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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 - Mattk50

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1
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 25, 2017, 10:10:36 PM »
been awhile since i've played, in this new patch im still not a fan of the skill system existing despite improvements. in a game like this it truly just makes the entire experience worse. Hey guy, pick between guns that shoot straight, ships that dont lose readyness mid fight and ability to do fun industry stuff! whats that, you're bored already and don't want to have to mod the game because it messes up the balance? Nah, just remember your ships, weapons, hull, literally everything functons completely differently in arbitrary ways because you decided to spend a skillpoint in combat instead of somewhere else.

same with peak readyness, added to balance out gamey teleports and similar uneccassry ultra kiting abilities on ships that could already kite very well, just a chain of poor design decisions. This is alex's game to develop as he wishes of course im just so dissapointed at the direction it's gone in some places, while in some other places the game feels and plays fantastic and has come a long way.

2
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 04, 2014, 05:29:14 PM »
This is... why... why would you do this. I thought removing the flux bonus was a bit silly but then i kept reading. I don't know what to say that could convince you not to take this game down the road of other similar shallow games with the interesting bits ripped out to make things more "accessible". Maybe i'll try later but im just surprised right now.

3
General Discussion / Re: Conquest, anyone?
« on: November 09, 2014, 09:02:18 PM »
For those having trouble finding ships: don't forget that the game divides ships into three tiers or epochs: Mastery epoch (high armor, low shields, ballistic focus, usually brownish colour scheme), Expansion (blended focus, usually grey colour scheme), and Modern epoch (high shields, low armor, energy focus, usually light blue colour scheme). If you are unable to find a particular ship, you may be looking on planets that normally sell the wrong epoch ship. If I recall correctly, Hegemony bases sell Mastery, Sindrian Diktat sells Expansion, and Tri-Tachyon sells Modern ships.

If you're having no luck finding a particular ship, you may just be searching bases that have the wrong epoch ships. Try adjusting your search accordingly.

Many high tech ships just aren't sold anywhere, period. Apogee, omen, aurora, astral, i have spent time searching every port in the game under various levels of stability, with a particular focus on the tritach military market. They've been effectively removed from the game.

4
Announcements / Re: Starsector 0.65.1a (Released) Patch Notes
« on: November 05, 2014, 12:29:48 AM »
No fix/change for all the ships that are never sold :(

5
General Discussion / Re: So, what do people think of the difficulty?
« on: October 24, 2014, 04:14:14 PM »
Don't search for the exact same ship to replace it, make do with something else of a similar ship class, the game forces you to adapt and change your fleet configuration and tactics that you employ to win.

well, that was easy, i couldnt find any ships i wanted to form a solid fleet composition in the time it took to make a few million so i ended up just buying a paragon and now im "winning" whatever that means.

6
General Discussion / Re: Yay for missile AI
« on: October 23, 2014, 07:21:34 PM »
Some missiles are trying to curve around my Wolf's shields and hit my unshielded engines.  That makes combat way more exciting!
Those sneaky salamanders are my wolf's bane as it lacks PD. have to expend a lot of phase skims when a buffalo fires 10 of them at me at once.


Harpoon circus is such fun.

Relevant:

7
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 23, 2014, 07:18:58 PM »
i get the feeling a lot of ships and items have vanished from the world. I have 100 reputation with hegemony, tritach, and independent and access to the other 2 factions military markets and have yet to see an omen, an apogee, conquest, odyssey, hyperion, astral, venture, tempest, an aurora, affliction, or a doom. I stumbled onto a shade at the black market of a tritach non military planet, not a clue why it was there, doesn't seem to be any reasoning to it. Why have all these ships if you cant find and use so many of them, if you do manage to find one and it dies your fleet composition is screwed too, because you won't see another. Judging by the general discussion threads everyone's using mostly the same ships because they're the main things available.

Anyways my progress feels hindered more by lack of ship availability than by lack of money, jobs or exp. omg alex why do you do this.

8
General Discussion / Re: So, what do people think of the difficulty?
« on: October 23, 2014, 01:46:00 PM »
I still feel more limited by the lack of available to purchase ships than funds or money. Kinda a problem for fun gameplay, even if i do find an apogee one day, if it dies what do i do, search for it forever all over again? it's just annoying.

9
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 23, 2014, 08:31:43 AM »
Not quite sure on the "Shielded cargo holds" mechanic. Does having this one ship in my fleet mean all illegal cargo will be counted as shielded? Hows this work.

10
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 29, 2014, 07:48:38 AM »
Will this release before you have to live with not having released an update for a full year?

11
Blog Posts / Re: Faction Relationships
« on: August 14, 2014, 06:51:07 PM »
allied implies some kind of formal treaty. cooperative isnt great either.

nitpicks tho.

12
Blog Posts / Re: Faction Relationships
« on: August 12, 2014, 06:22:10 PM »
Sounds like a near perfect framework for these things. One thing i wonder about is why "independents" have a unified rating at all, though.

Also, how moddable do you think the specific actions and effects of relations will be?

13
General Discussion / Re: SSD Benefits?
« on: August 10, 2014, 09:42:05 AM »
A SSD rarely influences loading times significantly.

SSDs generally have excellent read/write speeds but most consumer SSDs are not much faster than a good hard drive.  Where a SSD's performance comes in is with responsiveness; lacking a seek time or physical platters, they have random access performance that a hard drive can never hope to match.

In conclusion there is rarely any benefit whatsoever to gaming on a SSD, but you would benefit greatly by running your operating system on a SSD.

On a 2d game like starsector, it is true that you are unlikely to see any benefit at all from an SSD. However, even the cheaper consumer grade SSDs can drastically decrease load times on any modern 3d game with large amounts of textures, and can even increase in-game performance on games which spend time loading and unloading textures and world data. Many open world games that lack any loading screens have to do this, and in those games it makes a significant difference. most modern games just at minumum store needed textures to the RAM, meaning it will only impact initial load time in those games.

14
Suggestions / Re: Justifying non-"instant" Battles
« on: August 02, 2014, 03:18:26 PM »
There is an issue with this concering fleet/multi fleet balance, that was part of mount and blade. The best way to expand your forces was to just have multiple parties/lords following you, you wouldnt get as bad a speed penalty for a huge party and whatnot. Depending on future officer/faction fleet mechanics this could be a nonissue or could be a big one. Just something to keep in mind.

15
Blog Posts / Re: Fleet Creation
« on: July 30, 2014, 08:05:54 AM »

It's a start, yeah, but I don't think the pieces are quite there to make the endgame more challenging. That's almost certainly going to take giving AI fleets skilled combat officers. I'm more looking at balancing out trade income vs combat income, which isn't quite the same as changing the curve, though that can't help but change somewhat anyway. Hopefully in a good direction, but this isn't a pass where I'm terribly worried about the curve, beyond it being playable.

the curve was already the same before the skill systems, so combat officers alone would probably only tip the scale back in the other direction, against new player characters. Overworld map AI that starts to take notice of you and proactively tries to take you down would be cool in the future.

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