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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - BaBosa

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1
Modding / Re: [0.95a] Extra System Reloaded v.0.7.5
« on: August 21, 2021, 08:10:27 PM »
In that case it may be worth combing magazines with weapons. If I'm improving magazines I always want to also improve weapons and visa versa generally.

2
Suggestions / Re: An expedition rework idea
« on: August 19, 2021, 11:54:27 PM »
The main issue I see with expeditions is that they’re annoyingly repetitive and could have a lot more fractures.

About the feature, I’m pretty that’s just because Alex and the team haven’t yet had the spare time to add to it but will sometime in the future.

However I would like if in the next update for factions to not bother sending an expedition if it’s unlikely to succeed as that adds nothing and annoyingly decreases reputation.
And another thing to possibly add is making it so if multiple factions want to send an expedition but not one that’ll break through your defences, they plan to send expeditions that’ll arrive at your system simultaneously and fight together.
Not only does that add to the difficulty but fighting a mix of ship styles makes it harder to specialise against them and would be very interesting.

My 2 cents about expeditions in the future is that it should depend on the ingame reason.

Opportunistic attacks against a colony that’s trying to move into your market to ‘discourage’ them with raids but if the fleet is seriously endangered and expected repairs and replacements too expensive then they wouldn’t bother. These attacks should stop after a couple failed attempts or when defences become too strong.  Though then they should resume if your colony defences are broken, your fleet destroyed or production significantly increased.

Trade war against a colony that is significantly cutting into a factions market share should be the target of a proper campaign, with strategy, multiple fleets, targeting com relays, blockading the system, pick off patrols and move in once stability has lowered and the station is by itself with a fleet designed to fight stations and remove the offending industry, not just disrupt it. And then possibly move onto other industries and same system colonies if you’ve made things difficult or are already hostile factions.
This would make the fights more interesting as you’d have to pick your fights try reduce losses and plan not for complete destruction but hurt them enough to make them back off as they could just grind you down until you have to leave the system to buy more supplies for repairs.

AI fleet should be actually like the opportunistic attacks, with the hegomoney balancing AI use on all your planets vs how strong it would need to be to break through the weakest colony with AI.
Unless they think you’ll let them through.

Also the first two types of attacks should be less likely if they like you and instead you get complaints from those factions and you’re given options like bribe official, give a discount which decreases the export income from that factions colonies or just brush them off which decreases reputation but it starts off a small loss and then increases with the number of times you don’t give them a discount.

Another thing is they should look at systems and not just individual colonies, while they might not attack 1 small farming planet, 3 small farming planets to grater have a bigger effect and because they’re in the same system, a faction may as well hit all of them and not just one. .

I also think the idea of unique admirals is very good. It adds to the difficulty in a unique way and it makes more sense than there not being strong admirals in each faction.

Other option is to make expeditions an exception to the normal battle and fleet size limits, they make sense as it’ll decide the fate of an entire world so they should feel weighty.

Another idea to address the issue of having to stop what you’re doing to defend your colony is if Alex adds an option for us to leave a fleet at colonies that we can take control when a expedition attacks the station or tries to raid. Then the expeditions can be scaled with the expectation that the player is fighting and it cuts some of the hassle of expeditions. Though if ships are lost then you have to return to replace them. Doesn’t really make sense in game but would be a nice feature.

Unique ships doesn’t really make sense unless they feel like their faction is under threat. Otherwise they would save it for the last ditch fights.

Also, it makes sense that having high quality colonies tank your relations, they provide you with anything you want so what’s the need for good relationships at that point.

Addressing the initial post, expeditions are to give you another reason to fight but you have the option to pay to not deal with it by building defences.

3
Modding / Re: [0.95a] Extra System Reloaded v.0.7.5
« on: August 19, 2021, 04:21:24 PM »
Ah, I should have expected you guys would have already done phase.

But thanks for doing that stuff  ;D

Also I just realised I can check skill_resource_ratio.csv to check what everything needs.
Which is like; everything needs supplies, volatiles, organics, metals, rare metals and machinery. Except subsystems doesn’t need volatiles or rare metals; fighters and magazines doesn’t need organics; and weapons, ordinance and fighters need armaments as well.

4
Modding / Re: [0.95a] Extra System Reloaded v.0.7.5
« on: August 18, 2021, 09:28:48 PM »
Here's my invincible monitor with negative flux per damage, actually cause flux to go down when hit 8)
As well it generates supplies and fuel.
(Had to make another post as the screenshot couldn't fit in the previous one)

5
Modding / Re: [0.95a] Extra System Reloaded v.0.7.5
« on: August 18, 2021, 09:15:56 PM »
Hey, I gotta say this mod is really cool. It lets me use ships in the end game that I wouldn’t usually use because they can’t match the enimmies.

That said, some of the bonuses don’t scale neatly which bugs me because I’m OCD.
And the negative modifiers straight-up break and give negative values when quality is increased too much (I cheated a monitor to have quality 10  :D). Those should probably be like base x 1/(quality x (1+upgrade value)).

Also the logistical and technology seem to be pretty stuffed.
Technology, in particular, improves both shields and flux which are very powerful and probably should be separate.
Logistical just has a lot and I think it’d be nice if it was split into two, one for logistical ships with big cargo, sensor and max burn (mobility also has max burn) bonuses, and another that all ships want, CR per deployment, repair and recovery, less supplies/fuel/crew.

Also, I was wondering if shields upgrades can also improve phase? Having smaller cooldowns would be awesome  8)

And a last request, could there be some display showing what materials are needed for the upgrades. I’ve also had issues running around trying to get everything when I thought I was able to upgrade multiple times.

Cheers, and thank you for the mod  ;D


6
Modding / Re: farsector [mod suggestion]
« on: August 03, 2021, 08:28:21 PM »
Can’t you effectively do that with the adjusted sector mod?
Massively increase sector size without increasing constellations and maybe increase fuel consumption. A mod (can’t remember which one) increase fuel consumption based on how far you are from the core worlds.

7
Suggestions / Re: Improve preliminary survey ability
« on: August 02, 2021, 03:10:32 PM »
I think it could be really useful if you could do it while still in hyperspace near a star. It would reveal all the planet types, which would be useful to decide through which jumpoint to enter the system. Thats often critical information for missions and bounty hunting, when all you have a location hint is the planet type.

I like this idea, makes it useful but doesn’t detract from anything. You still have to drop in if you want salvage or check resources.

8
You deserve it man/goodboy.
Ah that would explain why the refuelling feels a little slow to me. I take a lot less tankers than normal expecting to use fuel siphoning, only to shoot myself in the foot  :P
Thank you for looking at that. It’s always annoying being a little short.

9
Suggestions / Re: Pather Tithe Suggestion
« on: August 01, 2021, 09:34:19 PM »
With pirate patrols, could it be a little random. Like to account for how it would depend on how desperate/aggressive/predatory the pirate captain is? So you still sometimes have fights but don’t always need to deal with it.
And Maybe add a fear factor that decreases the chance they’ll attack you if you’ve recently beaten another patrol?

10
Hi, first I want to say thank you for this mod. It really helps extend my exploration trips especially combined with supply forging.
Just wondering if you can add an config option to get it to run even when not in a nebula though very inefficiently (say you catch interstellar gas). That’s just so if I’m only a little short of fuel but there’s no nebula in system and I don’t want to jump into another, I can just sacrifice more supplies to get the little bit needed.

Also, I don’t know if this is possible but is it easy to multiply the speed of conversion based on the number of ships in the fleet and their class? Like frigates + 2.5 destroyers + 4 cruisers + 10 capitals? That would help with scaling the speed for beginning and end game fleets.

Cheers  ;D

11
Suggestions / Re: Allow breaking beacons
« on: August 01, 2021, 05:08:43 PM »
I like the idea of beacon automatically downgrading so they don’t clutter the intel screen. How hard would it be to evaluate the danger each time you jump out? Like actually, I don’t know.

Being paid a bounty, even a small one would be nice and could make clearing the low and medium danger ones a fun early game job to earn money while fighting. Also it would make destroying stations feel less like a loss.

12
Suggestions / Re: Improve preliminary survey ability
« on: August 01, 2021, 05:03:54 PM »
Given that we can visually see if a planet has ruins, allowing remote survey to spot them sounds reasonable for the base game and would be really nice if just looking for ruins and not colony candidates.

It would also be really nice if it said the rough number of “large” structures like stations, hypershunt, and survey ships and “small” structures like probes, derelicts and debris fields.
That might be more suitable as a mod though.

I think it’s good enough to reveal total amount, doesn’t need to be categorized into large and small.
And I was having the achievement “leave no stone unturned” in mind when you literally salvaged everything in the sector.

I was thinking having them seperate as I would be fine leaving the small things behind sometimes but never want to miss in if the large ones. Though showing any number is better than none.
Pretty sure that if there’s a lot of probes and other small things that means there’s something big.

13
Suggestions / Re: Improve preliminary survey ability
« on: August 01, 2021, 04:14:32 PM »
Given that we can visually see if a planet has ruins, allowing remote survey to spot them sounds reasonable for the base game and would be really nice if just looking for ruins and not colony candidates.

It would also be really nice if it said the rough number of “large” structures like stations, hypershunt, and survey ships and “small” structures like probes, derelicts and debris fields.
That might be more suitable as a mod though.

14
Suggestions / Re: Make Guardian recoverable
« on: July 23, 2021, 07:36:25 AM »
While lucky didn’t say it. Megas , in the original post, said DP cost of 60+ was what he was thinking and I agree with that. I wouldn’t use it for 100DP myself even with unlimited missiles but that sounds fair too.

15
Suggestions / Re: Make Guardian recoverable
« on: July 21, 2021, 06:58:19 PM »
So your issue with it can be summed up as, given the Ziggurat needs a seperate scripted salvage screen to get, the Guardian would need the same as so the effort needed to implement it without the unlimited missiles would be pretty high which makes it not worth implementing?
If that is the case, then I agree you have a point, although it should be up to Alex/modders to decide that as they would be the ones to make it.

Though, I’m wondering if the Ziggurat was given a separate screen to ensure it can be salvaged as well as change it? And possibly removing the infinite missile line wouldn’t need that or have an easy way to accomplish it? Idk.

I totally agree with giving it a high DP cost. It is strong, I heard Radiant’s DP is getting increased next update so matching it with that sounds fair.

As for it being too good for a player, while it’s definitely really good, is it much better than a well done Paragon or Radiant?

Spoiler
It’s range is a potential problem, but if you use ballistics, I think the travel time would be so long that even most capitals could dodge at extreme ranges and if you don’t look at extreme ranges it’s not much better than any capital with ITU. As for energy, well it can only have two and Paragon has four.

The other potential issue is speed, which is 40 +125 for 3s then cool down after 10s so an average speed of 68.3 ish. For this I’m just gonna show some examples.
Conquest is 45 +50 for about 5s then cool down after 5s so average speed is 70.
Radiant is 40 +300 instantly every 10s ish so average of 70(?).
So it’s not actually faster than other “fast” capitals.

Then there’s the issue of it being fast, long range and powerful allowing it to kite whole fleets that other ships cannot kill easily (1v1 doesn’t matter, 1v1 is not the normal and the Guardian can definitely kite, the question is, does it clearly kill fleets better than other ships)
So I’m gonna compare it to the Radiant again.

They both have comparable speeds so that’s not a factor.
Guardian has 200% range compared to Radiant with ITU 160%. Now this looks important but I say it’s not a huge deal, it’s good yes, but not huge. This is because I don’t think long range projectile weapons (Guass cannon) will be dodged even by capitals at extreme range and then looking at beams, Guardian only has two large slots for them which is not enough to kill capitals.
Then looking at other large ballistic and energy weapons. Most large Ballistics have a range of 1800 on G and the other energy have a range of 1500. Compared to beams on Radiant at 1600 (or 1920) so just looking at the topic of kiting I think it’s clear that the Guardian is not significantly better than the Radiant. Especially because the Radiant can mount five tachyon lances and has a base capacitance and dissipation to actually use them.
Now that’s not to say that the range boost is not significant, storm needlers with 1500 range sounds terrifying combined with tachyon or cyclone reapers would be really strong. Just not game breaking in my mind as it only has 4 mounts to Radiants 5 and only 2/3 the flux dissipation.
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