Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sandersson Jankins

Pages: [1]
1
Suggestions / Re: Crew/Officer Roles Expansion
« on: March 15, 2023, 08:18:29 PM »
        Something that could be done with officers is make each ship have a number of officer slots depending on ship size... something like 1/2/3/5 slots. Each officer only gets 1 skill, and you remove the officer limit.

Larger ships still get a full skillset, but it's provided by a team of officers rather than just the captain. This will hurt the performance of smaller ships but at the same time it's easier to include them in your fleet because there's no more officer limit.

You might even have a "captain" slot, so whoever is in that slot gets their skill treated as elite and they determine the ship's personality. This makes skills far more modular and you don't have to worry about firing and retraining new officers to optimize your fleet.



        Of course, there are downsides. You lose that feeling of leveling up and growing alongside your team, but maybe there can be a way for officers to still level up even though the only provide 1 combat skill. Maybe as they level up they gain logistic skills, things like reduced maintenance or improved rate of xp gains for marines.

The other problem is the lower cap on effectiveness for smaller ships, but you could argue that all ships should just get the same number of slots, or there may be some other way of balancing things. It seems like spamming large numbers of smaller ships generally outperforms the same dp worth of larger ships, and the only reason that doesn't work in the campaign is you run out of officers. If you remove the officer limit then frigate spam would probably be too powerful, so giving them only 1 slot might be just the right nerf to keep them in check.

I think this might be pretty cool and intuitive- damage control specialist, marine leader, fire control officer, chief engineer, cap'n and similar. I like the idea!

2
General Discussion / Re: Terrible Game
« on: July 23, 2018, 03:16:58 AM »
Purchased this game when it was still Starfarer and all you could do was jaunt around one system with tri-tachyon, hegemony, and pirates running about. Thought it was pretty sick then.

Fast forward to 2018, I remember that this was a thing and came back to it. I estimate spending maybe 4-5 hours "spinning my wheels" when I began again. Mostly just re-familiarization and figuring out combat mechanics. Didn't bother with any tutorials, myself. I suppose I've got a pretty high tolerance for failure in video games, especially compared to a lot of other folk. As long as it ain't glaringly obvious that something's *** up with the game, I must've failed for a reason and figuring that out is part of the fun.

Really though, once I sorted out that the first 50 or so in-game days should be spent taking on small pirate fleets in Corvus for the default bounty starting there (no commission), parsed through what sorts of ships I can sustain with how many supplies etc, figured out that putting early skills in certain tech and most industry is very useful for building a fleet, the beginning of the game is pretty easy.

These days I'm playing Nexerelin with most of the well-polished mods and almost always use a free start with only single frigate. It ain't that bad.

3
I remembered this game existed quite recently after buying access when it was still starfarer; basically a skeletal campaign map with the first mods like junk pirates just coming out. Suppose that was 6 years ago by now. I wouldn't particularly mind buying access again, but decided to throw a small email to the payment processor as described on the FAQ. Received a replacement access key in less than a day.

I'm pretty damn happy about it. Forgetting about a game under active (if slow) development for six years and then coming back is a real treat. I think access was 15 bucks. Always prefer to think about vidja game purchases in terms of other media (assuming one doesn't simply pirate everything). Whats the cost per hour of enjoyment? Haven't dove too deep but between the past week and years ago probably put 50-75 hours in. Boy, around 30 cents an hour for fun...you ain't gonna get that anywhere else, man. And now that there's actually vanilla content and neat mods alike, I'm gonna rack up some more hours.

Didn't wanna make a new thread or anything, just reckon it might do that Alex guy some good to hear such things, and wanted to explain my perspective.

keep it up m8

Pages: [1]