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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - bobucles

Pages: 1 2 3 [4] 5 6 ... 36
46
Suggestions / Re: Finding 55K ore in one station is not ideal
« on: April 19, 2021, 05:10:27 PM »
It sounds like the extra loot talent needs an additional bonus to make stabilizing orbits far cheaper.
I'd say that you could full on eliminate the costs and it would still be balanced due to how little people use it
That's... actually pretty fair. Players already assume the full cost of an extra trip when they stabilize an orbit. That's a cost of fuel, fleet upkeep and time, which naturally grows with the size of the loot being stabilized. Does there really need to be a fourth expense on top of it?

All the loot needs is a marker in the galactic map. That's enough incentive to only mark the things that matter and avoid cluttering the UI with garbage.

47
Suggestions / Re: Unforgettable talents
« on: April 19, 2021, 07:12:39 AM »
- Officers need to have max level stat (5,6 or 7). So that base 5 + 1 from skill is not same thing as base 6 officer.
- We should be able to respec officers. Found level 6/7 officers with random and usually bad combo of skills/personality are aggravating.
- Skill removal from loss of L4R should be controlled (pick skill to unlearn, can't put officer back into a ship until you do)
I'm okay with not respeccing officers. The galaxy is big enough for the player to find new officers and try new things. They're important but they're not life choices.
If the player can pick any skill to unlearn, then they gain a rather janky way of completely respeccing their officers. Level up, level down, level up, level down, it's kinda messy and gross.

IMO the +1lvl talent should be removed entirely. It's too permanent, for a talent tree filled with temporary options. Even the ship upgrades can be mostly reset, (3 s-mod ships can go into a parking zone until the player respecs). There are other ways to introduce a +1lvl bonus. For example, a player might assign their "second in command" as an officer. It's a nice lore friendly way to get +1lvl for that one special dude. Other strong officers might be found in cryo pods or personally upgraded with story points. A mixture of strong and weak officers gives the player early choices while teasing that next rare drop.

48
Suggestions / Unforgettable talents
« on: April 19, 2021, 06:05:45 AM »
I understand the main reason behind permanently locking talents. If you lose the skill, you should lose the bonuses with the skill. Some skills give persistent bonuses, leading to a potential exploit of losing the skill but keeping the bonus. Valid reasons for sure. But is there a better way of handling this? Can the talents be tweaked in such a way that unlearning them is no longer a permanent issue?

Officer management is an easy talent to unlearn, 0.9 already had a setup for going over officer cap. You lose the ability to assign 2 officers, so just don't let the player assign them. EZPZ. The two last officers might be unequipped "at random" or maybe all officers get unequipped for the player to deal with. Unlearning talents is a rare event so that's not too inconvenient.

Special modifications is a bit more tricky. It allows extra caps and vents on a ship, in addition to baking in a bonus S-mod. If the player loses the talent, what kind of penalty makes sense? Maybe the ships get "too complex" and can no longer get fixed. They can't restore CR until they're downgraded to pre-talent spec. It's not a hard lock but remains a firm one, denying the ability to use super ships in a stern way.

Officer training is the HARD one. Officers are allowed a bonus level, with associated +1 skill and +1 elite skill. If the player unlearns the talent, what to do? Do officers suddenly lose their levels and have to be reset? That'd be annoying. Do officers start getting "unruly" that their skills are too good for the player? Will the player have to delete all their elite officers and start from scratch? That'd be a huge setback and way worse than the simple loss of talent. It may be better to remove officer training entirely.

What could officer training be replaced with? A talent that boosts mercenary play would fit in pretty well. Officer management gives permanent officers, while Mercenary management gives better options for hiring mercs. Unfortunately both talents would be pretty similar and might need more to distinguish them. The loss of +1 level talent isn't a big deal. A story point option could help, or high level officers might be one of those rare loots in the void.

49
XP gives story points, and story points give bonus XP. It's a powerful cycle, so be sure to spend those story points!

50
Suggestions / Re: Finding 55K ore in one station is not ideal
« on: April 17, 2021, 04:08:33 PM »
It sounds like the extra loot talent needs an additional bonus to make stabilizing orbits far cheaper.

51
Suggestions / Re: Enemy ships with s-mods should recover with no d-mod
« on: April 17, 2021, 04:04:23 PM »
Useful S-mods are rare qualities on ships that aren't always desired, and the ships aren't always an easy recovery. So it takes THREE dice rolls to get a ship, get a good ship, and get a good S-mod on that ship.


At that point? I mean. Just let the player have it. All the more reason to be excited about battle salvage.

52
General Discussion / Re: overloaded seems to be broken somehow
« on: April 15, 2021, 08:22:18 PM »
To be fair, a 0-flux boost doesn't really make sense when your ship subsystems are exploding with flux. Wouldn't that be more like a 100% flux boost?  ::)

53
Sounds about right. Sensor range is a combination of their proficiency and your penalty.  Perfect invisibility is impossible, but being unseen is still very powerful.

54
Suggestions / Re: Hurricane is too strong
« on: April 07, 2021, 04:06:38 AM »
The hurricane has a monumental list of advantages over other large torpedo mounts.
It's guided, so it never deals friendly damage.
The spread shot limits risk. It's very easy to hit with SOME of the projectiles.
The overall payload is exceptional. 500x11 is 5500 damage. 
Quote
""B-But the damage is spread out and mitigated by ar-
HAHAHAHA NO. Good lord. A fraction of the warheads will completely shatter all but the thickest of officer boosted armor.

The ammo capacity is actually very good. A reaper launcher has 10 volleys, which are incredibly difficult to aim, so most of them are expected to fail. Hammer barrage only has 5 volleys, with a similar difficulty for aiming. Ten MIRVs with extremely trustworthy value is excellent by comparison.

A nerf on the mirv may be appropriate. However, the real issue is the weak competition for the slot. Hammers and cyclones struggle to justify themselves for cost, even against other weapon slots.

55
General Discussion / Re: Beam weapons need a buff
« on: April 06, 2021, 06:24:25 PM »
Beams are snowball weapons. When a handful of beams pressure an enemy, they shrug it of and nothing happens. When TOO many beams pressure an enemy, death is inevitable.

For defense, any number of beams is fine. For offense, it's all or nothing. If the beams don't overwhelm the ship, they won't do the job.

56
General Discussion / Re: Oh dear..
« on: April 06, 2021, 12:54:16 PM »
Uh, are high tech stations supposed to be dropping a dozen mines in 2 seconds?

57
Suggestions / Re: +1 Burn version of Augmented Drive Field
« on: April 06, 2021, 09:37:00 AM »

+1 burn...Isn't this called an Ox tug?

58
Blog Posts / Re: Skills and Story Points
« on: April 05, 2021, 04:01:16 PM »
Quote
I wonder how well it'd work if you could uninstall S-mods for a partial refund, and losing S-modded ships without recovery did the same?
Any problem caused by story points can be solved with more story points.
I think a more immersive solution is to place your S-modded ships on the auction market or to an interested party. The ship sells as an "Elite Model" for a modest amount of cash, but mostly they grant you story perks in the form of Bonus XP. You lose the ship, but you get some green refund so it's okay.


59
Suggestions / Re: SO nerf/rebalance
« on: April 05, 2021, 03:56:30 PM »
I would certainly hate to see SO nerfed. It's a lot of fun and as an S-mod it's even more fun.

60
General Discussion / Re: What are best burst damage weaponry?
« on: April 05, 2021, 03:44:57 PM »
Ion pulsers are also pretty potent for burst damage. With a full capacitor it can pump out 900 DPS, and the recharge rate isn't too shabby either. The damage is dealt over tons of tiny hits, so it won't be too great against big ships with THICC armor.

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