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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Mirage

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1
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 19, 2013, 01:34:24 AM »
Sadly I feel like I have to be a dissenter here.

Admittedly I haven't touched Starfarer/sector for a long time now but picked it up again with the release of this update and, well I don't much like it. First I thought it was merely being out of practice yet after 11 new games the same thing keeps happening, despite feeling like I was getting the hang of it again.

The reason for the dislike? Supply/CR. It goes something like this. Game starts, pirates chase me down, single ships usually though once was a larger group. Fight because I have to. Mostly win, some others lost. Fight over back to sector screen. Supplies consumed in moments, no money for more. More pirates incoming so run for life. Supplies dry up in under a minute. 30 seconds and 3 accidents later, game over. 11 times.

Likely the problem does lie with me but I just do not find this to be fun any longer. Either the supply consumption rates are much higher than I remember or accidents are just far too common and far too punishing (for my personal liking) at the very start of a new game.

2
General Discussion / Re: My gripes about the progression system
« on: September 11, 2012, 11:23:51 AM »
Will this work something like the Mount & Blade system?

If so, will Officers work like Companions, as in you could level your officers up, and devote some of their skill points towards fleet wide skills like the party skills in MnB? Or are all skills going to be commanded ship only?

There are plenty of systems out there that a large number of people would say work well. I just personally find the MnB system to be one of the best. Have your own build, play how you like, but if you are willing to hire, and put the effort in to level and equip your companions, you can use them to make up your own builds shortcomings.

3
Why would you really want this except as a way to avoid admitting no self control?

Losing horrendously and being forced to claw your way back is, to me and I'm sure quite a few other people, part of the appeal of some games. Losing an entire army in Total War, or a fully stocked carrier in X3, or a multi-billion isk Paladin in Eve, all hard losses, yet all bring a new level of challenge to recover from.

If that is what you are looking for, then you just have to play that way. Removing everyone's ability to save as needed when needed just because some people lack the self control not to "abuse" the system, pretty selfish IMO.

4
Mods / Re: Independent Defense Force v0.78
« on: April 05, 2012, 01:44:19 AM »
I get the GC overhead limit exceeded error while running both these mods (Doesn't happen with any others/Vanilla) on Windows version. Anybody have a workaround for this issue?

5
Also suffering symptoms resembling a memory leak with the Windows version. In vanilla games it usually happens after 2.5 -> 3 hours (I tend to play with smaller fleets). With modded games, can happen much sooner.

Starts with an occasional skip, then builds up until you get 3 seconds of play, 2 of pause, 3/2/3/2 etc etc.


6
Understood, O captain my captain!

wow, cheesy...  :P

I thought I left you to die on Virmire..  ???

7
General Discussion / Re: Supercharging
« on: March 04, 2012, 03:14:46 PM »
I would prefer that we look at things from the perspective of game balance, rather than trying to justify it with silly pseudoscience. Besides, the only way to increase the rate of fire of an energy weapon would be amping up the COOLING systems. 'Autoloaders' have nothing to do with it, a real pulse laser can keep going faster than any ballistic weapon-- until it overheats.

Again, do energy weapons need MORE range? Do they need to do MORE damage? I seriously don't think so. Ballistics are already hamstrung enough by ammo and short range, the current system works FINE.

Perhaps reading before responding would be a useful measure.

Projectiles are loaded one of two ways, by hand, or by autoloaders. Discussing as I was projectile weapons and a possible way that supercharging could benefit them also. Nothing about pulse lasers, or energy weapons, or cooling systems.

I had always assumed reading comprehension was a skill taught early on, guess not.

8
General Discussion / Re: Supercharging
« on: March 04, 2012, 11:54:00 AM »
Yeah... that shouldn't happen for balance purposes. If anything, ballistics should receive some sort of benefit from supercharging as well. Not sure what would make sense though.

Rate of Fire perhaps, could easily be argued that more energy to spare, could be diverted to auto loaders, increasing their efficiency?

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