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

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Messages - Dragon239

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1
General Discussion / Re: Latest version
« on: December 23, 2021, 05:57:33 AM »

2
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 21, 2021, 07:05:32 PM »
I feel like comparing a 1v1 "white room" fight of Aurora with it kiting at 1k+range forever vs anything is ...unrealistic.
How long would that even take to do, slowly beaming it to death? Especially if 25 or 50% of the damage is Frag, which does even less versus a shield (50% of a Tac Laser's 75 DPS converted to Frag is a total of 9.38 "hard" damage/second to a shield...and armor.). Eventually the other cruiser will just vent for like 8s and your 3 minutes of beam-retreating will be back to nothing, no? What kind of loadout are we working with here, and what actually would its effective DPS be?

All this also assumes the fight has nothing else going on (say, the rest of your fleets) which doesn't really happen outside the sim fights, or peak operating time concerns.
Saying that, I could still see it ending up being boring and some people might feel compelled to try it anyways (???), but so can a lot of things if you stretch hard enough in your imagination.

HSA draining your engines to kick your speed off/down (say, redirecting power to guns to hard-fluxify it or...high-tech mumbo jumbo) is an interesting way to avoid much of that though, and has obvious trade-offs in play so might prove interesting to engage with (what's it do to laser PD?).

Also must keep in mind that if if HSA were to not lower range it'd mean the long-range Beams lose potential interactions with Energy Weapon Mastery which is...not optimal, though I suspect most people just try to maximize range anyways?

3
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 27, 2018, 02:38:04 PM »
No, no, that's the size, which yeah is pretty good.
The quality can be viewed as a tooltip by hovering over it. I can tell it's not >=100% because you still have the 1 bronze "d-mod" symbol.

Edit: Actually I don't think there's anything wrong with it, you just only have a corrupted nanoforge rather than a pristine one. Didn't notice that.

4
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 27, 2018, 02:10:52 PM »
What's hitting your fleet quality?

5
What new salaries? Crew salaries have been in for most if not all of the game, as far as I remember.

6
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 26, 2018, 07:46:58 PM »
What year is it in your game, Reinhark?

7
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 26, 2018, 06:21:19 PM »
They probably are.
You can still produce drugs & organs via simple pop, which scales with size, and importing is free so you can just import ores and stuff and make aspensive transplutonics and whatnot out of.

8
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 26, 2018, 01:40:52 PM »
Mm, I don't interact with the other factions' stuff at all, so I don't think that is necessarily it.
Do you still have your Size 3 colony that is attracting expeditions? What defense industries do you have, at what level?

My ground defense is 7,000 because they get multiplied a bunch by the higher-tier buildings (3x in some of them) & Planetary Operations, and the base defense goes up by like 100 every Colony Size which is huge.
But I don't think I've ever had it go towards ground defense, is the thing. Not that I'd particularly know, I suppose - they just all "Fail."

9
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 26, 2018, 11:34:19 AM »
Yeah, after I posted that I loaded up another save in year 2011 on a size-8 colony.
They're facing Very Strong, but the enemy is still outmatched in both departments.

What colony-size are you?

10
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 26, 2018, 11:20:51 AM »
Congrats on being lucky I suppose.
I left my fortress world alone with a maxed station, ground defence, and miltary base. And plenty of patrol fleets with capships/carriers wandering about boosted by a nanoforge, and the Hegemony pitches up with an "evenly matched" fleet and proceeds to kick all my anthills over while I'm on the other side of sector and completely unable to do anything about it.

All I'm getting from this, is that I'm not allowed to leave this colony alone anymore.

Either something is off, you're doing a thing wrong, you're facing expedition strengths I haven't seen, or you're lying.
I've tried several games and my friend has reported the same: the expeditions all rapidly become a non-threat if you build and upgrade just an orbital station and the patrol HQ. Only in my first game of this entire patch have I actually been threatened by Expeditions, and that's because I failed to build any defenses, not knowing they were a thing.

Here is a threat I have in game right now:



And this is the colony:


What strength-ratings are the enemy expeditions that qualify as evenly matched?

Oh and for Doctrines I have, and have always had

For blueprint Prio I do pick the ships I think are better, but they don't even have to be that good - I generally only pick high-tech ships and high-tech weapons simply because I personally fancy lasers, and for significant amounts of my "fending off strong expedition"-time, I'm still limited to Mining Lasers & Blasters.

11
Why does skipping the tutorial make it feel off?
Your character still "goes through" the tutorial, you the player just skip it. It'd be odd if the game unduly rewarded people who went through the tutorial over those who didn't, IMO.

12
You don't get any suspicion level right now when you trade with your transponder off, and you can mitigate suspicion level via "Open Market" trading still.
Check the tooltip for "Black Market" on the trade screen.

13
General Discussion / Re: Importing...?
« on: November 25, 2018, 05:46:02 PM »
It'll all be imported automatically, you just need to build a spaceport for it to actually be able to trade.

The colony will import things to satisfy the "Demands" an industry has (which you can see via hovering your cursor over the industry). Note that it only needs to import the highest demand needed.
For example if, say, your Patrol HQ needs 3 Fuel but your Orbital Station needs 4, it'll import 4 Fuel, and that'll feed both. Not that you have to do anything either way, really.

14
I won't disagree that colonies have problems, but being forced to defend them past the very early creation of them should not be a problem, or you might be prioritizing the wrong structures.

Why? Because after creating upgrading the space military structures, the orbital station & patrol HQ, they should be able to handle everything thrown at you.
I never have to participate in colony defense unless I actively want to and they defeat everything. You can see on the Expedition info @ the right what their odds are beat you, and that's been overwhelmingly accurate for me.

15
I remember there being more mechanics to smuggling that made it more interesting that I missed but I'm hard pressed ATM what it was
IIRC, they would Investigate any acts of smuggling, so even if you did not have a transponder on they could track it down to you.

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