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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Grievous69

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1
Discussions / Re: Forum test
« on: May 23, 2024, 11:13:18 AM »
This is a reply.

2
Suggestions / Re: Regenerating DEM
« on: May 22, 2024, 10:52:54 AM »
I'm consistently amazed by how people care more about not "wasting" missiles than securing quick and unavoidable kills. If your ship "wasted" all its harpoons to kill an enemy ship, you still have a ship with some guns left, and the enemy doesn't. That's the point.
I'd argue that doesn't matter much since the enemy's numbers are almost always greater than yours. And in the hardest fight in the game you're heavily outnumbered. But that point IS connected to the real benefit of missiles. Bursting ships down so your ships become "braver" and surround the remaining enemies, leading to an easier fight while you wait for their reinforcements.

3
Blog Posts / Re: Codex Overhaul
« on: May 12, 2024, 03:43:08 AM »
Well, devs really shouldn't bet on players having broken equipment. Not to sound insensitive but a basic mouse that works fine is like 10 bucks. And if you make an effort to accomodate such a small number of players, then there's no end to implementations like that. What if I have a broken spacebar, what if my middle click doesn't work, etc. Rebindable keys are one thing, not having a scrollbar when playing pc games just sounds miserable.

Btw how do you even pilot ships without being able to zoom in and out?

4
Blog Posts / Re: Codex Overhaul
« on: May 12, 2024, 12:50:22 AM »
Hey, thank you so much, I really appreciate this! <3 It does feel a bit... not wrong since as you say it IS important to work on (and, honestly, I had a great time working on the Codex and was/am super excited about it!), but I feel like spending this much effort on QoL stuff might be taken amiss, so it really does help to hear this.
Don't know how else to say this but ANY amount of effort and care for polishing the game up is 100% worth it. It truly shows when you end up playing the final product and see the amount of thought that went into every pore of the game. Also one of the worst things is playing a game that you find fun but is frustrating at the same time purely because of janky and tedious parts of it. Much love and appreciation is given to blog posts like these, though obviously you won't see 10 pages of discussion since people usually prefer bickering about hypothetical broken ships and weapons rather than posting "Yep, this is great work, keep it up".

About game mechanics stuff in the Codex - I've been looking at it and it's a 50/50, I'd say. I've already set up a category for it (thinking of naming it something like "Spacer's manual", to frame it in an in-fiction way) and set up a simple text-based format for easily typing out text with some formatting and highlights and doing entry linking (and making it so mods can easily add text-based entries this way, too). The main issue here is actually creating the content, it needs to be good enough and enough of it and I don't want to have it be something that explains every little detail (and is horribly dry as a result), so there's a balance to strike there.

The plan is to work on it on and off in the coming months and then see where it's at, whether it's worth including or not. *Very* much open to suggestions about what would be good to talk about there, and what specific points might be helpful to mention! In my mind, it should be aimed at a player that just got the hang of things - so, not completely new, but someone that's found their footing but is still very much early-intermediate and would be able to both understand some simple advice and benefit the most from it.
Yeah, it shouldn't be something extremely in depth and long so that it doesn't discourage reading though it. Players that want to know every number and minor gimmicks of the game usually check every single resource online. Your effort would be better spent with concise explanations of game mechanics that aren't immediately obvious or those that are just hidden away unless you're on forums.

5
Don't know what fandom comments you were reading but in my experience there were actually meaningful ones. Like people asking for build recommendations, wanting to know in what fleets do you use a certain ship or weapon. As for general questions about the game that aren't answered in the wiki.

But it seems like a few jokes got through some people lol. Every single comment section ever is going to have silly puns and memes. They're not hurting anyone.

6
Not as good as quad Pulse Laser, Autopulse Laser, HIL, alongside 4 Pilums.
What a terrible day to have eyes.

7
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 06:08:07 AM »
People calling me dumb because I can skillfully pilot my flagship and actually make a difference in fights, today I have truly seen everything.

And please drop the ridiculous notion of "unless it can beat 5 Ordos, it's bad", that's playing a completely different game and has no basis whatsoever in discussions unless the final mission of this game is going to be "kill 5 Ordos to get a You win screen". I won't be continuing this joke of a so called discussion when some have nothing to say except throw insults and do olympic mental gymnastics fit for a gold medal.

8
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 05:32:03 AM »
I usually only put a single point in Leadership (Crew training) and I really don't feel my fleets are any weaker for doing that. Last playthrough I went with BotB, it honestly felt annoying always needing to get more SPs. Can't remember if that one was in the previous version or this one but it doesn't matter that much. The point is I can take almost any combination of skills and have a good run with no problems. Hell one day I'd like to do a zero skill run, just for the experiment. Well maybe grabbing Navigation just so it doesn't take too long.

There are no mandatory skills in Starsector. If you're having a hard time deciding which skills to get, and how to get everything you want with the limit of 15 skill points then that's great. It means Alex did a great job balancing them.

For those that think Combat skills are not worthy, give them an actual shot and pilot your ship, even someone that sucks at the game mechanically can at least do a much better job of clicking the left mouse button to fire the missiles at a more appropriate time than AI would do.

And finally, as someone who complained about a bajillion things on this forum, I can firmly say that the current skill system is far better than anything we had. Get your rose tinted glasses off, you're focusing on a single good thing in the past while there were 10 other issues you ignore. Can the skills be even further improved as of right now? Maybe. But I'm perfectly happy with them now, and would rather see the game improved in areas that it's lacking, rather than have a skill system rework #69.

9
Not very sound arguments I must admit. "People used Exp Mags before" has nothing to do with the s-mod bonus. You're giving up a bunch of OP (it's on of the cheapest hullmods there are) to gain a bonus you can't get normally.

Advanced Optics gives you more range on already long range weapons. That's a very potent power multiplier in a fleet setting so even if it was more expensive it would see uses.

Can't really compare anything to HSA, which could use lower OP cost as suggested by the original topic here, and with that bump the s-mod effect.

Shield Shunt also needs an s-mod bonus buff.

Basically, when there's more unique setups, there will be more choices and so some things won't appear too prevalent like right now. Exp Mags is common because it's easy to pull off, you just need a ship that's not terribly slow and charge based weapons. It's strong because you make deadly ships even more deadly.

10
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 13, 2024, 07:44:57 AM »
I also thought about the reduction of max officer levels, but to me the biggest downside would be the "feel" of the ships, some just don't give you enough bang for your buck when you don't have (or have little) skills for them. Easiest example to give is Onslaught vs Paragon. Onslaught being hot garbage out of the box, while Paragon is straight up strong and you could honestly have a single skill on it (Field Modulation) and it would be competitive against everything else. Not saying I would hate having lower level officers, I've just been so used to the current format, the game would feel too slow with that change.


11
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 12, 2024, 12:13:19 PM »
I would suggest that every level you get to put 1 point into a combat skill and 1 point into a non-combat skill (anything the officers can't get). This would make you feel like you get stronger personally along with your fleet and probably feel a lot better.
And this is why it's never going to work like that, since that makes for a boring rpg and general decision making process. You ALWAYS have to spend a point in combat, and a point in fleet, no matter how much you dislike flying your own ship, and on the other hand, not focusing on your own ship enough. This system makes those who split points near evenly feel a bit better (the whole point of skills in games is to have a tough choice), but screw over everyone else. And that's a lot of playstyles you shot in the foot.

At this point I need to bookmark threads like these so I can just link them the next time someone gets the same exact flawed idea.

12
General Discussion / Re: Are d-mods supposed to vary in severity?
« on: April 12, 2024, 11:53:46 AM »
Yearly reminder that all d-mods in the world can't stop a fleet built around missile spam.

13
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 11, 2024, 11:16:32 PM »
Also: I am getting a very strong sense of deja vu from this thread. I swear I've read something very similar(and just as aggressively wrong) before.
Every new player goes through the phase of thinking Hull restoration is broken good. These threads pop us every so often.

14
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 11, 2024, 12:37:36 AM »
I'm all for this QoL update, salivating at the sheer amount of imporevements that I've been wanting since forever basically.

But can't believe I almost forgot to ask the most important question (sorry if this was mentioned in the blog post and I missed it), with the increased amount of saves that we'll have now, will deleting them finally be quicker? 3 autosave slots on default, and I reckon people will save more often now that there's descriptions and a faster saving speed. That become a larger number and if we're stilll going to need to write manually "delete" for each single one, then I'm going to be really sad.

15
Not to mention Starsector has barely anything in it resembling a roguelite game, it's primarily an RPG. And in most RPGs, when you character or party dies, you reload the last save.

Because I assume majk meant a full fleet wipe. What can you expect from something like that, to have a mesagge pop up "It was all just a dream"?

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