good at another planet, profitable trade seems impossible because the price gap never seems all that large.  From what I've seen, it's rare that you'll even find a 2 to 1 profit ratio for a particular good. 

For example, a planet exports a good for 50c and another buys it for 100c.  But even in this case, the obscenely massive 30% tariff makes profitable trades impossible.  That 50c cost per unit actually becomes 65c (50c +30%) and that 100c gross profit per unit degrades to 70c (100c - 30%).  As such, your net profit per unit is extremely small (5c in this case) and typically not even enough to cover transport costs.  On the flip side, responding to events like food shortages results in absolutely obscene and rather game-breaking profits.  With a decent trade fleet (7000+ total cargo capacity) I've been able to clear over $1 million credits in a single trade run. 

In short, regular trading seems impossible if you avoid the black market and try to remain clean while event based trading is so profitable that you can break the entire economy in a single run.  Am I missing something, or does the system just need a lot more balancing? 

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