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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - The2nd

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It happens seemingly at random, most of the time in the intel screen or combat. I'm confused, does the fact that there are no errors in the log imply that the issue is with my PC rather than with the game? 

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Suggestions / Inspiration/theme
« on: August 04, 2020, 09:43:19 AM »
I wasn't sure where to post this but I guess in the end it's a suggestion. And maybe more for David than Alex.

It seems to me that the quest/story aspect of the game is going to see a lot more content the next update. And I have been listening to this album that has me thinking of Starsector constantly.

https://youtu.be/pc4i2cxEYGg

https://youtu.be/iLwpqv6hkds

https://youtu.be/yh5N7MPIdYk

The Persean Sector strikes me as a place with plenty of superstitious spacers. I'm sure during the frequent bar visits the player might hear a story or two about a ghost ship that tends to appear near a certain trade route, or a haunted space station.  ;D Might even lead to an encounter with *redacted*. One way or another.

The whole album is great, please listen in a bit and you might find some inspiration for a quest line or two. 

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General Discussion / The Pirate Paragon
« on: May 13, 2019, 03:49:52 PM »
So I got very lucky on my first 0.9.1 vanilla run.

The second cluster I explored for bounty hunting, right next to the core worlds, had two good planets for colonization and several stations including a research station. And here I got a Paragon blueprint right at the start of the game. What to do?

Sell it to the Pirates to jump-start two colonies of course!  ;D I had already made good starting money by smuggling supplies and heavy armaments to Qaras and I found it fitting to continue my opportunistic anarchistic tendencies. It was very much a conscious decision, I wanted a challenge and was bored of the constant boring pirate grind from 0.9. Also the thought of Paragon pirate fleets was hilarious, especially from a lore perspective.

It was't as funny though when the FIRST pirate fleet to raid my undefended colonies looked like this while my fleet consisted of only a falcon and a few destroyers and frigates:
Spoiler
[close]

Turned out that it wasn't as bad as it looked. They had a Paragon but only had access to their very limited energy weapon selection. So with only 2 autopulse lasers it wasn't really a threat and got swarmed and killed eventually.

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General Discussion / Blueprint acquisition and raiding
« on: November 21, 2018, 03:16:12 AM »
I have done a lot of exploration in the early and mid game. By now my colonies are making me more money then I could ever spend. They are also annihilating all fleets that are sent against them by themselves.
But I'm still missing blueprints, especially high tech ones. So I decided trying to raid Tri-Tachyon.

I hit both military markets and the only not common thing I got was a light needler blueprint.
That's really underwhelming considering I blew up a star fortress, bombed their ground defenses, raided with a 90% effectiveness and went hostile with a major faction for this result. I mean Culann is now sitting at 0 stability.

So I am wondering if exploration is currently the only decent way to find blueprints? I might try [REDACTED] next but I have read in another thread that the loot there is rather bad as well.


Somewhat unrelated I want to say that I really like the raid/bomb mechanic itself. Slipping past the station for a quick raid but having to deal with the added defense the station itself gives and the ground defenses. Or just blasting through and straight up bombing the defenses.
Or possibly targeting trade convoys to the target carrying marines and supplies so that the defenses are only working sup-optimally.  ;D Something that might be even possible early to midgame.

5
Suggestions / Bounty System in 0.8
« on: April 29, 2017, 08:39:39 AM »
First off let me say that I know that the bounty system in its current iteration is somewhat of a placeholder and is going to be reworked at some point. My suggestion here is not for that rework but for a small and (hopefully) easy to do change to alleviate some issues I've had in 0.8.

Problem:
Bounties increase linear. The more you do, the stronger the bounty fleets become and the more credits you become for completing them. Now In 0.8 you can accumulate a lot of cash through exploration and acquire a fleet faster and cheaper through salvaging than in previous versions. What happened to me repeatedly is that I outpaced the bounties. I did a few but ended up having a rather large fleet through exploration with an equally large need for fuel and supply.
So the bounty fleets ended up being pitifully weak and the credit reward too small to pursue.

Solution:
Increase the variance of bounties posted at any given time. At a time when most bounties are for 80 - 100k at least one should be for significantly more (like 170k) and one for a lot less (50k).
This way bounties become relevant for stronger player fleets even if the player hasn't done many bounties to begin with, or has done a lot of them but then lost a big part of his fleet and is now too weak to defeat the standard bounty fleets.

 

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