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Topics - Pappus

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1
I am not entirely sure, but I assumed with transponder off a full phase fleet should have a big negative sensor profile.

The fleet consists of 3x  revenant and 14 phantoms.

With transponder on: 963
With transponder & sustained burn: 1263
Sustained Burn only: 263
Nothing on: -37   [-18 with nebula so it makes you easier to detect]
Going dark: -37   [-9 with nebula same effect as above]

Dunno where the error lies, but there is certainly more than one in there.

[Edit was in a nebula so had to redo the numbers so it is clean]

2
Of course the game cannot have a challenging curve if everyone can do everything perfectly fine all the time regardless of their skill choices.

My colonies are hugely profitable, because no matter what I skill I can slap full AI cores on them from the start, since they are easy enough to come by. While I am doing that I am perfectly capable of exploring to the deepest edge of the universe with an actual capital fleet. Of course raiding half the core worlds that basically have non existant defenses I can do aswell.

We are already allowed to respec, so it should matter more what you are actually skilled in.

My fleet doesn't care if I am combat oriented or not, because my officers certainly are and they come in droves aswell.

I overspent a little? Oh let me just quickly queue up a couple of 2-300k bounties that are always readily awaiting for me to go there and slap them and for my convenience they are also straight up next to the coreworlds anyhow.

Put more of the basic functions behind skills to begin with.

AI core useage - technology
Availablity of 100k+ bounties either reduced or they are much deeper in space.
More than 2 officers? Leadership
Colony upgrades? Industrial

Stop being so gentle to the players, because it makes the skillchoices basically uninteresting.

It might also be worth a consideration to unlock some aspects only if you have e.g. both skill sides unlocked. For example AI core useage could be 5 in technology, but if I also want to get the redacted ships, then I need 10 points in technology and thus making sure, that I am struggling somewhere instead of how it currently is where 15 levels equal 3 of 4 trees like common.

3
General Discussion / Could we get better AI via machine learning?
« on: April 27, 2021, 02:59:24 PM »
They are getting pretty advanced by now, maybe Alex can cook something up? The generations can run on the side until they are the full menace & ready to obliterate us.

Maybe only for redacted ships  ;D

4
General Discussion / Fury & Champion loadout discussion
« on: April 26, 2021, 12:05:13 PM »
Hey guys,
how are you building those?

They both look like extremely strong ships in comparison to the rest, but I wonder how others build them?

I haven't managed a close combat champion yet that inspires me with its performance compared to just lasering it up. Many attempts of getting the High scatter amplifier working on the champion but to no avail (at least for AI).

At the same time they seem very quirky compared to other ships. If I don't use shield conversion front on the fury it seems like it is too scared to ever properly engage unless I put a reckless captain in (which is too deep).

The shieldstrength on both of them is nuts aswell. They both easily compete with omen and shrikes alike.

5
If the loadout is important I can look it up, but basically I caught the champion and the champion alone to break an enemy ship into overloading and immediately swap target. You can literally see how it instantly drops the overloaded enemy from his list. To clarify this is a pattern, not a single time.

There is a HIL mounted aswell so he does have armor breaking capability and it does not happen 100% of the time but pretty often. As I write this the latest witnessing was seeing him overload an onslaught to immediately channel the lasers on the condor behind that, which had intact shield.

I suspect maybe he factors in range specialist or some other skill and this leads to leaving those targets and go for others, but realistically this shouldn't happen at all. Overloaded target usually is priority nr. 1 for all ships.



Also this particular build has a driving desire to kill fighters/bombers almost more than normal ships.

6


Pretty sure the first improvement was 1 so the third should be 4, but I never saw 4 to begin with

7


To give you guys an idea what happens. Only very few of them actually go straight and hit anywhere near the target

8
General Discussion / The state of raiding
« on: April 24, 2021, 08:45:54 AM »
As it stands I feel like it is better than before, but the core problems have not been cleared.

1) Crew & Marines being a commodity that you can drag and drop within seconds into your ranks at absurdly low prices.

This leads to being able to raid basically instantly. Go to tach, purchase 400 marines and voila you have infinite money on your hands with massive xp gains to boot.

1.1) Refilling marines is a chore. I feel they should never die just to spare us from going somewhere and slapping a stack onto our stack.
-- Wound them instead and have them take time to recuperate.

1.2) There is no hierarchy structure either. It me! Your general! After you slapped 2000 of them into your inventory. If you feel like it you could be directly commanding 10.000 too. It just depends how many beds you have...
-- I suggest that there should be a limit. You can maybe field 200 yourself and each officer gives +x with skills allowing for more. So that ground support ships actually matter. A raid force should not be established the moment you randomly plunged together 2-3 civilian transporters.

1.3) Because it is a commodity that constantly costs you money it pitches you into raiding more and more and more although maybe you don't want to especially since you don't want to sell your trained up raiders.
--Maybe marines should be a part of battle/ combat transport ships and not have an extra cost attached to them. If you want to raid you build a fleet that is suitable to raiding and it becomes available that way.

2) The entire raid action itself doesn't really exist in a gameplay sense. If there is no defenders, then click click, check the goods available, go back twice and check where you could sell the stuff nearby best - if anything stands out - click click click ok. Done.

If there is defenders you are instantly annoyed, because just to remove 3-4 4 dmod lashers you have to attack the starbase.

-- This is a big one but maybe make raiding take time. You initiate the raid and then a stream of little ships automatically goes back and forth to the target. The longer you stay the more loot you get, but the defenders are coming in. They might have to find you first though in which case your sensor profile makes sense to optimize. Maybe you have styles to shoot for as in slow and sneaky and brutal/open.

On a sidenote I really don't think that players should be allowed to enter any coreworld space with an legit combat fleet. The superiority of the ruling house has to be established, but how can they, when they allow you to casually fly around with an entire army inside the sectors. For this I suggest that when you go to a coreworld with a fleet that has e.g. a capital ship, then the capital ship cannot be used in combat it is "waiting in hyperspace". If you jump out of the sector by any means it is back.

If you forcefully enter with your capital ship, then the moment you enter the sector a call for help goes out and an army of the ruling clan comes to mop the floor with you.

Like there has to be a difference between a legit smallscale raid and showing up with your entire army and leveling the place. Those are not the same thing, but currently they play the same.

3) It is hard to understand what you really do due to the economics being basically fake.

I know it is technically possible to create a shortcoming by raiding e.g. the big fuel produces but you have no explanation anywhere what 5 vs 6 fuel icons even practically means in terms of production per cycle or even need.

What does demand of 5 fuel mean? 1000 fuel per month? 500? If I wanna use raiding in such a way I need to understand it and the explanations are surely lacking.

4) The quests are not lucrative enough and they don't explain to you well enough who you are going against. They say a city name, but it is a hassle to find it.

9
General Discussion / You can "dupe" wares via raiding
« on: April 23, 2021, 04:15:35 PM »
There are several approaches you can do to do this but the easiest would be:

Grab e.g. 1000 heavy armaments and sell them open market to e.g. something that doesnt have a need for it.

This will result in surplus (which is the important part)

Now you can raid 2000 heavy armaments from there at much lower risk too to boot.

You can do this with anything but basically you want to bring enough to create a big surplus. I am not sure how far it can go since I just wanted to confirm that you can actually get something that isn't there and you can.



If there is a limit to this I don't know where it is but basically I did 1000 -> 2000 and then 2000 -> 39XX and that resulted in 8800. Marine casualties are also more than minimal (22 marines lost as an example to loot the 3600) if the wares are not raidable before you dump them there




Either way once you have enough of any given ware to create even a single dot of surplus you are in for the infinite.

Edit: I guess open market is pretty lucrative now :D

10
Just went in to see if anything changed in that regard and felt disappointed so far.

The best PD is still lasers that are constantly on the ship that is sending the missiles so that they vaporize as they spawn. Or needlers.

Also a quick question: Story points are infinite right? Because I am leisurely spending them and the bonus xp is actually a tad too high for my taste.

I got into raiding and I think the beloved dev might have made a very big mistake there. I went with like 600 random marines to an undefended outpost and selected ore for giggles.

It felt like a minute until the ore was finally shown. It was 25.000 ore. Who is supposed to grab this much and is there even a limit on it? To me it seems like I can grab infinite resources since more soldiers = more dots to place = more loot.

11
Especially since it perfectly scales with you in the beginning and doesn't cost anything but time. Hit the tavern a->b profit. Buy additional freighter and your profit increases.

Without any risk attached to it a quick 100-200k for going 5 lightyears is a bit much and basically vaporizes any chances of an early game or smuggling being interesting.

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