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Messages - awpmax

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1
Blog Posts / Re: Colony Crises
« on: November 27, 2023, 12:19:32 PM »
Lets simplify.
Player builds rich colony(ies) with AI Core, great production potential, great resource production for trade and other "successful stuff".
He gets +money +resources +ships. "positive reinforcement"
He also gets Hegemony AI inspection, Ludite raids, envious traders, Pirate raids, Tri-Tachyon technology espionage. "more challenge"
This is basic loop. Do stuff-feel good-do more stuff-feel good about stuff done.

Crises being be solved by:
Player_A, mr.NiceGuy. He wants: possible economic solution, easier battles, quests. "slow story oriented crisis solution"
Player_B, mr.AverageGamerGuy. He wants: combat solution, harder battles, easier quests. "fast battle oriented crisis solution"
Player_C, mr.CrazyPsychoGenocideLover. He wants: huge fleet with lots of guns to blow stuff up. "sort of regretting building this colony now, but don't want to lose it"

It would be good if there were event choices for group A, B, and even C.
I really appreciate all the work being done, don't get me wrong, unique story and lore, huge balancing progress over the years.
However there is a slight feeling of "being pushed" toward acting more of Group A player. Don't get me wrong, nothing bad in adding story to a sandbox game. Over several last game updates I can't stop getting the feeling of "nerf from badass to average guy", balancing skills, combat fleet composition and all. What about having a colony with less negative events, or none at all was an option? Either the on/off switch in settings or "too scared to mess with the guy" terror/reputation gauge from blowing several fleets woth of ships in a month. It feels bad NOT getting a colony with all of this work being done, its part of the game now, but more "throw money/battles at the problem until it never appears again" options would be greatly appreciated.

2
Blog Posts / Re: Colony Crises
« on: November 25, 2023, 02:02:35 AM »
A little question. With all this endgame content, a.k.a "Galactic SuperEmpire Tamagochi", have You considered adding some mechanic to alter the overall balance for raids and events but from ingame perspective? Less raids that are weak whack-a-mole, bigger bunched fleets, lower incentive to raid overall.
Not like "Bribed Hegemony AI inspection, waiting for another" but more like "Bribed Hegemony with loads of cash to remove my system from inspection list"?

Or player burned 50 pirate stations scaring pirates shitless, all while having 20+ Paragon fleet nuking Luddites' planets and enlaving their population for an involuntary organ-donation.
So those more "clever" factions might think "maybe it is not the best idea to mess with genocidal megalomaniac that has killcount written in scientific notation?", maybe they don't want same happen to them or are just generally considering potential gain vs potential losses. Like overall reputation to uphold, preventing those smart ones from suicidal ideas?

Most games don't bother with this, sending stoneaxe armed raiders onto the green 1-hour player or armed supersoldier player after 100 hours of gameplay.

3
Mods / Re: [0.9a] Weapon Arcs 1.2.1
« on: December 02, 2018, 09:01:54 AM »
Very usefull mod,I like it, huge Thank You.

I'm just asking, if You could implement some features. (Not like You should, just asking)

1. Automatically turn off/on vanilla weapon arcs, (even if hotkey is changed) and turn on/off modded ones, every battle.
2. Change and/or toggle transparency of modded arcs.
3. Make .cfg file for configuring those functions. Maybe also turning on arcs for each weapon group separately. Maybe make currently used arc less transparent while other stay transparent.
4. (Is it even possible) Show arcs for hostile/friendly ships with a hotkey for each group.

It would be awesome if You added those. Still very nice mod, I think devs should integrate it into the game.
Actually maybe propose to integrate it? I mean this looks like it should be in game permanently, not just mod.
Maybe add a poll about integration before proposing to devs, just as an idea?

Thank You for such usefull mod!

4
Suggestions / Re: RE Skill Overhaul & Level Cap
« on: December 20, 2016, 10:55:48 AM »
It is great you consider the modding tool in your game, those .csv and other /starsector-core files are already very user-friendly, which is great IMO, but the tool from a developer would add much more to the game fun/replayability values.  :)

Not a mod-maker myself, still I very much appreciate the fact I can relatively easy get to the ship/weatpon/etc. data to maybe tweak a little (don't call it cheating, its tweaking) something.

Didn't mean something offensive by "mods will fix this", it's just a common idiom, don't take it seriously. The game in this current state can't even be compared to other subjects of "mods will fix this" state.

It is awesome already, waiting impatiently for new tweaks and changes.

5
Suggestions / Re: RE Skill Overhaul & Level Cap
« on: December 20, 2016, 10:14:56 AM »
Similar reasoning here, but also: both CM and EW, combined with battle objectives, generally have a smaller effect than just the current objectives. They're not particularly significant, and so it'd be strange to single them out for tweaking. It'd be on the level of having sliders for damage dealt against shields, base ship armor values, and literally hundreds of other things in the same significance range.

Nice to have such quick reply.
Does it mean "mods will fix this" in terms of professional modders or fixing it myself by changing it in /starsector-core, or do you plan to have it implanted in some sort of additional menu? I mean those sliders, this sounds VERY nice if I got you right.
I dont usually read the forum, only the blog, so sorry in advance if it was clarified somewhere.

6
Suggestions / RE Skill Overhaul & Level Cap
« on: December 20, 2016, 08:50:14 AM »
I generally like non-mmo games like the Starsector that have the possibility to be (or make yourself through leveling) The Badass Main Character, not some other non-AI controlled but otherways absolutely miscellaneous entity that thrives to survive and reach some goal. I like that AI captains being inferior to the allmighty insert_your_nickname_here, I like the idea of being about 50 levels above AI level cap, like some damn demigod, the ship that is piloted by the Mighty Leader is faster, stronger, gets more ordnance, guns/range/damage/fire rate, get yourself a Hyperion or Paragon, guns blazing, go slaughter the entire enemy convoy, ending unscratched, say "I'm not impressed Hegemony/Tri-tachyon/whatever"
Hope you can see what i mean.

And now I see: here you go, have this level cap, oh, AND it is dangerous to go alone, take this (gives me the damaged Lasher), also your skills will be less OP, go get some more Lashers if you want to fight someone besides pirate faction. Also your solo Paragon will have n% less speed and range.

But seriously, i believe that those overhaul will make game better, or at least more of what Dev see it to be, the problem is I think there should be a chance to have something for those who like the game as it is now.

TL;DR
Could you just add a little option to have not mod but just ingame option
-set level cap (default(40) - custom - infinite)
-set the impact of electronic warfare and maneuvers (n% weaker - default)

7
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« on: December 03, 2014, 06:38:12 AM »
I am experiencing heavy lag (and fps dropdown ~30) the moment "shield impact" effect makes the shield ripple.
Windows 7 Ultimate 64 bit
NVIDIA GeForce GTX 760M
8 GB RAM
Any ideas what could be causing this?
Btw pressing pause/break disables the shield ripple effect and fixes the lag issue, found out pressing it while missing the print screen button. Is it meant to be this way?
P.S. The mod is great.


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