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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - TotenKopf

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1
General Discussion / Re: Exploring how to command the AI
« on: June 09, 2021, 09:33:36 AM »
Avoid used to annoy me a little bit, but then I realized that if a gave that command and ships still managed to end up engaged I would be absolutely furious. With practice I've found the commands to be satisfactory.

I read in here somewhere that the enemy ship AI appears more competent and capable than your own partially because the AI makes more use of the full assault command. As a beginner I was overly cautious, but I feel I've had better outcomes being more aggressive


2
General Discussion / Re: Starsector as a mobile app yes? or no?
« on: June 08, 2021, 07:45:42 PM »
I sincerely hope this never goes mobile. There is no way you could emulate the control and scale. While I hope Alex works on this forever even if it drives him to the brink of sanity, I wouldn't want him to be subjected to the development of a sad mobile knockoff.

For almost 8 years Starsector has been scratching an intractable itch I contracted from the old Escape Velocity games. Alex deserves to comfortably retire in a location of his choosing with a lifetime supply of boat drinks and coupons for free haircuts.

3
General Discussion / Re: The Frigate Bias
« on: May 25, 2021, 04:26:38 AM »
Nobody here is unclear on the intent of SO. But...

It gives significant buffs without any real downside other than relegating you to one play style. Balancing through OP cost isn't possible at the moment so you just get the same ship with crazy speed and flux dissipation.

I think it can be said uncontroversially that it wasn't Alex's intent for me to fly my eagle heavy cruiser with the speed of a frigate (190 with UI and the jets on!) and nearly 2000 flux dissipation. I mean, I've got problems, but getting into, and fighting at, close range in my eagle ain't one of em.

4
Well, that addresses all of my concerns. Thanks!

/Thread

5
I feel like DP=maintenance is arbitrary. Another way to look at it is that I haven't seen a strong argument why it is better, let alone good. We wouldn't make the case that price=performance when comparing automobiles.

The differences between high and low tech seem to be essential qualities in this case. If this is true, I think the values should be reflected inherently in the ship profile. Hull mods are great, but then we already have carve outs for shield cost, efficiency and the like because it wouldn't make sense to express these as mods. I suspect people F1 all the time, maybe more than looking at hull mods. This might just be a philosophical difference in the end.

6
General Discussion / Re: Low Tech ship worst logistics
« on: May 23, 2021, 05:02:59 PM »
This issue really is just an unfortunate product of the way the systems work. I loved my slug fleet and, despite always losing all of my frigates, it was a lot of fun. It was just a little less fun with supply concerns living in my head. By the way, I cannot in any way quantify the logistical difference, this is all just feels.

If there is a simple, logical fix? Cool. Otherwise, I feel precious development time would be better spent scrutinizing the deployment point system. It felt really bad having only 120 points to the opponent's 180, especially before I understood why (tutorials? Pshhh). It's not a bad system, but getting to deploy 50% more dudes could stand to be reduced to 25% or some such.

Sorry for going OT

7
General Discussion / Re: yay or nay (tip for my first colony...)
« on: May 23, 2021, 03:32:26 PM »
I would pass on the system. You can always circle back if you get tired of looking for another home. Bear in mind you can create a stable point for a makeshift comm if you find an alpha core. Also, in my experience, being far from the core worlds didn't have a significant negative impact on my colonies. I was at the farthest edge and had a -16% accessibility penalty (later dropped to -10% with other colonies established). That's a 20 or 30 point swing but if the system is ideal I think it's worth it.

There are no guarantees, but I'm sure you will find a better system than this one. The others are not wrong that this will work, but I'm picky and like exploring.

8
General Discussion / Re: Low Tech ship worst logistics
« on: May 22, 2021, 10:03:10 AM »
The only problem I have with low tech ships is the amount is supplies they guzzle. My net from missions was far less than mid or high tech with the post combat supply suck. This seems to run contrary to the relationship between high and low tech things in real life.

I think of the comparison between a hammer and a pneumatic nail gun. The nail gun requires additional equipment, maintenance, power, and knowledge to operate and carries an additional risk of injury. A hammer is just a fancy rock.

Perhaps decoupling monthly maintenance and deployment cost, or adding monthly maintenance multipliers for mid and hightech would help reflect the fact that literally everyone understands how a hammer works and how to use it

9
General Discussion / Re: How are you supposed to beat redacted now?
« on: May 19, 2021, 01:54:54 PM »
I don't have any specific advice. Obviously, get as many officers and as much ECM as you can for parity, but beyond that I suggest frigates. When I was losing the DP battle and remnants were deploying 50% more ship value, frigates were the only way to distract their numbers so I could focus down larger ships that fell out of position.

I used to use no frigates but once I started deploying them 1:1 with the other weight classes I've been finding things a lot easier. First, they peel off a portion of the enemy fleet, and one escorting a more mobile carrier increase survivability by an order of magnitude. Replace a capital with 10 angry frigates and see how it plays. Also, I feel like I have better luck with more, smaller carriers so I can harass more targets

I haven't played much since 0.7 something, so you probably know more than I do, but this is the only way I could manage multiple remnant capitals. I hope some of this is of use.

10
General Discussion / Re: 0.95aRC15 World seeds
« on: May 14, 2021, 10:21:59 AM »
I appreciate this. It feels a bit like cheating, but in my current game I can't find a half decent system to colonize with about 70% of the map surveyed.

My standards are two planets in the same system with 150% or less hazard and all of the basics covered with +0 or greater modifiers. Volatiles is just a bonus. Additional planets are nice for an extra high command or two.

As long as I can pay for my growing fleet I'm happy. RNG has been great in this game but it's still one good system away from a no-hitter.

11
General Discussion / Re: Is tech-mining still worth it somehow?
« on: May 13, 2021, 12:58:25 PM »
I just got some guns for three months so I 86ed it. I was a little disappointed. But hey, thems the RNGs.

12
Thanks for all the info. Sounds like you could really over saturate an enemy ship's PD if you paired it with a carrier. Can't wait to fire that sucker up!

Also, the tips about AI weapon groups is interesting. I always turn off all autofire on AI ships and ungroup as much as possible as I assumed they had perfect control and didn't use weapon groups per se. I've dialed back my own autofire as I've gotten more proficient at weapon switching for flux management.

I never know what missiles to take. Are harpoons the suggested support missile? I was thinking some sabot and a torpedo or two, but those are better suited for strike craft I suppose?

13
Are missile specialization and expanded missile rack ammo increases additive or multiplicative? I'm assuming they're additive but I'm not at the computer to test.

For the Gryphon specifically, how judicious is the AI in using auto forge? Depending on the answer to the question above, having six to eight times the stock number of missiles would seem to be sufficient even for protracted engagements.

Add in the eccm package and I could understand this ship having a strong cult following. If only I weren't at work...

14
General Discussion / Re: Best Skill Tree 0.95
« on: May 11, 2021, 09:17:23 AM »
I guess my vote goes to industry. I haven't felt lacking in combat prowess bypassing combat altogether. Leadership doesn't look that appealing and I haven't messed around with tech.

Industry just helps a lot for exploration early on and QOL is... well, always nice.

15
General Discussion / Re: Problem with deployment points?
« on: May 03, 2021, 06:26:44 AM »
This is great info, thanks. You practically wrote a sticky worthy deployment guide. I might roll another character to try and get better exploration luck and a better colony setup. Colonies are new to me and I bungled mine up pretty good... I haven't played starsector for years.

Cheers!

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