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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - ubuntufreakdragon

Pages: 1 ... 9 10 [11] 12 13
151
General Discussion / Re: Settling in a Core System?
« on: July 30, 2020, 05:39:16 PM »
Or defeat the mission, I once deafeted a 6 Onsought Glassing Expedition using just one Dram.
Spoiler
I just lured them away in Hyperspace and orbited a black hole  8)
[close]
With free port and growth incentives there should be at most two expeditions until the colony reaches a size of 5 and is save anyway.

152
Suggestions / Re: Multiple currencies
« on: July 28, 2020, 07:53:51 AM »
Starsector has a somewhat secondary currency called AI cores.

153
Suggestions / Re: END GAME MODS
« on: July 28, 2020, 07:52:20 AM »
I recommend the Exit button :P

154
General Discussion / Re: Are Star Fortresses Too Strong?
« on: July 27, 2020, 07:35:13 PM »
Btw. what happens if two starbases join the same fight?
e.g. a gas giant with 2 moons one a npc colony one player owned, and the player attack a patrol next to both stations?

155
General Discussion / Re: What's the best battle fleet to have?
« on: July 26, 2020, 04:09:10 PM »
When you are up for a target that can't run away speed is the least important stat of your ships.
When you wish to kill a planet you need a few tankers for bombardment fuel, some crew transporters/carries for marines and battleships, no frigates with funny effects, or other nimble things.
You fill a few Astrals with bombers and Paragons with weapons if you can get them or similar heavy things, the slower and tankier the better against stationary defences.
Leave the Tempests at home and take as much punch as possible.
A cheap sometimes working alternative (only against weak stations) is to hunt some pirates for their ships equip them with 'something' and throw 30 scrap ships at the station an hope it goes down first.
Always choose the right tool for a job. And the job is a planetary invasion as you stated.

btw. How good where all those bad planets not worthy a colonization?
e.g. I call a barren desert with 125% hazard rating and no resources close to the Core a quite good planet.
just put some industry(light+heavy) and fuel there declare it a free port and print money.

156
Suggestions / Re: Balancing Change Ideas
« on: July 08, 2020, 02:31:48 PM »
Replacing fighters could create hard flux.
I want this 5% to make pursuing carries easier not to make them run away even faster.

How about a Tractor Beam (Geater Brother of Graviton beam) e.g.
Large ~20Op
250 Kinetic dmg/s
200 flux/s
1000 Range
If armor or hull is hit the target will be dragged toward the firing ship based on hull size(main engines can counter it but not basic backwards trust)

How about a Missile based point defence:
Mosquito missile Defence System
Small ~5Op
100frag dmg
Very Fast
Excellent Tracking
1500 Range
limited Charges
rate of fire 1/s(1/3s)

Or a smaller High intensity Laser
Medium ~10Op
200 HE dmg/s
200 flux/s
1000 Range

157
General Discussion / Re: Crew effect
« on: July 07, 2020, 07:32:19 AM »
while exploring your total crew should be greater that 1000 and you should have at least 850 more than skeleton crew. (a freshly founded colony costs 1000 crew and offers ~150 crew as stockpile)
For raids you need many marines especially without skills, and there is a point when you wish for capital blueprints and a pristine nanoforge, this may require up to 6000 marines if you don't want a full war.

158
Going Dark in a debris field in remnant space can still be quite valuable to repair between fights.

159
If your sensors skill is at least 2 you can sneak in a full Paragon fleet though those blind Hegemony Patrols.

160
Suggestions / Re: Markets Changes
« on: June 26, 2020, 11:55:26 AM »
It's really unrealistic for any government to make trade completely unprofitable by taxes. This just ensures ALL trade to happen on the black market, drasticly reducing the total tax income.
If a modern country would take ~3% taxes on every transaction without refund rules, this would be more income than all other currently used tax sources summed up.

1) it doesnt matter.
I argument from the perspective of the government not the player and realism is something that matters.
btw. If the domain had the same taxes the collapse would be the sole logic conclusion as the economy wouldn't be able to sustain the gates.
2) tariffs dont make trade unprofitable it makes dumb player trade unprofitable.
From the governments perspective this dump player trade is that type of trade that should be encouraged, as exploiting shortages raiding colonies to create them and black market trade are those harmful types a government should fear.
3) current traxation rates tend to be between 20 to 40 % of GDP depending on locality.. large tariffs are less common but like... more common than you seem to think
Well the diffence is the refund rules in current tax systems if product a requires resource b and you have to pay 15$ taxes for a normally and already have paid 10$ in taxes for b you only pay 5$ taxes for a.
Without this refund 3% on every transaction would create your 20 - 40% in total.
Even in collapse times more than 5% are totally unrealistic from this perspective.

161
Suggestions / Re: Markets Changes
« on: June 25, 2020, 02:15:32 AM »
It's really unrealistic for any government to make trade completely unprofitable by taxes. This just ensures ALL trade to happen on the black market, drasticly reducing the total tax income.
If a modern country would take ~3% taxes on every transaction without refund rules, this would be more income than all other currently used tax sources summed up.

162
General Discussion / Re: My current fleet, improvement ideas?
« on: June 23, 2020, 02:27:03 AM »
I just enter the system darkened shoot the starbase and raid the spaceport before plundering.

163
General Discussion / Re: Cursed builds
« on: June 22, 2020, 10:17:52 AM »
Try a Safety Overwrites Heron with mining drones and pure antimatter blaster equipment.

164
General Discussion / Re: My current fleet, improvement ideas?
« on: June 22, 2020, 03:27:34 AM »
Sounds like it's time to raid for some blueprints.

165
Suggestions / Re: Balancing Change Ideas
« on: June 22, 2020, 02:42:07 AM »
How about a flux venting penalty for UI e.g. -30/60/90/150 venting (just copied flux distributors values) instead of range.

The range mod dedicated targeting core is obsolete as the integrated targeting unit has the same cost but better buffs.

The Ox Tug could take an additional ordnance point to allow two logistical hull mods.

The defence platforms of star fortresses could rotate closer to the station, to make them less easy to snipe and give defending fleets more maneuver space.

The hardened subsystems mod could be a bit better at reducing the safety overrides PPT penalty, due to stacking you only get 13% base PPT I think it should be at least 25% base PPT.

When setting a weapons group to alternating that contains weapons that fire constantly e.g. Graviton beams and burst weapons e.g. a kinetic gun, the alternating should apply only to those weapons that are affected by it.

The skill that allows for zero flux boost at 1% flux could get lifted to 5% there are many weapons which can cause more than 1% flux in one salvo.

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