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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - bobucles

Pages: 1 2 [3] 4 5 ... 36
31
Suggestions / Re: Pulsars should have warnings!
« on: May 02, 2021, 02:34:09 PM »
Knowing that pulsars are bad news is kinda astronomy 101. Similar to "don't fly into a black hole". Anyway, it's a lesson quickly learned.


I do like the idea of pulsars having a visible effect in hyperspace. That'd just be cool.

32
Starsector's learning curve is a bit steep. It can't be helped, there's a lot of unique mechanics that players haven't seen before. The difficulty itself isn't too harsh and the choices aren't ball breaking. Build good ships, make reasonable choices and you can have a comfy time in the sector.

33
How about "you can change between various d-mod penalties at will" using the magic of duct tape. Why yes, the structural bulkhead is indeed routed through life support, breathing is over rated anyway.  ;D

34
Suggestions / Re: Kinetic Shot Size vs Officered Hull
« on: April 26, 2021, 05:41:12 PM »
When I tested the -50% kinetic damage talent in 0.91, it seemed to be an all or nothing skill. If there was armor, ANY armor, any shred of a tinfoil scrap of armor, enough to take a single point of yellow damage, the talent kicked in and cut kinetic damage in half. Then armor kicked in for more damage reduction. The only way to take kinetic damage was to have completely bare stripped hull. It seemed pretty binary, and is probably the main issue with how the talent works. It actually made the (obsolete) calculator hard to make. I had to pulverize ships with assault chainguns to get completely bare hull and test it properly.

35
General Discussion / Re: Automated Ships skill sucks
« on: April 22, 2021, 09:05:36 AM »
I was hoping the skill would give 1 full battleship + chump change, or 2 crippled battleships.

36
Suggestions / Re: Comission system rework
« on: April 21, 2021, 03:53:52 PM »
The simplest and most effective solution is to reduce the monthly pay and increase the bounty pay. Monthly pay doesn't really need to go beyond the standard costs of upkeep, and it probably should be less.

It may also be useful to provide additional ways to help your faction. For example if you find a ruins that's filled with 50000 ore, why not drop a marker and send the info to your faction representative? They're happy, they pay for a good job, and you're happy. It makes the extra loot talent a bit more lucrative instead of filling the void with trash.

37
I think that guaranted recovery should always work if player was in a ship at the moment of boom, and also if player controls the officered ship which have that skill. Cause you won't really be sitting in a wreck watching your fleet diyng.
Does the talent concern the officer's skill in having their ship blow up nicely? Or does it concern the officer's recovery team picking up the pieces? There is a fair argument to be made either way.

IMO, recovery belongs in the after action report. Officers work with their recovery team to pick up the pieces, and the player admiral returns to their flagship to do the same. None of the teams interfere with each other during that time, making the recovery rules the same after battle as they were at the start.

38
The incident I just posted had nothing to do with the flagship.  The Fury was under AI control the whole time, and I did not swap ships in that fight.
Excessive D mods can eventually overwhelm the talent and make the ship a tough recovery.

Doesn't combat damage on a corpse affect the rate of ship recovery? A tiny ship getting dusted in the middle of battle might be overriding the talent.

39
Player talents override officer talents. Nothing new about that. That could cause guaranteed recovery talents to become active or inactive when the player takes over.
When the player abandons their flagship, the flagship loses perks. That's a way to lose guaranteed recovery.


It might make sense to have guaranteed recovery not affected by the player jumping around, and having it stick to the player's chosen flagship even if they leave it.

40
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 12:02:01 PM »
Quote
The nerfs to IM are more about what happens to stripped armor, in particular how much kinetics are still shut down by it
While making the (now obsolete) armor calculator, I found that there was a HUGE difference in damage taken between the tiniest strip of aluminum foil foil armor and completely naked hull. If a ship was taking just one point of yellow damage, then it would gain a lot of bonuses from talents. Something like a gauss cannon would do very little damage, but once that last bit of tin foil was gone it was taking big meaty chunks out of hull.


I bet fragmentation weapons had it even worse, never really tested it though.

41
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 11:47:36 AM »
Quote
Tactical bombardments are no longer atrocities
Praise Ludd!

42
Suggestions / Re: Bounty hunting is not worth it late game
« on: April 21, 2021, 11:31:50 AM »
Pretty sure it's marked outside of battle and in battle, though there's no confirmation the bounty target is currently fielded I believe. Bounty targets should have a white star icon, both inside and outside of battle.
If the bounty target is actually marked in battle, it's beyond my ability to find. It's not such a big deal in tiny fights, but in large ones you're basically doing recaptcha to find the right pilot.

43
Suggestions / Re: Bounty hunting is not worth it late game
« on: April 21, 2021, 10:21:19 AM »
You only need to kill the bounty. Every other ship is optional.


I don't think the bounty is explicitly marked in battle though. That'd be handy.

44
Suggestions / Re: Bounty hunting is not worth it mid/late game
« on: April 20, 2021, 09:47:28 AM »
Guns and new ships are also part of the reward.

45
Suggestions / Re: Unforgettable talents
« on: April 19, 2021, 05:19:02 PM »
3smod Another simple idea the ship just looses op in the price of the cheapest of the 3 smods if you don't have the skill.
Don't forget that the fleet would still require refitting after dropping the talent. How much would be automatic, and how much would require player intervention? Ship refitting can be pretty dangerous in deep space, since it costs CR. Of course it's not as dangerous as having all your officers suddenly turn invalid, but it's a gameplay thing to consider.

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