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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Marco

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General Discussion / Re: New player feedback
« on: July 15, 2021, 08:08:47 AM »
For the alt key, the only snag there is it sometimes triggers when you're alt-tabbing and that's a pain. It has a certain minimum distance you have to move it for it to kick in, but even with that, I've made a few accidental sales. Otherwise, I'd love to have it on by default!

At least make it a setting the options menu.

Suggestions / Re: Station Drones as high-OP LPC's
« on: July 10, 2021, 05:44:41 PM »
Merlin and Gargoyle are limited to only PD weapons. If you say "just change the weapons and the ship systems so they aren't overpowered", soon enough the suggestion becomes "I want superheavy fighters", which I'm not sure if you intended.

I've always thought frigates were supposed to fill that role.

Suggestions / Re: the ability to build in a weapon
« on: July 10, 2021, 09:21:12 AM »
The point is that it can be satisfying to make a thing "yours" through personalized touches. The ability to dedicate a ship to its role & christen it as "completed" by building in its primary guns so that its role can never be changed once you've scraped together all the parts it needs to be exactly what you've wanted it to become would give the game a completionist-specific kind of fun. Building in a gun could do nothing & it still cost full OP to have it there and I'd still think it's a good idea to add it to the game.

I just don't feel that the mass produced guns getting built-in would add any sense of personalization to your ships either. [HIGHLY REDACTED] weapons and other rarities, maaaaaybe. Like if you could find special guns that have degraded performance unless permanently fused to the ship hull. That would give your ship a sense of "oh, it's THAT ship". Or finding/capturing ships with rare weapons built in. But not just some Common weapon.

Though maybe it could also be a drawback for some heavily d-modded ships, having some weapons be stuck inside their mounts. I could see pirates doing that to a gun that was falling apart...

Mass produced or a one off super weapon, the fact someone is taking the time and effort to meld the gun and the ship's hull makes it a note-worthy custom job. I mean, there are modern cars today that are popular, famous, and impressive and in the end, it's basically just body work that doesn't touch the frame and probably not even mounting brackets. And considering it removes the weapon slot from the hull by permanently occupying it, I say it's a more serious consideration than permabuilding in a hullmod.

Of course, if Alex were to make it so ships only had so many hullmod slots, it'd be a bit more equivalent. And for the record, I don't want a limited slot hullmod system.

Has the empty AO markets thing been fixed?

What empty markets thing? The ships in military markets? Or the Gilead station, etc markets?

The first is a vanilla bug the second is intended. And the ships that would be in the military markets are instead in the open and black markets so they actually are more accessible for now.

Or is this something new I'm not aware of?

Empty ships market, as far as AO not having anything above a Templar.

Has the empty AO markets thing been fixed?

As far as I am concerned, the game could simply not have a ship cap at all.

That could work too.

Doesn't quite seem right, does it?
Fleet slots as they are started at the 0.7a releases.  Before that, you had Fleet Points (0.5 releases) or Logistics (0.6 releases), and ships and personnel counted toward that.  Before skills were added, player had 100 points.  After release with skills, unskilled has 25 points (enough for four or five frigates, or a lone Conquest) while those with max Leadership and Fleet Logistics had little over a 100 (enough for thirty frigates or three capitals).

Also, enemy fleets were more reasonable, no bigger than 200k bounties (and they may have been a bit over the limit).  Today, we have huge capital spam (and officer spam as of 0.95).

Player can generally use more ships with fleet slots than with Logistics.

That's assuming fleet cap would remain the same.

There is a mod that addresses this:

Of course it's only a few days old. That's the way my luck goes; get an idea, oops, someone else just did it first a minute ago.

Although, I do note that the mod only changes the fleet limit to be based on DP. It doesn't seem to add any other mechanics or functions.

Suggestions / Re: the ability to build in a weapon
« on: July 07, 2021, 07:15:45 PM »
I think to be balanced, it would need to take the same slots as built in hull mods, or at least interact with that mechanic in some way. Otherwise ships with built in hull mods and weapons would have insane amounts of free OP.

To be fair, weapons have a limited number of slots on a hull to begin with, especially the bigger ones. By building in a weapon, you're removing a slot from the ship permanently. For balance, I'd just allow one built in weapon per hull tho.

Doesn't quite seem right, does it?

I doubt Alex is gonna want to rework everything as this suggestion might require, but you never know! Also, perhaps it can be a mod idea...

The current fleet cap is static. You get 30 ships before you get penalties, but a lowly Lasher or Hound costs the same fleet cap as a Paragon or [REDACTED]. I would propose that perhaps the fleet size shouldn't be static, but allow our skills to modify it(Leadership?); alternatively having officers could increase our fleet size by a set amount per officer per level with our skills instead modifying that.

In addition to that idea, adding a fleet cap cost to ships varied by size would make sense, too. And not just size. Hull mods could affect it, skills(EG, all ships of a certain size or tag could cost less cap per ship), or even whatever tags the ship might have: low tech costing less fleet cap per ship - or more per ship, if they're supposed to be inefficient instead of easy to keep.

As a bonus, carriers could also find a dedicated role in the game, since Alex doesn't seem inclined to make fighters a viable path; carriers could enable a certain number of 'free' frigates that don't count towards fleet cap so you can actually bring frigates that don't feel like they're wasting a precious fleet slot.

Gilead orbital station is empty.

It seems only to have the military market and you don't have access to it. I've seen that a couple times with stations orbiting something that's not the same faction.

General Discussion / Re: A Big Dumb Feedback Post
« on: July 06, 2021, 05:05:03 AM »
I started playing way back in the day before industry or even hyperspace was a thing, and I can recall multiple times I've wasted more supplies than a bounty was worth trying to catch the damn pirates. Part of it was indeed my fault for having such a slow fleet, but it's something I don't want to see happening again.

General Discussion / Re: A Big Dumb Feedback Post
« on: July 05, 2021, 07:39:01 PM »
I would rather the 'chase' remain fairly short, else end game fleets are going to burn a ton of supplies chasing down a bounty and narrowing down the profit margin even further after the cost of the supplies and fuel are deducted.

Most of the mods I'm waiting on are the one's by Yunru, but the author seems to be lazing about rather than fixing and creating content.

Damned lazy mod authors. :P

I'm waiting for Sylphon, Neutrino, Blackrock, SWP, and Vayra's Sector.

Been entertaining myself with Archean Order in the meantime, even though it's beta currently.

And I put this here instead of the modding section cause it seemed more appropriate.

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