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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Sandor057

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106
Modding / Re: Help Starsector keeps crashing
« on: December 19, 2020, 03:45:06 AM »
I had some issues when I first downloaded Unknown Skies, as well as some other mods and although I can't remember the error messages, increasing the memory allocation helped. So in case you're using mods, you may want to check this out: https://fractalsoftworks.com/forum/index.php?topic=8726.0

107
Suggestions / Re: Suicide by Flash Bomber/Piranha
« on: December 17, 2020, 04:13:41 AM »
So, it's going to be changed. Awesome then!

Also good to read, that others also experienced this. Eliminates the uncertainty, that I did something wrong with their deployment.

Looking forward to the next release, whenever it will arrive. :)

108
Suggestions / Suicide by Flash Bomber/Piranha
« on: December 16, 2020, 07:46:07 AM »
I enjoy larger fleet battles with extensive front-lines and all kinds of cruisers and capitals skirmishing back and forth in the center, while destroyers and frigates are skirmishing at the flanks. Meanwhile I usually keep my carriers behind the center line, so that they can assist in pushing the center line. As such, I usually employ bombers, with the occasional interceptor/fighter mixed in if I'm lacking for anything else.

Now, although Daggers and Khopesh are quite fine choices, I pretty much like the area denial effect of the Piranha and the Flash Bombers. My only issue is the way they release their bombs. As the bombs have quite a long lifespan, they begin releasing them from quite far away. While they have some consideration for friendly ships, they don't seem to mind the player's ship's position that much. I prefer to use sluggish ships in larger engagements, like the Dominator or the Onslaught, which can tank quite some damage, however with my engines being bombed to smithereens, floating into the middle of enemy lines is not all that useful for life expectancy.

Normally I can sort of work around this, with making a gap in the front between my lines and that of the enemy, but it's not always feasible.

In conclusion, my suggestion would be to restrict when Piranha and Flash Bombers can release their bombs, so that they don't propel the player's flagship into the enemy.

I could not find topics with the same issue, so qurious if anyone else has had this experience?

109
Suggestions / Re: Pirate raid range too long
« on: May 22, 2020, 12:56:21 AM »
The problem is: all activity in this game exists to make the player happy. I mean: if pirates will always pick other targets it will mean 1 less challenge.

But!

1. May be its just me, but it is too obvious (lets be honest), that world spins around you, and it doesnt help you to feel like you playing an RPG.
2. Picking good spot where pirates will avoid you, but you will have opportunuty to make some profit, can be a good challenge itself.

Imo, if accessibility represents how hard to reach your world, and it affects your trading routes, it also must affect pirate decisions. I mean: pirates is a poor people with bad ships and pretty low ammounts of fuel. Why do they decide to strike system in opposite corner defended by 3 HQs? Or maybe they have money and just wanna see the whole world burn... Or maybe they are undead zombie horde...

Good points both. I must say, that by no means would I like PC bases to be unraidable by pirates. What bugs me is that if you want to take down the slaggers, you need to get a ton of fuel and trek through the entire sector, just so you can say hi and unleash all kinds of weaponry with extreme prejudice. At the same time, the length of the trek does not seem to affect the pirates in any way. So I'd just like to have closer pirate bases mug my colonists.

Also, the location of the bases is somewhat strange. The moment my screenshot was taken, there were 2 known pirate bases. One at Yamaros' Work, and the other at Xaphassor. The first at the other end of the sector, the second just about next door. Now one may argue, that the pirates aren't an unified faction (which is absolutely true) and as such will loot and raid independently, but with this behavior I am inclined to believe, that they indeed want to see the world burn. (Or are a zombie horde, as their supplies/fuel would surely dry up before reaching me otherwise.)


110
Suggestions / Pirate raid range too long
« on: May 21, 2020, 02:09:03 PM »
Heya!

Pirates. You know them, you love them, and they just can't get enough of you (or your stuff). Which is fun.

Something else however is less fun. And that is darn pirates raiding your colonies from the far side of the sector. Maybe I'm just a bit unlucky with the randomness of their target selection, or maybe they just have a beef with me about some fuel tanks dropped from low orbit on some planets of theirs. Who knows? Nevertheless, I'd like to ask all esteemed spacefarers to share their insights on the matter, as I could not find any topics on the subject, and it may very well be that I am dealing with a completely natural phenomenon of the Persean Sector, about which I know too little.

Still, it'd make more sense to me if raiding fleets would not just select some juicy spot of loot and slaughter at the other end of creation (which they then plan to reach while travelling through the core worlds, basically pulling a Leeroy Jenkins). Would it be possible to divide the sector into four subsectors (or quadrants, if you will), which would then somewhat restrict the operation range of pirate bases? Or perhaps a hardcap in distance or fuel use? As in the raiding fleet should only be able to burn X amount of fuel to reach its destination, so that it would have enough fuel to retreat back to base once the deed is done? Or something like that.

Welp, that's about it. I could not find this raised as an explicit question or concern elsewhere, but if it had already been raised, woe to me and may the mods have mercy upon my soul. Otherwise, let's hear what the experts have to say about it!


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