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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Volfgarix

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Question about Nex for 0.91a (but should apply for newest as well).
How do I disable Galatian Academy insurance from free start?

General Discussion / Re: 77 % enemy ecm
« on: April 10, 2021, 04:17:19 AM »
Let's just delete ECM from skills/officers and make the hullmod relevant.

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 08, 2021, 08:11:01 PM »
With that, I want the rare item skill until I do not need more rare items, then respec to the bag of holding skill.

Bulk Transport is nice for 1) absorbing loot bombs (from ruins or big fights) with fewer ships and 2) no need for Militarized Subsystems on civilians for +1 burn alone.

Even if player does not care to trade, he may want room to loot if he plays (tomb) raider.
Ah, right, the whole rare find chance thing pushes the player to maximize it because it's a limited resource.
Now I noticed there is no modifier from skills nor from other things and that's probably the best way, let's keep the chance the same because finding that stuff is difficult enough. I still wonder if Bulk Transport could be improved, because people probably will still prefer Salvaging skill(having to put in Militarized Subsystems isn't much of a problem especially that some might want to aim for SO for better escape speed).

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 08, 2021, 02:40:37 PM »
I wonder if it's okay to have storyline give you Transverse Jump for free. It kinda makes it feel mandatory to start the storyline for it if you haven't picked it as first choice in technology skill line. Seems to let you cheese the game without much of investment.

Bulk transport skill kinda doesn't make sense considering trading isn't supposed to be a main focus of the game (at least from what I gathered). More sense for me it would make first tier have you choose between increase in common goods scavenge + storage increases OR increased chance for rare finds. It would let player focus on either scavenging wreckage in safer areas and go for the bulk transport/sale of scrap (thus letting for more sustainable existence if someone wants to play as space hobo) OR to become an artifact hunter delving deep into wild parts of the Sector, going for high risk/high reward play.

Derelict Contingent needs fixing, that's obvious. D-modded ships are supposed to be a cheaper way to field ships, a trade-off. Give up quality for lower cost/higher availability. Turning them into tanks seems pointless.

Smuggling still OP, just sayian.
Edit: It should be more profitable to sell drugs in well patrolled places like Aztlan system due to high population and high amount of patrols making smuggling difficult. Otherwise players will just run drugs to easily reachable pirate/pather markets.

Some jobs/contracts are totally not worth it, could be intended, so player couldn't get too comfortable, but it essentially makes screwing around large markets unprofitable.

This is an entirely reasonable request that can end up rubbing people the wrong way even when it's phrased well.
With all that political agitation in the internet? It's guaranteed, especially if you mention "other" gender and don't explain it's supposed to mean a robot or something similar. It's a crapstorm just begging to blow up and there is no way to win here, you either silence the discussion somehow(which could lead to even more trouble) or go corporate and nod your head and pretend to care.

Edit: But giving male/female choices for suited up portraits is a safe way.

Suggestions / Re: SO nerf/rebalance
« on: April 05, 2021, 05:08:50 AM »
Adding Ill-Advised Modifications to SO hullmod would be a terrible idea, it practically makes the ship unusable UNLESS you nerf the penalty (like shorter malfunction time). I would argue that Mudskipper mk.2 could be actually useful without it (glass cannons, anyone?), but restoration is not worth it. It used to be common sense to restore Pather SO ships before using them because otherwise it broke down too much.

General Discussion / Re: Bounties Can Get a Bit Excessive
« on: April 05, 2021, 04:09:44 AM »
ECM should come only from hullmods and map objectives imo. Otherwise it ends with you pilling as many ships possible for the range advantage while having more ships than enemy is an advantage itself already.

General Discussion / Re: Enforcer needs another ship system
« on: April 04, 2021, 09:08:37 AM »
If the enforcer can turn around while boosting

My proposition would be some sort of engine overcharge - sudden engine burst that will launch the ship forward, but disable deceleration (and shields) while allowing for rotation for some time.

General Discussion / Re: Unorthodox Methods
« on: March 21, 2021, 12:32:01 PM »
I run SO Sunder with double Phase Lances and Autopulse Laser + two railguns as kinetic support/anti-fighter.

General Discussion / Re: Lasher is disgusting
« on: February 21, 2021, 08:19:32 PM »
SO Lasher playership is brutal af.
3 machineguns, 2 light assault guns(or swap one MG for a Hammer torpedoes) and you're set. Bonus points for investing in combat skills, especially for combat endurance and maneuverability.
With proper steering, you can easily clean up smaller ships around the enemy fleet and do some nice hit-and-run tactics.
Wolf is faster, but you need a wingman to efficiently delete enemies.

* Add independent "vulture scavengers" which sometimes compete with player for battle salvage

Haven't seen them in my current playthrough yet, maybe because of my fleet size, but with fresh save I have meet them, quite scary.
Is the speed of their appearance depending on value of the debris and derelicts? It took a while before they showed up when I was loitering around Hege-Tri-Ludd conflict in one of the systems at the start of the game. Admittedly, there wasn't much stuff but still I could snatch a few frigates before they showed up.

General Discussion / Re: My personal vanilla Starsector ships Tier-list
« on: September 01, 2020, 08:25:53 AM »
Why Lasher is so low? It's OP thanks to low cost, Feeder and many weapons mounts. SO playership it's brutal.

Mods / Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« on: August 18, 2020, 08:10:26 AM »
As it happens, I'm experimenting in dev with having independent scavengers also try to collect the salvage and potentially fight the player for it.
Now that's damn cool. Make the scavs get attracted to large battles and systems before invasions and we get pretty lively game.

Mods / Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« on: August 16, 2020, 09:38:54 AM »
Is being able to scavenge ships from battles between other factions going to be addressed? It's easy to just wait for some invasion to happen and just gather stuff when they're fighting. Saves tons of effort to get the better ships.
There should be reputation penalty for taking "their" stuff or outright being stopped from doing so if there is a free faction fleet around.

Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: September 01, 2019, 01:38:41 PM »
Started playing with this mod recently.
Any chances to make factions to rush to help their destabilized markets? Due to all these raids it gets even easier to make money just trucking in stuff. And something about war AI as well, they do not seem to care about retaking their lost planets (Yama and Kazeron just switched their owners and nobody cares about that).
A behavior for factions to scavenge larger stuff from their battles would make sense as well. I got a few Dominators and lots of supplies for free just because I happened to be in Askonia when Luddic Church attacked it.
I like the change in tariffs, helps making profits from markets having excess of goods.
Mining is OP exp-wise.

At Sector generation options, the maximum inhabited planets number (and maybe other stuff) maybe hidden if screen is too small.

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