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Messages - Faeren

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1
Modding / Re: [0.95a] Arbworks ships
« on: July 02, 2021, 02:22:11 AM »
Your sprites are absolutely magnificent, not planning a new run for a while but I am definitely firing up this mod for my next one, very keen to try the Convoy in particular, hope it's an option as a starter ship.

2
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: June 24, 2021, 04:31:40 AM »
I'm really not super anal about memes in the combat chatter, but the Memri.tv lines seem to come up way too often and are a bit on the nose IMO, would like it to be a bit more varied and subtle.
Yeah it's pretty memey.
You can modify data/config/chatter/characters/luddfanatic.json (can change frequency of the character appearing, the frequency with which it talks, or the lines themselves).
Huh, have you tied the kind of character the ship gets to the kind of ships? Just ocurred to me I've been using LP frigates a lot in my last few games which could be why I'm getting these lines so often if you've tied this "character" to LP ships lmao. Cool system if so, I'd thought the lines were just pulled from one big pool hence the feedback, could maybe use a bigger pool of lines on that one perhaps though.

3
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: June 22, 2021, 02:15:23 AM »
I'm really not super anal about memes in the combat chatter, but the Memri.tv lines seem to come up way too often and are a bit on the nose IMO, would like it to be a bit more varied and subtle.

4
Lol I think it extends well past early game. Get a Phantom/Valkyrie and say 200 Marines and you can just do a circuit of raids on Pirate stations/colonies every few months, accruing lots of drugs/volatiles/supplies and sell them wherever is paying the most, total investment of say 70k and marine losses are negligible. I can crush any mid-sized pirate fleet with my LP Brawler and two officered LP Lashers. There's no risk since Pirate fleets are weak and they always hate you anyway. Currently my view is Starsector is great as a game for exploring star systems and engaging in spaceship battles (ignoring the problem of horrible AI loadouts) but is lacking in the resource management department currently. There's basically no hobo phase, or sense of having to scrape the pan to gain power and wealth. A game that does resource management really well is Battle Brothers, which is structurally similar to Starsector. In BB you HAVE to take on risk to make money or get good gear, there are very few free lunches, and the way progression works with gear means once something becomes easy to fight it probably also isn't very rewarding to fight anymore.

Pirates are simultaneously weak AND rewarding to fight, there's no stage at which it isn't rewarding to crush hilariously weak pirate fleets. In Battle Brothers the early enemies drops, and the rewards associated with fighting them under contract are comparatively low and stop being worthwhile later on, you have to graduate to riskier enemies with greater rewards. The equivalent in Starsector could be having to start fighting pathers instead of pirates, given they're somewhat more threatening and their stations are larger. But there's no need to, I can just raid pirate worlds and squash easy pirate bounties for cash. Not that it isn't more lucrative to fight pathers, or fight remnants for AI cores. But you don't really need to to make a lot of money, there's so many easy ways to make money or free lunches like raiding pirate colonies that the player doesn't need to take on risk to progress, you can safely ignore high-risk bounties and situations to accrue power safely.

A balance pass that made the economic aspect of the game less forgiving would:
- Improve AI loadouts so that even early pirates don't just give you their ass on a silver platter to spank. I want to cry when I see pirate ships sporting light mortars, swarmers, and mining lasers.
- Make the player actually have to take on risk to make money/progress by doing away with free lunch payouts, work such as bounties and probe/survey/bounty missions could also stop being handed to the player on a platter, all work could require actually having to forge contacts and build a reputation. The alternative being to scavenge which is less reliable (and could involve more risk) or fight/raid which should also be riskier.

That said this could all get in the way of the game letting you smash cool spaceships together so there should be a mode that is basically like the game is now where money is easy to come by. But I'd definitely like to try the game with more punishing resource management where losing a ship is more of an issue and something like finding an Alpha Core is more of a big deal.

5
General Discussion / Re: Can officers die? And if not, why not?
« on: June 07, 2021, 12:54:56 PM »
I find it a bit startling how quickly officers level up too, a level 1 officer being mentored will hit max level after one large fight generally.

6
Suggestions / Story Mission Logic Improvements
« on: June 06, 2021, 03:16:50 PM »
I was doing one of the story missions that involve retrieving data from a world after being given a set of coordinates. On getting there a pirate fleet hails me and wants the coordinates, there being an option to sell them the coordinates, and us being in deep space, I logically assumed I could have my cake and eat it too by "selling" them the coordinates and then destroying their fleet and continuing with the mission. However to my dismay the mission is failed immediately on selling them the coordinates, even if I proceed to destroy their fleet, and my last save was 2 hours ago :(.

It would be nice if they had to actually go and interract with the planet themselves and therefore take the data before the mission failed.

7
Not sure how to reproduce this as it just seems to happen at random. Sometimes on deploying the player ship (if it happens to AI ships I haven't noticed) at the start of combat, the usual boost onto the map doesn't happen. This is a particularly big pain during a pursuit as it can make the difference between managing to catch ships or them managing to retreat.

8
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 17, 2020, 02:19:29 PM »
Kinda hoped there might be a few new frigates but I'm stoked regardless. Can't wait for release.

9
Mods / Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
« on: August 29, 2020, 05:31:15 AM »
I'm not quite ready to publish it properly yet but I got permission from PCCL to take over this mod, done a few reskins so far, want to get more done before I actually do a proper release though. Here's the current version meantime, it only features a Cerberus, Venture and Lasher at the moment, planning to also do Mule and Shepherd at a minimum.
https://mega.nz/file/Pz5FEaKb#DaHGLEDeyvQIUX3n6cRugixrtLu5qeleVnHa94KWvFU


10
I stand corrected.

11
Missile does the knockback, not the ship, would not wan see that change sorry.
Newton's third law.

12
Small suggestion for the Hammerclaw, given it imparts so much force to the target that they are shoved backwards, it should also push back the Gonodactylus firing it.

13
Pretty much summarized by the thread title, I figured it would be advantageous to set HVDs to alternating fire to put out a more regular stream of fire to make it harder for a target to pulse its shields. But if I then leave the HVDs on autofire they end up firing simultaneously, the same happens on an AI controlled ship. Briefly firing manually before turning them over to autofire kinda solves the issue on the player's ship but it's a pain to have to do this every time you re-engage.

14
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« on: May 11, 2020, 06:55:25 PM »
The MK IV is hilarious. Considering it has 5 burn, is basically useless beyond being a platform for the missile, and is costly to maintain it doesn't seem unbalanced if the player gets a hold of one. I would however suggest preventing the AI from having a bunch of them in one fleet, a fleet loaded with these would likely be somewhat frustrating as it would be near guaranteed to kill a few of your ships but would also be easy to clean up beyond the initial salvo of dram explosions due to the fleet having no proper capital ships, in short one of these in an LP fleet will be cool, more than that will quickly become stupid. In addition 5 dram explosions going off at once would obliterate people's toasters.

Also I noticed Cerberus is often mispelled "Cerbrus" and found these two instances of it in the mod folder:



15
I'm enjoying this overall but the one frustrating part is that logistical ships just seem to constantly get slapped with negative traits out of the blue. They'll occasionally get a good one if I do a massive trade dump on a colony with a sabotaged spaceport or something, but if I'm just doing bounties or exploring there is seemingly no way to prevent this from happening.

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