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Starsector 0.96a is out! (05/05/23)

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Messages - Daynen

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1
General Discussion / Re: Alex Appreciation Thread
« on: May 27, 2023, 08:17:43 AM »
You figured out what was fun about the game and leaned into it.  You haven't allowed the game to grow bloated with useless layers of complexity and monetization.  You've kept your user interface relatively clean and intuitive.  You've continued to add polish AND content with new mechanics that have real impact.  You've given your modding community space and respected that space.

In summary?  You're doing a lot right here, Alex.

2
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 10, 2023, 09:27:57 AM »
Wall of patch notes attacks!

CRIT!  9999 damage!

3
General Discussion / Re: Can't find a single Heavy Mauler.
« on: April 24, 2023, 09:54:32 AM »
Well, apparently all I needed to do was create a thread. :D

Squeaky wheel gets the grease?  ;D

4
General Discussion / Re: Your One Ship
« on: April 15, 2023, 08:54:10 PM »
For me, it's the conquest for vanilla ships.  A nice blend of speed and firepower is always a winning combo, but the thing about it that I don't see anyone talking about is the that it's just about as effective flying backwards as forwards, meaning you can engage with the fresher engine armor tiles if your nose(s) have been pushed in already, making the conquest a lot tougher than the stats would suggest.

For modded however, the undisputed king of the void is the quetzalcoatl (and hatchling as well) from Kingdom of Terra.  Just the list of features it boasts should make that obvious.  Extreme speed, flexible broadside firepower, huge missile capacity, an ammo feeder that works for energy weapons too, multiple emp emitters, segmented body for stacking defenses...

I could go on, but to list all the perks it has would make this post obnoxious to read.  If you can work with its slippery flying style, then it's a ship that best experienced rather than told about.

Heh.  Reminds me of the newfoundland from ED shipyard.  Ever been tailslapped by a space train?  THAT'S funny.

5
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 11, 2023, 09:57:07 AM »
I do tend to build in augmented burn drives to get it up to a reasonable 8 burn.  Also it's one of the biggest mods so that 40 OP saved is pretty huge.  Takes a lot of pain out of it.

6
General Discussion / Re: Best way to boost relations with a faction?
« on: April 10, 2023, 01:01:10 PM »
I like stockpiling gamma cores for those annoying moments when a faction decides they just want to hate you for some reason.

"It's WARTIME!"
50 gamma cores later...
"On second thought..."

7
General Discussion / Re: Your One Ship
« on: April 10, 2023, 12:58:53 PM »
Lasher... very simple ship but damn it can do so much and its ammofeeder allow it to punch so hard for its size and price

Ammo feeders go HARD.  Any ship with an ammo feeder automatically gets a second look from me, even if it's otherwise seen as terrible.

8
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 10, 2023, 12:57:33 PM »
Oh and I guess it's easy to overlook the fact that, costing only 24 DP, the atlas II also puts less of a strain on your fleet skills then other capitals, meaning you can bring more ships and not lose out on those bonuses so quickly.

9
Oh wow, the Man from Volta drops some pirate tech!

Throw it on a phablet and you've got your own Tri-Pad, hm...

GOD.  DAMNIT.  You madlad.  You just HAD to go and say it, didn't ya?

10
General Discussion / Re: The ai do eveything to make you lose
« on: April 09, 2023, 10:13:06 AM »
I find the orders in Starsector are more like a list of priorities that you adjust on the fly.  Every ship has a list of things it's trying to keep in mind at all times; we just don't SEE that list so we don't really know what the AI is actually thinking on any given ship at any given time.  Perhaps it's true that the orders are not very aptly named compared to their actual function; sometimes compressing a set of instructions into a single word is not as simple as we assume, being experienced humans who understand multiple contextual definitions of the same word.

I'm reminded of Final Fantasy 12.  The game had basically an auto-battle system that looked like an MMO at a glance, but your party members could be given a list of priorities, adjustable at any time in your menus.  It had a list of conditions, like "character below 60% HP" or "enemy immune to poison" or something, and a list of actions like "use weakest potion" or "cast blizzard" or what have you.  Items higher on the list obviously took priority.  Starsector is SORT OF doing that, but we don't have access to that priority list.  We just have an officer personality with a set arrangement of priorities ("no officer" still counts as a "personality" in this context) and a few things we can somewhat override during battle by moving them up in the list a bit--though not necessarily to the top of that list...which I think is part of the frustration.  Most people see the word "command" in a game and think that means "DO THIS NOW, DAMN YOU."  And starsector...doesn't.  Or at least, it doesn't APPEAR to.

Psychology versus computer programming is always such a FUN exchange, isn't it?

11
General Discussion / Re: Utterly broken fleet AI
« on: April 09, 2023, 09:54:38 AM »
I tend to outfit my fleet for endurance so one boneheaded AI decision doesn't suddenly leave me down three or four ships and surrounded--and the AI WILL make boneheaded decisions at high speed.

Try cruisers with a few capitals for fleet anchors.  Give them strong point defense, make sure there's kinetic weaponry to pressure enemy flux, decent AOE weapons to splatter fighter/bomber screens and make sure they can standoff at range.  Make sure your fleet has one or two ships with a nice wide shield and low shield damage ratios so they can take hits and strong flux dissipation so they don't take a day and a half to vent.  Try steady or aggressive officers so they stay in combat range but don't headbutt entire enemy lines.  Get a few nimble frigates with good defensive systems, like omens or monitors, then fit them for pure survival and staying time so they can annoy the enemy flanks by holding control points and keeping their line in place.  Then make sure YOUR ship can maneuver into position to strike and get the job done.

Remember, your fleet is there to back you up, not the other way around.

12
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 09, 2023, 09:45:53 AM »
Oh, it should go without saying but I would never entrust the AI with atlas II's.  It's far too sluggish, far too fragile and requires far too much good decision making for the AI to succeed with it.  When I see enemy atlas II's I see free salvage because they're so easy to pop.  It's a flagship for the cultured man, not the AI pets.

13
I--

I could play starsector while I'm at work waiting for my shift to start.  (I have to leave early or get caught in hideous traffic and be late.)

Never even considered getting any kind of emulator on a damn phone...but mine doesn't have any kind of keypad or anything so I REALLY don't see that working well with just touchscreen controls...

14
General Discussion / Re: Your One Ship
« on: April 04, 2023, 08:40:03 PM »

15
General Discussion / Re: The ai do eveything to make you lose
« on: April 03, 2023, 10:52:25 AM »
Starsector will very quickly teach you to idiot-proof your own fleet.  Some ships simply cannot be entrusted to the AI and some weapon combinations will turn your fleet into complete morons, orders be damned.  They can't fly worth a damn; the number of times my allies have literally flown into my shields and taken hull damage while I'm purposely steering away from them is beyond counting.  They lose focus and their priorities go to crap the moment they have more than one ship in engagement range.  I refuse to use dumbfire torpedoes of any kind in 99.9% of all fleet scenarios; my allies have more than once steered DIRECTLY into the path of my reapers or hammers AFTER I've fired them at a completely clear target.  Never again.

The fleet AI simply cannot seem to comprehend that the remaining sections of a damaged station are ON THE OTHER SIDE and insist on getting as close as possible no matter how much weapon range they have, perhaps thinking if they get JUST A LITTLE CLOSER they might be able to fire through the debris or something.  Collateral damage from stations is thus frustratingly common, as the friendlies take full point blank damage from any remaining guns on said station AND block line of fire for any allied ships behind them, possibly causing them to die, creating even MORE debris to block line of fire, causing MORE ships to bully their way up front and cram themselves into the station's face, all culminating in sizeable collateral damage when (if?) the station finally explodes in their faces.

So yeah, learning to get the fleet AI to behave smarter than a tae kwon dodo is a pretty sizeable part of mastering Starsector.

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