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Messages - Aratoop

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1
Suggestions / Gameovers
« on: March 03, 2024, 02:56:22 PM »
I've been a fan of this game since 2012, and I absolutely adore all of the writing and lore that has been added over time. I am in love with the recent missions, and new content that gets added.

In dialogues that are becoming more of a focus in recent patches, I think they are written extremely well such that you can still have interesting sometimes blatantly antagonistic options to say without completely breaking immersion with the immediate question of "how did I get away saying that". As we have more potential ways to come into conflict with various powers-that-be though, after the first playthrough, it is somewhat difficult not to feel invincible. So long as you have a better fleet than whoever you're talking to, no matter the circumstances you more or less know that there's no options you can take that will lead to any immediate consequences.

I'm not calling for a "rocks fall, you die" sort of thing, and with the lack of autosaves it's obviously very dicey to introduce anything where the player character can be assassinated within dialogue menus. So this suggestion is more or less an open question - Could there be, given the fundamental limits of starsector's gameplay, any way to meaningfully add some kind of stakes to particular dialogue choices? I don't think a "You said the wrong thing, causing a tri-tach sniper to take you out" dialogue line would fit really in the current narrative style.

As a starter idea, I think the blackops bounty hunter we encounter in a particular quest line is a good springboard. I think you could definitely add some kind of overwhelming phase fleet encounter after fighting your way out of particular conversations, just because it would be a good challenge for a player used to fighting standard faction fleets.

2
General Discussion / Re: The Writing in this Game is Amazing
« on: December 19, 2023, 10:53:19 AM »
Also not a writer, and I've been playing since 2012 so I can't say it's the result of the writing that I picked this game up (plus I was too young to really appreciate it), but it's definitely one of the reasons I love this game to bits. I'm so happy the game has progressed to the point we have dialogue and character writing to talk about, because just the skill trait, ship and planet descriptions made me feel very immersed. So you can imagine how much I like the mission dialogue and descriptions!

By dialogue I don't just mean what characters say either, like I said I love the skill descriptions but additionally all the dialogue in interactions is written brilliantly too. A standout example to me is the "Exploration" side of one of the story quests, the writing really gives a sense of verisimilitude and made me feel like I was chasing after leads. Same goes for the scene-setting for fighting the super redacted - the lack of description when even the [REDACTED] have tri-tach information manuals on them was suitably ominous for a fight that completely blindsided me.

And if we're talking characters we like a lot, I like all of them but amusingly I think I'm torn between Brother Cotton and Daud. I enjoyed their scenes and dialogue thoroughly.

3
General Discussion / Re: Phase ships in this update?
« on: November 05, 2023, 01:24:04 AM »
They synergise really well with long cooldown high-flux weapons now with adaptive phase coils, such as phase beams and AM blasters.

4
General Discussion / Re: Do you like traveling in the hyperspace?
« on: May 09, 2023, 12:51:18 PM »
I enjoy hyperspace, I only get annoyed by it by the point at which you've completed the main quest and it isn't such an issue anymore, so overall I still like it.

5
General Discussion / Re: Harbinger Loadouts (for AI use)
« on: May 09, 2023, 12:45:17 PM »
If you're lucky can get your hands on a cryoflamer, I've left one with two hblasters in the hand of my aggressive officer harbinger and it's yet to die and does a pretty solid amount of work. It can still get into trouble but only when it tries to solo a redacted capital. Else just the usual two hblasters+ion pulser variant works a treat. My fleet is quite high tech and fast though, so that probably contributes as it fights alongside my tempests and medusas

6
General Discussion / Re: The Gigacannon is Funny
« on: May 09, 2023, 12:33:05 PM »
I feel like the Gigacannon is hand crafted for a phase anchor Zigguraut, personally.  Doesn't seem so silly on such a ship to me. :)
I found it difficult to pair with the medium slots. I've had a lot more progress with the Zig with 6 phase lances on high scatter amplifier. It chews through anything's shields like nobody's business. Gigacannon could work if everything else was AM blasters though, hm...

7
General Discussion / Re: Tug - Ox
« on: May 09, 2023, 07:21:50 AM »
I've yet to really find a use for them unless I want a particular capital and it's late game so I don't care about money or fuel anymore. If you want to make it more worthwhile, go to where you downloaded starsector, go to Starsectore/starsector-core/data/hulls and open the Ship_data csv. There you should be able to find the Ox, and lower its fuel consumption (though make a backup before you do, and be aware that when you update the game the change will be reverted).

8
Suggestions / Contact Improvement
« on: May 09, 2023, 07:17:50 AM »
Right now contact importance is fixed, and during a smuggler run I thought it might be a fun idea if a contact you have a good relationship with occasionally may offer a mission which improves it. It wouldn't make much sense for a Military contact associated with a non-pirate faction, but for Underworld and Trade contacts I think it'd be a nice way to reward the effort and trade runs you do for them.

Again for a military contact it doesn't seem right for them to get a promotion just because they snagged a particularly good independent contractor, but assuming trade contacts make money and underworld contacts surely must be making money or connections with the missions they give you; it'd make sense that if you do enough missions to get a high relation with them they'd probably have enough money/network to improve their own station in life.

How it could work: "You go to your usual medium importance trade contract on Asher, who normally gives missions offering 40,000 credits to deliver 600 ore to somewhere. This time however she tells you that she has some good news and bad news, and looks relieved to see you: thanks in large part to your timely delivery and transports, she's been able to secure some lucrative shipping contracts to Baetis, but her supplier of transplutonic ore has had a whole warehouse destroyed by some Pathers. Could you somehow get together 3000 transplutonic ore to Baetis within 60 days? She'd be willing to pay 900,000 credits."

Or some sort of similar kind of mission. If you can do it, she moves up in the world to a High importance contact, but if you can't she remains a Medium importance until a similar opportunity arises later. An underworld contact could ask you to pull off a series of dead drops and spysat missions, or to spring someone from a very difficult location like Jangala. So it not only would be a way to add a bit of flavour to these two types of contact and whatever factions they're a part of, but it would also mean you'd have a reason to stick with or pick up a very low importance contact in somewhere useful (near a gate, for example).

9
Discussions / Re: what's the story behind your profile picture?
« on: May 20, 2022, 11:05:54 AM »
Not really much, I liked the manga (A Silent Voice/Koe no Katachi) and her character and she has hearing aids that look similar to the ones I wear

10
Suggestions / Re: sell unique items/blueprints to planetary admins
« on: May 16, 2021, 03:19:40 PM »
If you sell a synchotron core to somewhere that can use it in general they will then install it (same with nanoforges), but it's done via the general market like pirate blueprints on the black market. It would be cooler to have to sell them directly though

11
That's pretty unfair, there are a lot of changes and different mechanics between each game. I'm not even a fan of TW:WH series.

12
Also, you have the ability to play along with the various intelligence agencies that try to win you over right now. I have no idea if any of them change anything other than being really cool moments and dialogues, but I hardly imagine that's going to stay the same way in the future.

13
This is a really interesting writeup, thanks for posting! Do you ever try and pilot one of the ships yourself? If so, which has the greatest effect in the player's hands in your mind?

14
General Discussion / Re: How to find Scylla Coureuse?
« on: May 14, 2021, 01:37:56 AM »
I must have glitched it then. I'm running the mod that lets you take over stations (makes it kind of a 4x, invading planets, waging war with factions) so the pirate base is under persian leauge control. None of the bars have anyone in them, and none of the comms have a pirate leader.
That's definitely a glitch then. Might be worth posting the order of events (whether it got taken over before or after the quest started, which route you took, etc) and the issue on the nexerelin thread

15
General Discussion / Re: How to find Scylla Coureuse?
« on: May 13, 2021, 02:20:13 AM »
Spoiler
If the station isn't turning anything up, go to Lacaille Habitat's bar
[close]

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