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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - AgroFrizzy

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1
Discussions / Re: Wayward Terran Frontier
« on: October 17, 2020, 08:10:05 AM »
From what I've seen on videos actually piloting a ship looks nowhere near as fun as it is in SS. Just collision-less jousting and pixel-hunter style shooting.

This. It has some basic core gameplay issues. If flying the ship is awkward and you can do all of this crazy build-your-ship stuff, you probably have some wrong priorities.

2
Discussions / Re: what linux distros are people here running?
« on: November 16, 2018, 05:31:54 PM »
I'm currently dual-booting Solus. I was looking for a rolling release with frequently updated, stable packages (so no Debian Sid), and Solus was the top-rated rolling release distribution at the time. It's young and still a little rough around the edges, but it's a decent enough OS.

Dual booting with Solus atm also. It has a pretty crazy boot time and is otherwise a pretty tight OS.

ElementaryOS might be worth a look if you're into that kind of look.

3
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 16, 2018, 04:21:20 PM »
Anyone having trouble downloading the update? A couple times the download's 'completed', then frozen with 0 seconds left. Canceling the download would then delete it. Now the links don't seem to work for me, they don't do anything.

Had this issue too (to the t). Thanks for your follow-up post about Chrome just being a pain - opened up an alternative and bam, download is going :D. Saved me. I thought maybe we were hugging things to death  :o ; :D

4
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: November 11, 2018, 08:25:57 AM »
Damn you for posting interesting updates. I was ok for most of a year not checking on Starsector now its back to every day to see if the new version has been released!  ::)
Same here, sometimes several times a day.

This. I've been checking twitter for updates too. It's madness.

5
Discussions / Re: Great humble "freedom" bundle!
« on: February 25, 2017, 08:59:25 AM »
Overgrowth definitely isn't shovelware.

I mean that type of game isn't for everyone, but it's extremely good in the niche that it's targeting if that makes sense.


6
Discussions / Re: Great humble "freedom" bundle!
« on: February 13, 2017, 03:49:37 PM »
Humble Bundle currently has one of their best offers yet, with almost 50 items (games and books) for 30$. Among them gems like Stardew Valley, Subnautica and The Witness (which is sold for more on its own on Steam).

If you guys are interested, check it out here for the next 6 days: https://www.humblebundle.com/freedom

And I forgot to mention, 100% of the money goes to charity.

I am getting this TY

7
Discussions / Re: Avorion
« on: February 07, 2017, 10:20:41 AM »
Not a fan of the diablo-esque handling of weapons. Besides making it very difficult to actually get two of the same weapon, certain rolls are just massively better than other rolls.  I would prefer a more concrete system of baseline turrets.  For one thing that would be

I agree with pretty much all of your points. There is something worth noting here though.

There are turret factories? where you can build turrets if you have the right resources. Different turrets have different requirements. The tier of the turret will depend on what type of sector it's in. You can't build the very best turrets in the game this way (legendary or exotic) but you can make blue ones.

Research stations allow you to create a better item out of existing ones, whether it's a system or turret. The type will be determined by the research items. So if you're putting white shields and white energy, it'll be shield or energy. 3 items are required and you can do up to 5. 5 is basically guaranteed while 3 is ... I'm not sure. I want to say the chance with 3 is greater than 50% of getting an item of one higher rarity (green from white) but I'm not certain.

8
Discussions / Re: Avorion
« on: February 05, 2017, 06:24:11 PM »
I just read that this game needs to be connected to their servers to work in Single Player? Is this true?

Nah, the way the game is managed it just creates a local server just for you when you play single player though.
So I can play it without internet?

Yeah  :)

9
Discussions / Re: Avorion
« on: February 05, 2017, 06:12:18 PM »
I just read that this game needs to be connected to their servers to work in Single Player? Is this true?

Nah, the way the game is managed it just creates a local server just for you when you play single player though.

10
Discussions / Re: Avorion
« on: February 05, 2017, 04:49:55 PM »
Positives:

  • Active developer who both reads and responds to user comments. This is seriously great
  • The building of ships is intuitive
  • Mod support
  • Official servers are being added
  • Plenty of pleasing to look at things
  • You can be successful (credits, resources) in a number of different ways such as trading/pirating/killing-baddies/missions/exploring
  • You can have significantly different ships with different ship designs
  • Multiplayer
  • Appreciably different weapons
  • Very playable as the game stands, although -especially- in singleplayer
  • You can have ships mine/fight for you

Cons

  • It's early access. Some features are incomplete while others are missing entirely or in need of adjustments
  • Multiplayer bugs. The netcode is bad. The developer has already released a few patches that have helped significantly and has stated this is the primary concern for the short-term future. As of this post, other player and NPC ships stutter
  • The galaxy is composed of sectors. A sector that the player isn't in will be frozen, meaning that if you have a station or whatever there - it is frozen. Kind of makes the world seem less alive and persistent. This is an early access problem
  • This is a resource gathering game. At the end of the day, you're going to be spending a lot of your time oriented around that in one way or another (whether designing or managing ships to mine/scavenge-ships for you or doing it yourself). To me, this is a con. It means someone having a *** ton of more time on their hands is simply going to have a lot more ability to do whatever. I like to spend my playtime playing more than grinding if that makes any kind of sense. And while trading is even more effective at bringing everything in, it's even my arduous to me personally. That is to say that it's extremely easy, but it requires more active attention than mining/scavenging where you have the option of periodically going AFK
  • The combat tends to feel like stat wars to me. Your weapon types, quality, number, ship systems, health, and shields vs theirs. And in multiplayer, the other one would simply warp out if they were losing - pretty PVE focused right now imo. Speaking of which, you can almost always boost away to regen your shields if you're losing a fight PVE - even if you have a really big and slow-turning ship (not to mention FTl out). This works solo most of the time because you can take out a few ships before retreating (since their shields regent too). Hard/boss fights often consist of a players taking turns regenerating shields because staring straight at each other firing is largely how combat works here. Although, by the time I reached the boss, my ship would regenerate its shields completely once per five minutes and it took over five minutes to deplete the shield. So basically invincible against the toughest PVE opponent in the game. The space combat dogfighting feel is severely lacking for me so far, which is my favorite thing about space combat (I miss you Tachyon).
  • While the ship building is cool and what you make matters in terms of the ratio of generators/hull/engines/weapons/etc, ship shape and placement of said parts feels extremely arbitrary. I guess this is also a pro because you can build some really cool looking ships that wouldn't be practical otherwise, but it's also frustrating if you're someone who feels the need for a specialized ship without the ability to really build advantageously for it. What makes a ship different are the parts that are used over how you design the layout of your ship if you catch my drift. This problem is exacerbated by the fact that a ship will likely be destroyed before much if any blocks have been
  • Bad AI and other fleet management problems
  • Various quality of life bugs that are cumulatively important but are known and not worth breaking down

11
How am I gonna play?

A lot and with great dedication, interest, and zeal of course!

Other than that I haven't really thought about it tbh. I'll probably have more than one character pretty quick.

12
Discussions / Re: Anything out there like Starsector but with multiplayer?
« on: November 08, 2016, 07:15:26 PM »
Ring Runner: Flight of the Sages was fun.

I don't think it offers as much playable content as StarSector does even unfinished though :(. I felt like it'd be too easy if I played again, and while it does allow for the player to choose what to do next, it's a pretty linear game.

Excellent gameplay mechanics though! It's very fun.

Adding support for two people to man the same ship (larger 'duo' ones with more complexity) locally was a stroke of brilliance. The girlfriend and I enjoyed it :). The duo ships can be used solo too, but they're kind of unwieldy. Better off in a smaller ship that can be used to its max potential alone.

It has traditional online multiplayer stuff too, but I honestly never touched it for some reason. Can't comment on that.

13
Discussions / Re: Star Control Origins for 2017—made by Stardock.
« on: November 06, 2016, 10:18:07 AM »
Oh man oh man oh man  ;D

I just wish the original developer, Toys for Bob, was making it. They tried making a petition to their publisher to get permission, but instead they keep getting assigned spyro dragon games and stuff. It's their baby and they've been wanting to do a sequel since starcon 2 forever ago.

I hate starcon 3 because it killed the series until now. Yeah, assign a different developer and have them make a game 100% different from the original cult classic.... smart... it could actually be decent but it was a mistake regardless.


Stardock is an alright company. I'm not crazy about anything that they've made, but nothing seems terrible at least. I think given that there's more pressure, interest, and financial investment into this one (buying the rights), so we can expect something a cut above the usual 'that looks fine.' They have been releasing some space games since their purchase of starcon in 2013 and before as well, so they shouldn't be swamped with investing all their time in behind the scenes architecture vs fun gameplay/story/art.

I'm hopeful but not too hopeful.

14
Discussions / Re: SpaceCOM free (Steam key) @ gamesrepublic.com
« on: September 29, 2016, 08:56:03 PM »
Haha, it seems you kept looking after Halcyon. Glad you found something good to scratch that itch  :D

15
Blog Posts / Re: Orbital Stations in Combat
« on: September 28, 2016, 11:59:33 AM »
Both Onslaught and Paragon can solo the simulator without hull damage.  Onslaught does it mainly with a flak screen and outranging nearly anything that threatens it and outgunning those it cannot kite, and the occasional burn drive to escape.  Paragon is easier to use, but Onslaught is the better ship because it kills faster and is more efficient.  Onslaught's primary weakness - getting flanked - is removed by turtling in the corner (and it has the power and defenses to kill anything that tries to attack it), but Onslaught (with max skills) is so powerful it may not need to resort to such cheese.

At times like this, I wish there was a multiplayer super-melee thing for StarSector so that we could simply pit one against the other. The simulator isn't really an effectual way to do this. I'm sure you could easily kill a paragon in it with your onslaught, and me kill an onslaught easily with my paragon. I think the paragon is easy to use, yes, but I believe it's also difficult to master. Just watch the stupid things that the AI does when it's controlling it. It's especially annoying when it constantly drops its shield, even when it has very little to no flux and it's situated to drop flux even with a shield up. Only the AI benefits from accelerated shields so much on the paragon, yeesh. In addition to flux management, there's an entirely new game mechanic with the fortress mode or whatever it's called. I'll turn that on for a very quick moment, change active systems, and unleash the appropriate hell depending on the situation (are their shields up or down, what's their flux level at, what weapons I can afford to use at my flux level, etc). Sometimes it goes on and off again solely to absorb the timing of a particularly damning weapon. Your max performance is much higher with micromanaging than with playing it simply. Isn't there less to micromanage with the onslaught? There is dropping and raising your shield smartly and boosting, but... it seems more like pointing the appropriate direction and letting your weapons more or less go full throttle. Sorry if I'm oversimplifying it. I do play the paragon a lot more.

I think the closest we could do to melee testing is see who can take out more onslaughts with the paragon, and more paragons with the onslaught (where the character is optimally built and the ship is optimally decked out - I wouldn't be taking the tachyon lance). I know I've taken at least two onslaughts - among other ships with them - with just a paragon in a normal fight, but I don't know what the limit would be. 3 or 4 probably.

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