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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - neonesis

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Is this still being supported/developed?
I still have the source code, but I abandoned development a while ago due to not much interest/RL issues. I might resume the project some day (and choose different technology...), but I think that default mod support in Starsector is already good enough, thus making such manager obsolete.

Majority of starsectorers seem to miss what's happening here. Let me be clear. It's EASY to maintain your fleet, it's EASY to earn credits and tons of supplies. But it doesn't mean that maintaining your fleet will be enjoyable. It doesn't make gameplay enjoyable. I don't think that there are many players who play only to maintain fleet.
 v.0.54 gameplay was "Space Battles". But with v.0.6 gameplay shifted from "Space Battles" to "Sims in space" or "Tycoon in space".

 I think that for now problem lies within game goals. 0.54 was all about battles as a game goal. 0.6 is all about logistics and thus gameplay revolves around logistics, so even combat starts to revolve around logistics. And in present state there are very limited ways to play the game of logistics. Thats why there are unsatisfied players complaining about supplies, fighters, frigates etc. The problem is not even that supplies are expensive, repairs and cr are expensive and fighters are useless in achieving game goals.
 Real problem is that we have very limited range of game goals (like maintaining your fleet through hunting carriers). Limited range of game goals means limited range of tools and strategies to execute. Means limited gameplay experience. Which is not what people usually expect. Really simple and fast way to solve this problem, without touching new systems introduced in 0.6, is to give new goals. For example battle in which deploying fighters and frigates or using other strategies isn't stupid. There should be many-many ways to play starsector, just because there are CR and supplies are expensive players shouldn't be forced in few cost-effective strategies. In fact every strategy should be effective in some situation. For now we don't have that many options to choose from.

 I read blog posts about new systems in 0.6 and I understand why this may be a necessary change. But these changes have to expand gameplay experience instead of limiting it. If there are only few cost-effective ways to play, you have to give new ways. While new changes may give new depth to gameplay experience, they shouldn't be annoying. Which is not a question of removing something, but tuning. Reducing your pool of viable strategies because of cost-effectiveness is annoying. Having more variants to choose from in my pool of strategies, because there are hundred of different situations and each has certain cost-effective strategy, is very enjoyable.

The funny thing which illustrates gameplay shift from combat to logistics is new pop-up with ship's info. In 0.54 it was 1 block of logistic's information and 2 blocs of combat stats. Now its the other way around.
This post.
I couldn't agree more, especially the last paragraph shows what I'm struggling with. I mean, for the last four versions or so (I can't really remember when I joined) I knew every single stat of every single ship in the stock game.
Now I look at the logistic stats, and I really, really don't want to delve into that. I understand there surely are people that will love this aspect of Starsector, but... in my personal opinion, it's not enjoyable.

General Discussion / Re: Audio Review - 0.6a
« on: September 14, 2013, 05:57:01 AM »
I agree. I found the old blips never too loud and really miss them now.

(Edit: Missile blips)
I agree - in 0.6a I have been already caught off guard by so many missiles, while in earlier versions this basically never happened.

You'll do perfectly fine - the graphics card doesn't matter that much here (as long as it has reasonable amounts of memory), it's the CPU.
I have ultra-mobile AMD dual-core APU 1.65 GHz, and it's keeping constant 30 FPS for most of the time (bigger battles go down to 15-20).

With i5 I'm pretty sure you'll stay at constant 60 FPS ;)

Modding / Re: Beam Weapons & EMP
« on: November 26, 2012, 01:05:46 PM »
Well, if you want to see the power of Beam Weapons, try full-beam Paragon - it's single handedly most powerful build in Starfarer, capable of taking 3 Onslaughts at the same time (If you're skilled. If you're not, 2 is very easy to take on)

Normally, beam weapons are meant for support, not as the actual killing force. But when you cross the critical amount of beam damage, it becomes better than anything else - low flux cost, incredible accuracy (superior to any other weapon), long range, constand damage dealing (cannot be semi-evaded by turning shield on/off)

Announcements / Re: Starfarer 0.54a (Released) Patch Notes
« on: November 24, 2012, 06:39:18 PM »
Being able to add OP to the main fleet ships has made fighters/bombers far less viable. Great game though, digging all the new content!

I'm with you on this - a few skills that make fighters more fearsome (or less OP/fighter) would be a nice addition.
I second this.
The improved AI for fighters makes them fight considerably better, but after some time (and level ups) you notice that all other ship classes became so much  more valuable since you can mount more weapons on them, or give them more capacitors/vents.

It's also strange not to have any fighter-related skills and perks. However I believe it's all planned already, given the appearance of missile specialisation.

Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: October 13, 2012, 01:09:54 PM »
I really like the changes to the Command system - it was the one real thing I was annoyed by, especially when dealing with large number of fighters and bombers in my fleet. Keep it up Alex :>

General Discussion / Re: A hello
« on: September 06, 2012, 03:54:57 PM »
Welcome here!
Glad to see someone who isn't all about multiplayer, and nothing else (such as checking suggestions forums, and the threads it contains, and the answers...). Still, you might want to check out play-by-forum PvP that is currently in action, thanks to Uomoz and crew.

Use the codex, practice battles, and enjoy the game! :>


Well, there isn't really much else needed to say aside from that link and the title. tell me what you think.
Can you actually give some description what this is? I've entered the page, and I have honestly no idea what am I supposed to do, or what is it all about, besides cancer.

Discussions / Re: FTL
« on: September 04, 2012, 03:36:24 PM »
At first I was all in, but then it put me off because of how small the particular playthroughs are. I would enjoy to go with my ship and crew for some serious, long, RPG adventure, but it doesn't seem to be one of these kind.

Or is it?

Discussions / Re: I'M BAAAAAACK!
« on: September 04, 2012, 03:29:03 PM »
:( I can't see it.

It should work again, I hope :>

Discussions / Re: I'M BAAAAAACK!
« on: September 04, 2012, 01:22:36 PM »

I couldn't resist.

Welcome back Hyph :>

General Discussion / Re: A Thread for dreamers
« on: September 04, 2012, 01:14:58 PM »
With all the love I have for Starfarer, with all the admiration I have for the sky and stars, I actually fear being in space.

The feeling of being so lonely, so alone, so distant from any other human being. As much as other people can annoy me, I cannot live too much without them.

One quote:
Happines, only real when shared.

PS: On topic - so I would probably stick to some nice planet, and repair/modify ships ;)

Mods / Re: Nyan Cat Mod v0.1
« on: September 01, 2012, 02:56:16 AM »
You both, kind Sirs, made my day.

Discussions / Re: Forming a guild/outfit/unit thing
« on: September 01, 2012, 02:12:43 AM »
for what game exactly?
I guess it's for all games possible. You know, guys for playing, guys you can trust.

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