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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Simberto

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1
General Discussion / Re: Newbie questions
« on: March 07, 2013, 02:37:36 PM »
I played some time ago, and now wanted to pick the game up again to see what had changed, and now i have a rather big problem. Basically, i can't get started.

I assume i just have to restart until i am able to find a pirate fleet i can kill, and be able to survive, too? The re-restart after you fail once is completely impossible, when you start with a *** tanker and no money to hire anything else. So i assume you HAVE to win that first fight so you gain a bit of money? So, hire 2 groups of talons and look for a weak pirate group or something? I distinctly recall stuff becoming a lot easier once you get either a ship that does not suck horribly hard or some kind of fleet going, because at that point you can hunt weaker enemies. But at the start you can't do that, so you have to actually kill something with one of those starter ships which are among the worst possible configurations of the worst possible ships.

2
General Discussion / Re: [Q] Ground Combat
« on: April 03, 2012, 11:47:44 PM »
Depends how large the average chunks that are left after a battle are. If you can salvage half a spaceship which is flying around, it is probably worth it. Half a spaceship toilet, probably not.

And there is no reason for the stuff in orbit to have unreasonably high velocity. If it is part of a ship which was in orbit, the debris will have a very similar orbit to the ship before it was blown up. And if it was part of a ship which was not in orbit, but approaching/launching/whatever, chances are high that it's orbit is not very stable, or not an orbit at all, and it will burn up in the atmosphere or just fly away into space.

And i also assume that most ships are somewhat capable of dealing with smaller space debris, so if you are lucky, your ships shields can deflect all the stuff that is not economically feasible to retrieve. Also, one has to realize that there is a lot of space in space. Even after a large battle, the debris density in orbit will still not be problematic as long as you ship is somewhat capable of dealing with it. And since all ships in Starfarer have shields and/or armor, and even freighters can survive some weapons fire, it is safe to assume that they are indeed capable of dealing with small chunks of space debris. And the larger chunks are worth salvaging.

3
General Discussion / Re: [Q] Ground Combat
« on: April 03, 2012, 09:49:44 AM »
I am pretty sure you can't build big ships on a planet, you would have to do that in orbit, since they are not built to launch from the ground.

And if we are arguing that you do not have enough supplies to blow up stuff on the planet, where would we get enough soldiers to actually occupy one? I would think that that needs at least a few million soldiers. Though i have no sources for that, i would guess that you need at least similar amounts of space to transport enough soldiers, food, and equipment to occupy a planet than you would need to just blow that area up.

But i agree, you would probably need specific equipment to blow up stuff on planets, most of your ammunition surely can't pass through the atmosphere easily. But you would also need soldiers and more to occupy a planet and take what you want, so unless you plan a longterm occupation, just bringing some anti-planet weaponry with you and saying that you will blow up a city each hour until they give you what you want is probably far more cost-effective then bringing loads of soldiers and fighting a ground combat to gain that. You don't even need that much stuff, just load a freighter full of nukes, or whatever future weaponry does that thing more effective, and you are done.

And occupying a whole planet for a long time would use up an incredible amount of resources. Just look at how many soldiers and money are needed to occupy for example Iraq or Afghanistan, and then extrapolate that for a whole planet.

4
General Discussion / Re: [Q] Ground Combat
« on: April 03, 2012, 12:22:31 AM »
As long as you are still able to just bombard the planet from orbit if you don't have one of those fancy transports. I am still of the impression that if i have a fleet with enough firepower to blow up a small moon sieging a planet, they should better do what i tell them to do, even if i don't have some troop transporter to land there. After all, instead of landing there, i could just spent the next week firing on anything that looks like civilisation. Or maybe look for some asteroids in the vicinity to throw at that planet. I don't think people on a defenseless planet have a very good negotiating position. And if that planet has defenses which would prevent me from blowing stuff up, i don't think landing troops there would be very successful.

5
General Discussion / Re: [Q] Ground Combat
« on: March 26, 2012, 07:54:29 PM »
I don't think there will, as Starfarer is a space combat game, and i have never heard of ground combat in it before.

Why would you need to fight on the ground when you have a cruiser in orbit? If someone on the planet does not do what you want them to do, just glass the area and ask the next guy 20 miles further. At some point they will start to do what you want.

6
Suggestions / Re: Starbases - Protect objectives in battle
« on: March 21, 2012, 06:03:36 AM »
And rocket fuel by definition should be ignitable on itself. It is designed to be used in space, so it has to carry all the reaction elements it needs to release its energy. You could have it divided in two different pieces stored in seperate containers, but a tanker will still carry everything you need to make the reaction happen, and when you blow it up, it will inevitably mix. Seeing as the engines of ships in starfarer seem to release some kind of fiery gas as propellant, a big fiery explosion when blowing up tankers is completely reasonable.

7
Suggestions / Re: Starbases - Protect objectives in battle
« on: March 20, 2012, 06:47:15 AM »
There can be a lot of different stations, and they don't need to all be incredibly tough. Stations can fit a lot of roles like trade, orbital ship construction, or even habitation besides being military installations. Of course, a frontline military base would be tough, but some random trade station in a relatively safe system would probably not be built for combat, and thus should be able to be taken down easily by a moderately sized fleet. Of course, blowing up defenseless civilians will probably not make you very popular.

8
General Discussion / Re: Phase/VLRM/Repair Station etc.
« on: March 19, 2012, 12:40:26 PM »
I seem to remember a statement by Alex somewhere where he mentioned that they planned to include "space submarines", going with the idea that those phase ships do indeed cloak, they may very well fit that role. Going with the naval combat theme, there might be things like depth charges and sonar which detect and combat those phase vessels.

For example, the phase vessels could be invisible and/or even unable to interact with usual matter when they are phased, then surface to launch a strike on unsuspecting ships, just to phase out again. Then you could use some sort of pulse to detect them for a small moment (if phased ships do that, their position becomes known too), and depth-charge-like weapons which are highly effective at killing phased ships (maybe you can't have shields up while phased) if you manage to hit them.

Of course, that sort of thing is probably a hell to balance properly, but it also allows for fun stuff besides the actual combat implications, like baiting pirates with a small fleet of freighters and lots of phased ships (or having that happen to you). And if it works properly, it can also add a whole lot to the actual combat.

9
General Discussion / Re: The feel of Cruisers and Capital ships
« on: March 05, 2012, 11:15:31 AM »
It also nearly doubles your in-combat ship. I build those things into every of my capitals, because they barely move without them. But i agree that subsystems are a bit too expensive in general. I think a good system would make you usually have 1-3 subsystems of your choice in your ships. They should not be a no-brainer, but they should also not force you to leave half your weapon slots empty. Empty weapon slots are generally not very cool, so these subsystems should conflict with flux vents and capacitators for excess capacity which should usually exist after you are filled up with weapons, and allow you to take a small amount of subsystems. I think that not filling weapon slots should almost never be a good idea.

 And you can get any subsystem you can get on a capital on smaller ships too, so you still basically have the same range as them.

And your point about the no deploy mechanic is exactly my point why it is not very relevant. If you control all of the objectives, you have won anyways. Your ships are faster, shoot further, and you have far more then the enemy, so even if they deploy the rest of their fleet a few ships at a time, you should still not have a lot of problems killing them off. Which means that it is not important if they can deploy those ships a few at a time or not, because you have already won anyways.

10
Honestly I don't think ships should explode in space, as unless the ships are actually touching there's no transfer of energy.  So maybe it should be changed to fragmentation damage instead of explosive and have the hitbox reduced?

It is possible that the ships are transferring energy through radiation similar to a small supernova therefore with a very good chance of damaging other ships.

I'm also going to add that if there was fragmentation damage it should probably be randomized as fragments have no reason to slow down ins space....
regardless, small supernovas would indeed do quite a bit of damage.

Spaceships should be able to deal with small amounts of small fragments with a high relative velocity, there is still some stuff flying around in space. And since the fragments should spread out in all directions simultaneously, the further away from the explosion you get, you will get hit by a smaller amount because the amount of particles and radiation decreases with the square of the distance to the source. So, while not completely accurate obviously, it makes sense to declare that at a certain distance, you are safe.

I don't think we know any details about the propulsion technology in Starfarer, but usually, the fuel source used for propulsion is designed to release energy, and it is not unreasonable that it would be able to explode, too. And since ships are also full of air, i don't see why there shouldn't be a nice, large shiny explosion. The only thing a space explosion does not have which an earth explosion has is a shockwave besides the propagation of the fragments, because there is no medium to propagate it in.

11
General Discussion / Re: The feel of Cruisers and Capital ships
« on: March 05, 2012, 06:52:00 AM »
I don't mind flying caps, but I see where you are coming from. I think the problem is cap ships are so slow and un-maneverable that the short range of their weapons (outside of the lance) makes them very hard to use...

Personally I think capital ship should have increase range over their smaller counterparts.

I agree with this. Or at least have the possibility to get it, or have large weaponry in general have a far longer range. You instantly notice the difference between a paragon with 4 tachyon lances and a different capital ship, but that might just be because that paragon is slightly overpowered. But a capital should be able to be pretty deadly to anything in it's surroundings in my opinion, and that means that it needs to outrange other ships to avoid being kited by frigates. That does not mean that it should be impossible to outmaneuver them, they can still have weaker spots vulnerable to hit and runs, but at the moment it often feels like you have an about 300° arc of weak spots where you can not kill stuff that just dances in and out while shooting at you. I think the area around a capital ship should be pretty dangerous to most ships so they can provide a pretty deadly zone around them, but of course they are still slow and the rest of the objectives would still be easy to capture for smaller ships, to then overwhelm the enemy capital with superior numbers.

The problem is that i find the pilum launchers horribly inefficient against pretty much anything. They don't even hit frigates basically ever, and everything that has shields or flak cannons is in no danger from the either. This makes the lower tech capitals completely unable to provide any fire support to anything outside of their direct vicinity. Especially when you compare them to the tachyon lances which decimate half the enemy fleet as soon as one of your fighters detects them.

This also ties in to why the "No deploy when everything captured" mechanic is completely irrelevant for this discussion. When you have captured all objective, you will still be able to field about double the fleet your enemy has, with superior speed and range from buoys, so you should really have little problems beating whatever ships they deploy in small segments.

12
At the moment, the tutorials are not very thorough, but as far as i know, they are basically only placeholders, too, like most of the stuff we are playing. For example, they completely fail to mention the most important commands, "attack" and "defend", of which there should always be one on the map, because it keeps your fleet sticking together. It wouldn't make a lot of sense to produce lengthy and complete tutorials of an alpha build where lots of core mechanics are still subject to change.

It is important that starfarer is pretty much mostly about piloting a ship, and only a bit about fleet control. I don't really think it will ever be overly interesting to play it only on the tactical screen, but that could just be my opinion. However, i gave it a try, and you can win the mission you mentioned by simply giving an assault/defend order somewhere, and putting your destroyer on autopilot. Your ships will usually blow up the carrier, and then continue to slowly mop up the rest of the ships. I must also say that when piloting the destroyer myself, i did not really have a problem killing the assault frigates, i just shot at anything that got too close to me (focussing the carrier a bit to stop the fighters from replenishing)

As far as i know, the escort commands at the moment don't work really well, and basically should not be used.

If you have half damage enabled, which it is by default, you can only ever gain half the points in any mission.

However, you have some good points, some things in this game are not quite fleshed out enough for a complete release. Tutorials are missing, the campaign beginning is quite steep, and there could be a lot more to teach new players how the game is supposed to work. But you have to realize that this is not a complete release, it is an Alpha preview, and you were told so upon buying it. I, for one, am completely satisfied with what i got so far, and hope that it keeps getting better. That will probably also involve smoothing out the start for beginners. The game itself is not actually hard by itself, just the choice of missions that are in the build is, and there is a lack of a good tutorial. Give the enemy less ships, and you have an easier mission, that is not something that is so out of the way that it would change the general concept of the game.

I also didn't find the missions in the game that hard. (Sure, some are, but they are described as "Hard" or "Impossible", so i expect them to be hard. You just need to know two things: Set an assault order, and put PD weaponry on autofire, and they are suddenly much easier.

13
General Discussion / Re: Supercharging
« on: March 03, 2012, 02:31:19 PM »
Would be awesome if supercharging could give you a Increased energy weapons range and brighter energy projectiles, because there's more energy pumped into the weapons.
I like the idea of visually altering energy weapons, and maybe shields, of a supercharged ship, or maybe even scale their appearance with flux in some. Either make them brighter, or maybe blueshifting them. Though blueshifted lasers through higher energy would not make a lot of sense, maybe this isn't true for the other stuff. Would be a pretty cool feature, but also something very minor obviously.

14
General Discussion / Re: Tactics, anyone?
« on: February 21, 2012, 12:09:08 AM »
I am not really convinced. The main difference between fightercraft and missiles is that they serve completely different goals. A missile is supposed to go somewhere and explode, while a fighter is supposed to go somewhere, do something, and then return. At least that is how i understand it. Now, this means that a lot of the stuff you build into the fighter will be used multiple times. Sure, if all you worry about is fuel efficiency/payload, a missile is obviously better. Though i also would not agree with the *4 factor you guys use, since that assume that the ideal way to rerendevous with the mothership is to completely decelerate, accelerate into the opposite direction and then decelerate again to meet the mothership. While that might be true in absolutely empty space, if you have some gravity wells in the area you probably can have a cheaper return voyage.

You're probably right here, although designing a strikecraft with the idea that you'll always have gravity wells around seems like poor design choices. If I were, for some reason, designing a space fighter, I would work from the baseline assumption that no gravity wells were around, just to be safe.

You're also forgetting that whatever payload it drops needs fuel too, and that fuel doesn't do ANYTHING for the fighter as it moves, it just slows it down.


I was not forgetting anything. How the fighter delivers its ordinance is fundamentally not relevant for this discussion. Of course, you wouldn't design your fighter around the assumption that gravity wells are around, but you can plan your attack around those, and thus take the amount of fuel with you that you need. You can expect an empty fuel canister to be of a smaller mass then a full one, so it would have an impact, but again is not really relevant for this debate. Also, fighters probably don't need to return to the mothership at combat speeds, so you could safe fuel here, too.

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But that is besides the point anyways. Fuel efficiency per payload is probably not the most important thing for space weaponry.

I'm going to stop you right there. Are you familiar with F=ma? That's force equals mass times acceleration. We can move the equation around to get a = F/m, or acceleration equals force divided by mass. Fuel weighs mass, and it will always weigh mass because a reactionless engine violates conservation of mass and energy. The cost of the fuel is besides the point-- your space fighter is hauling a ridiculous amount of fuel around with it, fuel that has to be stored, protected, and whose enormous tanks will continue to weigh your fighter down even when empty. A fighter is slower, more vulnerable, thanks to its massive fuel tanks, and inevitably delivers a smaller payload than a missile. What is the advantage?

People seem to be getting tripped up on this whole 'reuseability thing'. Reuseability is a great thing when the thing you're reusing is really useful, but what does a space fighter do to its payload that's an advantage? Whatever it launches is going to be subject to whatever perceived flaws you have of missiles one way or another. If you think a missile is more vulnerable to point defense than a space fighter (for some reason) then a space fighter launching missiles is just as likely to have its payload neutralized as it was before-- in fact, more so since its missiles would inevitably be smaller than if you had just launched a missile of equal mass.

This is the core point about missiles and fighters in space that people don't understand. THEY ARE THE SAME THINGS. There is NO inherent advantage to having something come back other than the fact that you're getting something back. That confers no actual advantage to anything you're doing, other than forcing sci fi to emulate surface navies for no goddamned reason. If you want a fighter weighting 4 to deliver a missile weighing 1, why would you be happy when you get the 4 back when you could have just used the missile? In the end, a missile weighing 1 is still on target.


It would be nice if you would be a bit less condescending. I do indeed know basic physics. Now, what you seem to be getting hung up on are those "massive fuel tanks". Lets talk numbers for a moment. To accelerate 1 kg of mass to 0.01c (which sounds like a reasonable ballpark of what you might want in space combat), you need 4.5*10^12 J energy. I was calculating classically here because i was to lazy to do it relativistically, but the change through relativity should not be exceedingly large at that speed anyways. Now, if you use kerosine or rocket fuel, that is indeed quite a lot, especially since you would need to accelerate the remaining parts of that fuel at all points in time, too. However, in the best case, you have some sort of annihilation reaction where you would be able to do a complete mass-energy transfer. 4.5*10^12 J have a mass equivalent of 5*10^-5kg, or about a twentieth of a gram. So even if you need to accelerate and decelerate twice, in the best case where you get 100% efficiency out of your fuel, you would need about 0.2 grams of fuel per kg of fighter. Of course, this is very much a best-case scenario. Any realistic engine will have a lower efficiency, probably far lower. However, that fuel efficiency, and the efficiency of the fuel itself, are something that is very much dependent on the technology involved, and not limited by the simplest of physics. Indeed, annihilation reactions with 100% efficiency are known even now.

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This might involve shields, guidance systems, PD systems, scramblers, cloaking technology, etc... If any of those or others are far more expensive then fuel and fuel storage on the mothership, and also bolster the probability of hitting the target by a large margin, it can increase the fighters effectiveness beyond that of missiles. Basically, you only need something that increases the probability of hitting your target by a percentage large enough to offset the larger amount of missiles you could launch which would make fightercraft cheaper in total because of the increased probability of retrieving the tech (over 0 for a rocket)

Cloaking is complete nonsense and I'll not repeat myself on this. Stealth is impossible in space. Period. Again, the 'costs' of fuel and fuel storage aren't just economic ones, they're costs in agility and in tactical flexibility. A carrier is slow and can only launch as much offensive power as it has fighter wings. A missile boat can keep launching everything it's got if it feels like it.

This does not make sense. I don't really care about stealth in space, so i won't argue that point any further. As you stated, the main difference between a fighter and a missile is that the fighter is supposed to return while the missile is not. Since there is a lot of space in space, the bomber can even fly a pretty much similar trajectory to a missile with only very minor changes to barely miss the enemy ship while having its payload hit it. And so, the carrier can only launch as many fighters as it has fighter wings, and the missile boat can only launch as many missiles as it has missiles. That is both obvious and very uninteresting. A carrier will probably have less fighters then a missile boat has missiles, but not necessarily by a very large margin.
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Now, it is completely dependent on how that technology works whether fightercraft can be better than missiles or not.

No. Technology can't apply to missiles and not apply to unmanned fighters. Now, if you're talking about manned fighters, I've already laughed at you enough, so you can go back and read some of my other posts about why that's hilariously stupid. Any technology that can be applied to fighters can be applied to a missile. If it isn't economical to apply to a missile then it is LESS economical to apply to a fighter, because the fighter is just a missile that needs to come back, and consequently delivers a smaller payload slower and more clumsily.


You did not read what i wrote. Also, i feel the need to state this again, you could really be less condescending. It is quite annoying. Technology can very much apply to missiles and not to fighters. Unless your war consist of exactly one single battle, reusability is very much relevant. War is most often won by economics. Thus, cost efficiency of your weaponry becomes interesting. While you can surely have your first wave of missiles be exactly the same as fighters would be (- the return plan), if some of the fighters return to the baseship after some fights, the longer the war goes on, the better the situation for the fighter-user becomes. If only half of your fighters return home after each bombing run, they only need to be more then half as useful as a missile to be worth it in an infinite war.

It becomes a simple cost-result calculation. There is also a possibility that there is an other point where cheaper missiles again outperform the fighters with more expensive tech on board through sheer mass, which is what i assumed was the more probable situation. And in that case, it is indeed important, because the cheaper missiles won't have all the tech the fighter uses on board, because they are cheaper. If you want to only talk about missiles = fighters without a return plan, then you just need to calculate cost efficiency. The only difference is that some fighters will return, and fighters will perform less good then missiles in a single fight. By how much is dependent on the propulsion technology, which determines how much of a fighter/missiles consists of fuel storage. If you are only talking about a single fight in a war, missiles are superior. The longer the war persists, the more effect the reusability of your fighters has. And depending on the coefficients, fighters with sufficiently efficient engines will be superior to missiles in a sufficiently long war.

15
General Discussion / Re: Scrapping instead of boarding? maybe Dismantling?
« on: February 20, 2012, 08:40:11 AM »
You avoid losing marines in a boarding action. But since the captured ships are always worth at least an order of magnitude more then the marines you lose, that is only really relevant when deciding the order in which you capture ships, capturing those you want most first, and not when deciding whether or not to capture something.

And your proposal would still require you to board that ship first, and if you do that, you might as well just sell it.

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