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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Sabaton

Pages: [1] 2 3 ... 34
1
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 01, 2022, 11:16:31 AM »
What skills, if any, will Lions Guard officers have? I feel like giving them elite Helmsmanship and nothing else would be fitting and funny for a bunch of parade boys.

Also Tactical Drills should reduce CR loss from being harassed and increase it for harassed enemies for added space combat use.

2
Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: January 31, 2022, 11:15:35 AM »
This boss is what the doritos should have been. Very well done. 8)

3
General Discussion / Re: Anyone else encountered this?
« on: January 01, 2022, 09:41:29 AM »
I love these sensor ghosts. They're unoficially called leviathans and if you pulse interdict them they run away from you. Use them to create a slipstream to wherever you need to go.

4
General Discussion / Re: Do people use Hyperion without Safety Override?
« on: October 17, 2021, 04:37:50 AM »
Yes, it's a top frigate even without extreme builds. Not to mention that wolfpack tactics + energy mastery + cryo blasters/regular blasters means a lot of power in a very mobile and survivable package that can zoom around the battlefield as needed.

Its cost if offset by the fact that you won't have more than one in your fleet since the AI is better at using other ships and there's plenty of ways to offset cr issues.

5
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: October 16, 2021, 04:18:54 AM »
Well this should make h-space more dynamic. I can't wait to rage quit after my fleet gets pushed into an ordo.... :)

Does slipstream network generation take into account gate position? As in generate further away from gates so slipstreaming doesn't become obsolete once you get the gate key?

Can sensor ghosts be used in system to lure patrols away from points of interests? So that you have a sensor skill dedicated for luring where as go dark and pinging are mostly good for hiding/detecting?  This could make subterfuge missions better without much tinkering.

Can we expect any hull mods to make direct use of slipstreams?

6
General Discussion / Re: Automated Ships skill sucks
« on: April 23, 2021, 04:30:54 AM »
I don't understand why there's "limits" being put on player skills at all for what are mediocre or moderate skills. If a player goes on a serious drone killing spree and spends all that time capping and restoring Radiants, the player should be rewarded, not cut short. This weird obsession with "balancing" a single player game, let a lone a sandbox game's endgame, makes no absolute sense.

It's one thing to create skills that enable certain playstyles. This skill does not enable any playstyle. In fact, it prevents you from doing what it's trying to do. I see this as an overarching problem. I see this in the latest hotfix.
It needs to stop.
Nothing that has been "balance hotfixed" needed fixing. This is a sandbox. Let players build their sandboxes, please Alex.

Yeah these kinds of discussions have been going on for years... and we'll likely only see a resolution after 1.0. 

Personally I've never agreed with these types of hard limits the devs imposed, the only limit on fleet size should be the cost of fuel/crew and supplies.

And If the players wants a fleet full of AIs then the only limit should be said supplies and increased scrutiny from other factions, Hegemony and Church.

7
General Discussion / Re: Which faction would you side with and why?
« on: April 22, 2021, 03:18:29 AM »
They're all lame.

Omega for unfathomable delight and artsy spaceships/weapons.

8
Modding / Re: omegaslaught
« on: April 19, 2021, 03:43:16 AM »
The devs create the most unique sprites in vanilla and the modiverse..... so of course people will make another Onslaught!

The 'Slaught was a mistake Alex, admit it. It looks cool thou.

9
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: April 18, 2021, 11:34:23 AM »
How difficult would it be to make captured plague ships consume metals instead of supplies for maintenance? I know it would make their logistics trivial but it would really fit their theme.

10
General Discussion / Good job on the new enemies! (spoilers)
« on: April 16, 2021, 04:47:56 AM »
        Before this update the domain Derelicts and, to a lesser extent, AI Remnants had the most visually distinctive sprites in the game. And yet you still managed to make something even weirder with the Omega ships and their weapons.

        The ships look like abstract fractals that came from another game and some weapons look grown rather than built. On a side note I really like the frontier feel of the scavenge background music.

        Also all these contradictory posts on the forum makes me think you're getting closer to balancing the game than ever. Personally I wish more Omega weapons had
unique effects rather than pure damage. The disintegrator is a good example, they wouldn't have to be positive either as some could hinder your own ships (like Seekers Max CR reducing plague weapons, etc).

        Looking forward to what you do next with them. (file info indicates a station in the works?)

11
Suggestions / Re: Bounty Payout Rework
« on: April 08, 2021, 02:56:50 AM »
Hmm, I still think getting ships and weapons should be a direct consequence of battle and not received as rewards given how, lore wise, jealous factions are with their warships.

Receiving ships as pay would invalidate:

1. Commissions for access to military markets.
2. Underworld heists.
3. To a lesser degree, colony heavy industry.

12
There are no plans for that at the moment. Who knows though. I am keeping the scope low and manageable for the update, and low and manageable for future content and maintenance.

Modding requires that special surplus energy that I just don't have on most days, anymore. Right now, it's just something to plug away at now and then. And it'll stay that way for the foreseeable future.

Yeah, keeping it low is a good idea given how unstable development is... I mean every major update causes a ruckus.

And I feel you on the lack of energy, it ain't the 2010's anymore....hell yours and shadowy's mods are the only ones still around of all the older mods and they're rock solid as they are.

Good luck out there starfarer.

13
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 11:07:07 AM »
Derelict contingent should do what it did in the previous patch: reduce maintenance costs per hull mod and decrease d mod penalty, though not as much as 0.91.

It should also become top tier together with field repairs so you don't have to choose antithetical skills.

14
The framework added by the flying doritos would fit the nanomachines void beasts idea like a glove, any plans for that?

15
Suggestions / Re: Bounty Payout Rework
« on: April 07, 2021, 05:39:44 AM »
Another nice reward would be s-modded ships. Currently if you defeat enemy fleets with s-mods, the recoverable wrecks don't have them. At the stage of the game where you can kill high-end bounties with tons of officered super ships, getting a couple badly d-modded cruisers doesn't feel like a reward at all.

Yeah, this is basically the game saying: "Don't fight s-modded ships ever, s-mods increase difficulty, but not rewards"

I can't believe that's a thing......

Yes, recovered ships with S mods should be more likely for recovery and but have just one S mod in them so you have to use your own points to buff them further. Maybe space apart such bounties in number so the player doesn't power roll too fast. 

Either way, money should not be the universal reward as the activity with less risk will always be more tempting. I haven't seen people draw much direct comparison between exploration and smuggling/bounties as it comes with it's own rewards (blueprints, elite officers, colony items, planet surveying and now exclusive weapons)...

But people always compare bounty hunting to cargo running because money is the common reward and cargo is always more tempting. 

Chaos Blade, that is also a good idea, taking out deserters should give a bigger rep bonus as you're basically taking care of factions personal disputes. Weapons and ships would be recovered from salvage.

But again, some spacing out would have to be made to avoid fast power ballin'.

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