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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - ArkAngel

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1
General Discussion / Re: New skill system is a step backwards
« on: April 10, 2021, 09:32:46 AM »
I personally like the new skill system.
Some skills aren't super useful to my current playthrough and I need to pick them to get to other ones, But thats not too common honestly. I like having to make a choice between two skills, instead of having a ton of skills offered up at the start, because it feels like I'm making more of a meaningful choice.
My first playthrough I struggled hard to decide what to do for my levels initially, because all the skills seemed useful.

2
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 18, 2020, 07:41:25 AM »
It is stupid that the "massive doomfleets" sent to invade your systems are bigger or stronger than their system defense fleets.  It should not be easier to destroy Chicomoztoc (or other major faction's capital world) and the rest of their worlds than it is to defend my colonies.
I mean it makes sense if you think about it. For the doomfleet task forces, they take a bit to prepare and bring together ships from where they need to across the faction. Where as, ships defending there territory are just garrisons. I can’t help but think of the Mayasura story mission.

3
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 17, 2020, 06:35:27 AM »
Oh god, a phase transport? Time to be the best smuggler ever. No one will be able to catch my sales of illicit wares!

This update looks awesome though.

4
Fan Media & Fiction / Re: Fashion in the Persean Sector
« on: November 23, 2018, 03:07:38 PM »
This is pretty interesting to read, and sounds about right thematically to me for the sector.
Nicely done!

5
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 17, 2018, 04:54:52 PM »
I had a minor bug where my survey data was worth less then 30 credits. Didn't matter if it was Class V or class I. The price would differ by a few credits, but it didn't seem to do a whole lot. I tried selling it at Jangala, Sindria, Kazeron, no change.
I ended up starting another game, and it worked fine, selling remotely correct credit amounts, but it was weird.

I have to say, I enjoy the mission intel now coming, rather then having to go to mission boards, but at times it can get a tad overwhelming to have six different mission/intel flash by on the left side of the screen. I probably just need to play a bit more to get used to it.

6
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: October 29, 2018, 03:52:37 PM »
Considering the Apogee’s original design was as a exploration ship, I think making it less combat oriented and more pointed towards survivability/exploration was a good moce. I’ll still miss it as my favorite combat flagship though.

7
Discussions / Re: the Starcraft RTS genre was bad
« on: October 27, 2018, 08:35:51 AM »
I’m probably the odd man out, but I actually always enjoyed the Starcraft campaigns. They had different flavors and objectives to them, and I always liked to go through the story. That said, I do like the pvp skirmishes of rts as well. It honestly depends on the campaign mission. Some missions you can afford to sit back and doomstack, but a lot of the recent sc2 ones have either extenuating factors ex: fire walls of death coming to eat yoyr base, or some kind of time crunch. Sometimes the AI can even attack your base unexpectedly.

As for first person shooters, I feel like their canpaigns have been in a steady decline in quality for a while. I definitely enjoyed some of the older ones, but they’re getting repetitive without a whole lot adding to them as a on rails rollercoaster.

8
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: October 20, 2018, 04:15:25 PM »
Man. I haven't been able to find an apogee in my current games yet, be it for sale or recoverable salvage. The new changes make me so excited for, plus the salvage fleet start.

Also: 'added XIV Battlegroup ship not available to the Hegemony'
Whats this? New secret ship we don't know about?

9
Blog Posts / Re: Once More, with Feeling
« on: October 05, 2018, 06:25:24 PM »
I will say i was quietly worrying that I would be completely lost on the colony system and have to look up how to do things on the forum after release. This is much easier to follow and work with, I think.

10
Suggestions / Re: 'Engage as formation' mode for carriers
« on: September 20, 2018, 01:16:07 PM »
I may have missed if it was said somewhere, But to clarify, is the new fighter behavior constant, during engage at will, or was it created as a second mode like in the suggestion?
I ask, because I can’t help but think their may be times where I just want my fighters to chase down a target and not worry about keeping formation, especially if it’s a frigate.

11
Blog Posts / Re: Revisiting the Intel UI
« on: May 09, 2018, 09:02:53 AM »
I’m really a fan of the circular time remaining effect on the intel screen. I feel like it’s fairly intuitive to make the leep to understanding what it means after looking at it, then at the tooltip, then at it.

12
General Discussion / Re: Oh thee pirate smuggler!
« on: April 12, 2018, 03:09:01 PM »
PersonallY, I think smugglers merchants, and scavenger fleets should be a seperate subfaction, where getting plus or minus relationship with them will increase/decrease the subfaction a lot,  and only minorly impact the main indie faction

13
General Discussion / Re: What factions are you going to form?
« on: December 28, 2017, 08:34:26 AM »
Probably going to create a faction Based on a Colonial League thing, and if we get to choose what ships go in fleets, use primarily Damaged ships or converted haulers.

14
Blog Posts / Re: Economy & Outposts
« on: September 23, 2017, 09:32:49 AM »
Gotta say, I really like outposts/colonies and the whole ideas regarding them. I do have to agree with some others, that Market class sounds better then market size, due to the way market sizes function, to me anyway.

I'm also think nomad has a point. It seems kinda weird that planets would only go for a single primary importer for x good rather then taking excess available for import from other colonies, Unless I'm misunderstanding how the system works.

15
General Discussion / Re: Black Holes
« on: May 20, 2017, 10:07:23 PM »
There's an issue where black holes have less of a "pull in" effect when sustained burn is on; fixed that up.
Ah, I was wondering if it meant to be that easy to escape. Welp, there goes my easy escape plans.

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