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Messages - Serenitis

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1
Independants (and Pirates) are presented as single "factions" when they are really a loose grouping of vaguely similar entities for a single reason: Gameplay conceit.

Firstly this reduces the amount of complexity displayed to the player, making the game much easier to parse at a glance.
Simpler is better here.

Secondly, this vastly reduces the amount of back-end work required to implement, because every faction must be reflected by every other faction, and each much have its own associated strings, data, dialogue, events etc.
The more factions you have, the more effort is required to manage them all.
And if you have a faction with mutliple "subfactions", how do you even show that in the intel listing?
Does each one get its own entry? If yes, how do you deal with clutter? If no, how is it presented? etc etc.

And lastly, Starsector is not a mapgame, and never will be. Having dozens upon dozens if tiny polities each with thier own reputation and relationship meters doesn't serve any useful purpose in the context of this game. It just adds clutter, complexity and a non-trivial amount of extra work that doesn't add much in the way of benefit.
I would rather see dev time being spent on actually interesting / useful things rather than trying to turn the game into something it isn't.


Independant markets existing are also an extra avenue for players to acquire military equipment if they do not wish to be tied to a commission, perform piracy or be forced to scavenge/salvage.
They also serve as the "baseline" trade partner for the player faction, as barring outlier activity by the player they will always be friendly enough to trade, and never under any circumstances threaten player colonies.

If you think Independants should either all be separate entities, or just entirely not exist, make a mod to do that for your own enjoyment.
You have the power!

2
The problem is that the Independent market this creates is useless as there is no black market, making the profit margin practically nonexistent.
Why are you trading outside of shortages then?
Profits selling short goods to any market (regardless of legality) are perfectly fine.

Good enough is good enough.
Some folks are so eager to opitimise everything into pretzels of effort when you can just do <x> and still get most of the benefit for considerably less hoop-jumping.
You do you tho.


3
If you REALLY want to game the church, plop colonies, build only farming (on the worst farmable planets) OR light industry BUT NOT BOTH, build patrol HQ, but not military base, build cryorevival (Gives +10 organics demand), and anything else you have which doesn't discourage Luddics but generates resource demand, like ground batteries.

Then, when the Church comes for the planet...give it to them! (Untested: Demolish the farms and industry right before you do, and upgrade everything else that makes the planet more needy without producing anything of value) You have now created a money pit of a planet that imports a silly quantity of organics that only you can supply. If YOU own the planet, it's worthless to you. If THEY own the planet, it prints money.
Or, if you want to keep the colony - build Commerce.
The Indepedant market this creates will buy goods the same as any npc colony, and pay a premium if there's a shoratge.
This also enables you to create shortages by installing/building certain things, and get paid for supplying your own colony.
And any rng shortages can also be treated the same, but temporary.

4
Suggestions / Re: Give D-Ships Lower Chance for More D-Mods
« on: April 19, 2024, 03:10:07 AM »
As far as I understand it, something like this already exists.
As ships get more dmods, thier chance of getting more is reduced. And they're capped at 5 total under normal circumstances.

I might be reading it wrong but it looks like:
If a pristine (0 dmod) ship is disabled, it gets a 100% chance to get +1 dmod.
If a ship with 1-2 dmods is disabled, it gets an 85% chance to get +1 dmod.
If a ship with 3-4 dmods is disabled, it gets a 50% chance to get +1 dmod.
If a ship with 5+ dmods is disabled, it gets a 0% chance to get +1 dmod unless a scripted event overrides it.

It probably wouldn't hurt any to add some granularity in there, maybe give each number a stepped value.
Like 100 / 85 / 66 / 50 / 33 / 0 ?
Or maybe slightly lower numbers if it really warrants it.

(Dmods don't matter tho... :P)

5
General Discussion / Re: What is your Flagship named?
« on: April 17, 2024, 12:50:05 AM »
All my ships have funky weirdo names pulled from a huge list of dumb nonsense:
Spoiler
[close]

In my previous game my flag was a max-armour shieldless Retribution called "Ulysses XXXI".

6
General Discussion / Re: Early game colony?
« on: April 15, 2024, 08:30:14 AM »
A size 3 colony will not trigger most crises - the only thing you'll (usually) have to deal with is Pirates.
Such a small colony also doesn't get considered for AI use by Heg and doesn't allow the formation of Path cells, so you can use as many cores and items as you like so long as the colony stays at size 3.

A small early mining colony for generating income wants to be as bare-bones as you can make it on a high hazard world because you literally cannot afford the upkeep for anything more.
Mining + Level 1 Station is about as built up as you can go without all your money going towards maintenance.
Avoid the temptation to build anything more than that until you have either enough income from other sources to cover it, or have a decent size cash buffer built up.

If you're really short of money, a colony placed anywhere will make money if you just create it then leave it alone. Don't build anything extra.
Hazard doesn't really matter since upkeep costs are so low.
You can pick out a colony site and drop your guys off as soon as you can afford to hire them, and then just leave them to generate passive income as you go off and do other things.

7
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 13, 2024, 03:13:53 AM »
... the existence of a better thing makes everything else bad.
That's certainly a unique way of making sure you're never happy with anything.

8
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 13, 2024, 02:53:31 AM »
Stealing disabled enemy ships tends to be an early game thing, if that. And only a few enemy ships are truly worth stealing and the number of them which you would need to steal is rather limited.
I disagree.
Defeated fleets are the primary source of "new" ships for me the entire length of the game.
This has the added bonus of me constantly trying new things that I would not have considered previously, which is excellent for replayability.
There are many ways to play the game.

9
General Discussion / Re: Are d-mods supposed to vary in severity?
« on: April 12, 2024, 12:19:28 PM »
The only d-mod I care about is Ill Advised, and that can't be randomly generated.
Everything else is either possible to mitigate in some way, or is ignorable.
D-mods just don't matter.

10
General Discussion / Re: Sell or Scuttle: Practical Application
« on: April 10, 2024, 11:34:52 AM »
Using Paragon as an example:

A pristine Paragon will get you this much


And it will get you this many resources if you scrap it

Which has a value of 55,500 cr, at baseline unmodified prices - so a bit less than a third of the sale price.

But a beat up Paragon will get you

Which is quite a bit less...

The supplies and fuel will likely be the more useful to you in most situations, simply because you can't run your fleet on credits and when you're scrapping a ship you're probably out in the middle of nowhere.
But also because recovered ships will almost always be covered in varying amounts of orange.
It's certainly not impossible to find pristine ships floating around, but it's not super common.

11
Discussions / Re: How to update mods
« on: April 08, 2024, 01:03:57 AM »
No, that is the correct method.
Delete the mod folder and then install the new version.

12
If retreat battles are dull and unfair, the solution is to rework them, not handwave the issue away with green points.
The major issue here, is that there is nothing you can do to retreat battles that can make them interesting.
And even if you do make the retreat battle "perfectly fair", it's still eating time that could be used for literally anything else more engaging.

Pressing the green button to run away is just autoresolve for the opposite side of the pursuit.

13
Pursuit/Retreat fights are unbearably dull from either direction, and I am glad I can press a (completly optional) button to ignore them in any capacity.
Even if turbo-retreating does cost you supplies to recover the CR it loses.

Building in hullmods is a replacement for the old Loadout Design skill that gave all ships more OP, which was so critical to the use of some ships that the player was compelled to always take it in order to not inadvertently being playing some kind of restrictive challenge.
It was effectively a "skill tax". And the AI literally could not use it at all under any circumstances, so the player got a big permanent advantage as soon as they took the skill.
Picking which specific ship to buff using a seperate resource that both the player and AI can make use of is much nicer.

I am also glad that "ironman" play is entirely optional in Starsector.
If it were not I would have never bought it.

Y'know, looking at all that there's a common thread: It's all optional.
You don't have to press the green text to run away.
You don't have to press the green button to make a ship better.
You don't have to restrict your save/load ability if you don't want to.


14
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 27, 2024, 01:13:17 AM »
Nay. The whole point of beams is the range.
Losing that range to make them deal hard flux isn't worth anything because you have other ships in your fleet that can do that.
And if you're intent on setting your base range to ~600, then you may as well swap over to using more efficient or impactful weapons that don't require time-on-target to work.

High Scatter Amplifier is a tradeoff. But I'm not entirely sure what benefit you get from making that trade.
You're spending extra OP to turn your long-range beams into a mediocre facsimile of bolt/pulse guns.

15
Suggestions / Re: Add official support for larger sector sizes
« on: March 26, 2024, 12:10:53 AM »
This would be a very welcome addition.

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