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

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Suggestions / Re: What should the Historian ramble about?
« on: August 06, 2023, 02:09:50 PM »
his wife

2
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 14, 2021, 12:28:33 PM »

That said, I'm not opposed to changing some specific encounters to give a smaller rep change instead of insta-hostile. Which ones specifically bothered you? I can note them down to have a look.


The weirdest one to me was "Tri-Tachyon Bounty Hunters"; they had a stack of four dooms and they appeared as I was searching the edge of the galaxy for a story-related probe.

Some of the other ones were not totally bizarre, but for this one, the name "Bounty Hunters" implies (in my mind) that they aren't even directly working for Tri-Tachyon, so I was really caught off-guard that I had to go from +80 relation with them straight to war.

Personally, for these story-revenge-fleet kinda things? I would make it so fighting them gives you like... a negative 50 malus to that faction. Or even negative 80, or more. That way it has the same effect of basically going to war with them... But if you're REALLY good friends, you only have to do down to neutral instead.

3
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 13, 2021, 11:35:19 PM »
I've noticed in some of the story fights, particularly some TT bounty hunters coming after you, I'll often get stuck in a situation where I cannot do anything except attack them, but the game warns me that i'd be declaring war if I attack them.

I think this is happening because my fleet is too big to disengage normally??

They'll move in to me, bring up a confrontation screen. I open coms, talk to them for a bit, close coms, and then...

My options are now:
1. Open coms again (does nothing, they will not talk to me anymore)
2. Move in to engage (Warns me that I am declaring war)
3. Use a story point to disengage. (I don't have any story points.)

It seems kind of weird and broken that this would happen. If I am getting attacked by them, it shouldn't act like I am the one making things hostile. If TT is going to be hostile to me no matter what now, shouldn't they have just changed to hostile? Or, if this isn't supposed to happen like this at all, then I think 'move in to engage' is incorrectly assuming that I am the one who initiated combat, for some reason, but I don't know why.

Normally if I get a message that attacking would start a war, it'd be in a situation where I can also just walk away from the encounter.

4
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 07, 2021, 12:09:23 AM »
Quick note: I was walking into the bar and someone asked me to break someone out of unjust confinement on my own colony. I did not accept this for fear of possible reality-shattering consequences. If I did, could I just let him leave? Do I have to raid my own colony to do it? Can you raid your own colony, hard stop??? What if there's more fleets around but they are friendly?

I don't know what to think about this but I feel it might need some tweaks.

5
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 06, 2021, 03:33:06 PM »
[long post about mercenary officers]

I agree with pretty much all of this except I think there's merit in the idea of mercenary officers. There's just too dang many. Maybe it would make sense if you can only have one or two mercenaries at a time? So you can invest a small amount of story points in having an extra officer or two. Or maybe you can have only a certain percent of your officers be mercenaries?

AI would follow the same rules, allowing them to have *more* officers, but not like, *twice as many*, making it so you get minimum deployment points almost every time.

6
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 02, 2021, 05:27:36 PM »
A few times now I've found over 30,000 ore in mining stations or their debris field. If you happen to hit salvage all and not notice, the extra cargo will eat up all your supplies in a few seconds.

This happens to me a lot. I know that, really, this is user error. The game DOES give me notifications that I am carrying too much. But in situations this extreme, I feel like there should be some kind of additional warning. If I just salvage things really fast sometimes I don't notice, and then I literally lose a thousand supplies in seconds, and I have to load my game. Maybe there could be a popup if you're carrying 150% of your inventory? or even 120% or so? Or maybe before you hit 'OK' when you're taking things, the button can flash red or something to indicate you have WAY too much.

It's not strictly necessary but it'd be a great QOL feature.

7
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 01, 2021, 11:19:25 AM »
I think the problem with not being able to get all the colony skills, as opposed to combat skills, is that to do certain things, you NEED the colony skills.

-If you make too many colonies, eventually, they WILL kill themselves due to stability penalties. You can do a lot of things to increase stability, but eventually you'll hit a point where you MUST have the T5 skill to get more colonies and admins.
-Even more of a big deal: If you want to use
Spoiler
some of the crazy colony stuff that requires 10 of a specific resource, then i'm pretty sure you NEED to have the skill to give you more out of each industry. Unless i've missed something in my calculations, I don't think there's any other way to get to 10 of most/all resources except to use EVERY method available.
[close]

On the other hand
-Unless you're doing a Starsector Tool Assisted Speedrun, you CAN always do better in combat. You can always aim a little better, dodge a little better, have a slightly better formation or strategy for your fleet, that would allow you to beat a slightly tougher opponent.
-It is, of course, possible to say that 'without combat skills there are things you cannot do'. No matter how good you are, you can't use your skills to magically increase the speed you turn... But there are so many more details in those mechanics that it really doesn't matter. If you can't turn quite fast enough to survive, you could just find a way to stall until you can turn. Maybe rotating your shield, or turning it off, or using your ship special, or maybe turning off your weapons to save flux, or maybe throwing it in reverse while you turn in order to avoid getting hit by just a couple of shots and give you enough hull left over to finish your maneuver. With colonies, though, you can't really do things like that. You can build comm relays, you can keep your system safe... But you WILL run out of stability eventually. There's no way around it.

That is why I think the complaints about 'Needing' both the top skills in the industry tree are valid.

8
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 31, 2021, 04:07:03 PM »
I love skills, and I love trees. The previous skill system wasn't perfect, but I don't know if this is a step up. It's a bit too restrictive and hard to make a build i'm happy with.

This is a totally out-there example suggestion, don't take is seriously: What if you could move vertically on the skill tree as well as horizontally? If you go to T2 in combat, you could move straight down to T2 leadership, or move up and loop around to T2 industry?

That idea is silly but like, I think this could work if there was just some kind of additional way to *get around* in the skill tree, ya dig? Some kinda looping, switching, or branching that lets you get more options to skip skills you don't like.

9
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 30, 2021, 09:00:44 AM »

E-Burn
Spoiler
Emergency Burn losing it's 'ignore terrain effects' feature has made it significantly less useful.
Storm surfing now always results in supply loss. Annoying but not the end of things, they can be avoided (somewhat).

Getting neutron beamed upon entering a system and instantly losing 100+ supplies is now an instant re-load event.
Eating the fuel cost plus whatever supply damage was done before activating E-Burn was an acceptable loss. Having a non-trivial player activity severely curtailed or even aborted because of rng is not good design.

As it stands, E-Burn is only really useful for avoiding enemies now, so it doesn't see regular use.
Which in turn makes the Containment Procedures skill much less valuable.
[close]

Made an account after years specifically just to say:

Couldn't we just get a warning when warping into a system that the warp point is getting blasted by neutron at the moment? The same way you get a warning when there's a massive fleet on the other side? Doesn't fix all your complaints with E-Burn but this one little feature would make neutron systems actually explorable instead of no-go zones, at least for me.

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