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

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Messages - Mordodrukow

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1
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 01:42:21 PM »
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Ultimately the goal is to 1) have endgame challenges and 2) have colonies factor into helping you beat those in ways that they currently don't.
Sounds great! Imo, variant "you have to sacrifice something, but get great ability/tool in return" is better than "you get this minor thing just for free". First one means some decision making. Second one does not.

Also, i hope logistics management will allow to get benefits from hypershunt/cryosleeper/high command from greater distance. And/or improve accessibility.

Spoiler
Also about Abyss. When i saw that pulsating thing on the background in hyperspace i was like: "Hey, it looks like giant lovecraftian entity swallowing the sector. And thats why we are disconnected from the Domain now" I guess, it is not the case, but if Abyss is filled with "things" (things from The Thing maybe?), maybe they took over the Orion sector, guys from Domain noticed that and blocked the gates to prevent things from using em. Or maybe things feel active gates and move to them, so the Domain guys noticed that and shut gates down (and now Persean sector is doomed because we activated gates again... or maybe there will be a timer for invasion, which will be accelerated every time we use the gates, and this leads us to new gameplay decisions).

Sorry if i spoiled the plot.
[close]

2
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 11:43:14 AM »
I have a question. You see, we can, for example, choose specific planets to colonise, set arrays in systems to increase stream detection range etc... Everything to improve our QoL. But...

Why do that if the game ends already, when we have enough resources to do all this stuff? So, my question is: do you plan to introduce some end-game activity (hopefully: something bigger than randomly generated REDACTED raids)?

3
General Discussion / Re: Skills and the Major problem with them.
« on: October 22, 2022, 10:37:48 AM »
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If I want Hull Restoration, I take Industrial Planning, so I do not need to think too much where to put colonies or what industries to improve
I m using admins, so, i can drop it, because the only real reason it is needed: to fulfill the demand of Hypershunt Tap (it is easier to simply install gamma core into Pop&Infrastructure though...)

4
General Discussion / Re: Skills and the Major problem with them.
« on: October 22, 2022, 09:43:07 AM »
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BotB is already crazy strong.
Yes, but i cant force myself to drop other stuff to get it.

That's my skill tree right now (built around Odyssey):

Combat line is mandatory. The only exception might be the Impact Mitigation, but extra 50% maneuverability is crucial, and you cant get Systems Expertise (which is also crucial) without getting 4th low-tier skill.
In Tech i can drop Cybernetic Augmentation and EWM, i guess...
In Industry i can drop Hull Restoration, Industrial Planning and Polarized Armor.

What i ll lose: QoL, pretty big chunk of flux stats, a bit of dmg, a bit of resistance, smaller bits of dmg and resistance for fleet.

If i pick Tactical Drills, Crew Training, Coordinated Maneuvers, Officer Training and BotB, i ll get:
- around 3% bonus dmg for fleet
- around 10-11% CR for fleet (almost the same as from Hull Restoration)
- some move speed for fleet, which is nice
- BotB will be used mostly to fix flux stats (i guess, it gives more value than 10% discount from EWM, but makes venting stat worse, because we need to vent more now, and we dont get extra venting from PA)
- and we have some bonuses from Officer Training (which i cant measure, but must be nice to have)
- and 10% bonus deployment points, yes

So, overall it gives a bit better fleet, but worse flagship. I guess, it is better in super late game, when you can tweak everything as you like and need to deal with... you know.


About Neural Link. I think, it could be a great skill if:
- hullmod cost seriously cut (or removed)
- OP limitation removed
- there be toggle to prevent AI from shooting limited stuff and using its system.

About the last one: we already have the flag "autofire", which allows weapons to shoot automatically. Lets add flag "forbidden", which states that chosen weapons (or system) will only be used if AI got an order to eliminate the target?

5
General Discussion / Re: Skills and the Major problem with them.
« on: October 22, 2022, 07:03:58 AM »
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If we ever want the game to reach 1.0 full release we need to NOT have Alex overhaul them again...
We are already waiting for 11 years, it's not a big deal to wait a bit more. I d like to see polised game instead of "here is road map of the stuff we will do in next 5 years... maybe"

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I've noticed the argument that low-tier skills feel weak. I'd say that's justified considering that they feed into the more generally powerful higher tier skills
You see, my point was: it is not justified enough =)

And i dont want top tier leadership skills more powerful, i want low tier a bit better. I mean, come on, my fleet be like 2xParagon + Odyssey + Heron + Fury (and only logistics ships on top of that), and it is already enough to hit the cap of full benefit from some skills (240 points). Those caps make sense in other specs, but in the Leadership branch... I dont think so... I mean: yes, but not such low number.

And, as was said above, the ship cap limit...

I has a choice between Cybernetic Augmentation and Crew Training. Taken the first one. For some reason it gave +2 elite skills only to 2 of my officers, and then stopped working, lol. But in case everything works as written implants are at least as good as +15% CR. In case officer skills be tier 1, i ll pick Officer Training.


I d like to see some synergy system added to what we have. Something like:
- Every point in Combat gives +1% to damage dealt.
- Every point in Leadership gives +5 to cap of every skill's full benefit and +3 deployment points.
- Every point in Technology gives +1/1/2/3 OP to piloted ship and +1/1/1/2 OP for ships in the fleet.
- Every point in Logistics gives +5% to rare stuff drop chance (relative to original value). Because lol, Salvaging is so meh without rare drop bonus...

6
General Discussion / Re: Why Alex doesn't want early access on Steam
« on: October 21, 2022, 06:06:45 AM »
How can you tell the game stays where it is? It's constantly growing, and you can see that here, on reddit, and discord. All numbers are going up and tons of new players keep arriving. I doubt all those posts are from people having Alzheimer's that already played the game. Not really fair to say that the game is "dead" without any recent blow ups.
Yes, the number rises, but not, like... 100x

The last Mount & Blade has a lot of players when they started to sell it. I guess, mostly because: 1) its 3d and more cinematographic, 2) more people like fantasy settings today, 3) first Mount & Blade was the thing long time ago, while Starsector is a new game. But anyway...

I m not saying it is dead. I m saying it lacks something to get numbers it really deserves.

7
General Discussion / Re: Why Alex doesn't want early access on Steam
« on: October 21, 2022, 02:00:59 AM »
I have seen many games that were not helped by the fact that they are in the Steam. The game needs some waifus and a lot of meme videos to get people interested. Then it needs good, but understandable gameplay to make em stay. There are a lot of channels with thousands of subscribers making videos about SS (Sseth is not alone), and the game still stays where it is. It is just niche (yes, awesome, but niche), the Steam will not fix that.

8
General Discussion / Re: Skills and the Major problem with them.
« on: October 16, 2022, 02:04:54 PM »
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FWIW I currently run 8 cruisers and 2 capitals and I get 20% base nav rating by using two Nav Relays on the capitals(since they usually have some OP to spare)
Cool, but you dont need to spend skill point to use Nav Relays. Great idea, btw, thank you!

9
General Discussion / Re: Skills and the Major problem with them.
« on: October 16, 2022, 03:37:53 AM »
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For coordinated maneuvers its pretty trivial to get 20% and keep it there.
Yes, if you deploy several frigates/destroyers. I never use any.

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For officers... are you saying you don't use officers at all? I'm confused by your statement tbh.
I have base limit of officers which is enough for me. Most of the time i deploy one capital or one capital and 1-2 supports for it (mostly to draw part of enemy agression away). The only fights where i deploy ships up to deployment limits are doritos and ultra-late bounties.

10
General Discussion / Re: Skills and the Major problem with them.
« on: October 15, 2022, 04:51:21 PM »
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Hmm, which one's don't you like?
All of them. I mean: sure, if i want to play a pack of frigates i ll pick Wolfpack tactics. The problem is: all leadership skills are either too specialized or have too small impact.

Drills? 5% damage for me, i ll rather pick 15% CR
Coord maneuvers? Nice! I ll get like +3-4% to maximum speed. In most cases 1%.
Wolfpack? For wolves only.
Crew training? I guess, the only good skill here. Well, ok, i can take both this and Drills to get damage bonus twice. But it will work better in large fleets, and i dont play with such setups.
Carrier group, fighter uplink? Nice! For carriers...
Officer skills? Well, those are kinda ok. Never regret having none of them though...

Tier 3? Both are cool, no doubt.

You see, i have to make really tough decisions choosing between red, blue and yellow, and when the turn comes to green i always be like: "Nah, i ll pick red/blue/yellow"

Some green skills are really cool, but you just know which to pick when you choose what specialization you want. Carriers? Carrier skills. Frigates? WT. Etc.

11
General Discussion / Re: Skills and the Major problem with them.
« on: October 15, 2022, 10:04:38 AM »
For me skills in current state look like the healthiest version of them all.

The only thing i d change: low-tier leadership skills. The last one (which gives ability to build-in 3 mods) is nuts, but i cant force myself to pick any prereqs for it.

Other specs are pretty balanced, imo.

12
Blog Posts / Re: Hyperspace Topography
« on: October 12, 2022, 10:08:55 AM »
Slipstream detection is the most exciting part for me. It adds another factor to count with when choosing a planet to colonise. Very good!

13
Did i miss something? What is Tesla Coil?

Also i wonder if this even possible to leave 4k radius fast enough  :D

Now i need this + black hole generator  :)

14
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: June 10, 2022, 01:41:25 AM »
Really hope this gets a updated translation, was playing around with the untranslated 0.95.1a version and the mod is way better looking then the 0.9.1a version.
Can you share, pls? Cant find it myself :/

15
Mods / Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
« on: April 30, 2022, 11:04:22 AM »
I have an idea. How about adding hullmod similar to SO, but boosting flux capacity? Something like "your capacitors give you 500 cap instead of 200, but you cant active vent, cant benefit from 0-flux boost and have -30 penalty to maximum speed (but it cant make it less than 20)"?

I mean: there are a lot of cool superweapons, but you cant use lots of them simultaneously on a single ship, because of huge flux cost  ::)
And such hullmod could turn ship into a slow battlestation.

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