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Mods / Re: [0.95a] Grand.Colonies - More Building Slots
« on: April 14, 2021, 10:41:06 PM »
Thanks!
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Any major errors / crashes using this with 0.9.5 or is it in a "works but doesn't interact with new features" state?
pity modeOh please no, i just want my sense of progression back after hours of grind, i don't want easy, relaxed, or whatever difficulty that make the game walk in the park.
so a fleet could be limited to 2 capitals, 4 cruisers, 8 destroyers, and 16 frigates (or something, exact numbers TBD). And importantly, enemy fleets need to be limited in the same way.Oh no, please don't turn Starsector into Overwatch with limited class system.
.QuoteSome people do find fun and satisfaction in working hard to assemble a kick-ass fleet and then using it to kick ass.Quote.. thats like all wrong. If a fleet doesn't kick ass, then its not a kick ass fleet. By definition. If the game is changed so that all cap fleets aren't as good, then they aren't as good.
Adding an extra 10 Paragons won't help much. 10 Paragons with officers vs 10 frigates with officers also doesn't make much of a difference.
I think that's a fair question. Basically... it's really, really easy - once you have money rolling in - to just stack a bunch of Paragons (or whatever the highest-DP battleship happens to be) and to basically just roll everything with them, outnumbering the enemy on the battlefield. It's a way to win, for sure. Is it a playstyle that's interesting? I don't think so. It makes combat a trivial stomp. I'm not sure you can even really call it a "playstyle", it's just sort of an optimal thing you can do that beats everything with a minimum of interaction on the part of the player. It's expensive, sure, but past a certain point you have credits aplenty, so that's not a great balancing factor. The game shouldn't get less interesting as you get more stuff, right?