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News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - Gothars

Pages: [1] 2 3 ... 291
1
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 18, 2021, 02:52:48 AM »
Now, just take a look: [snip]

What mod makes the explosions so pretty?

That would be GraphicsLib.

2
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 10, 2021, 03:38:28 AM »
I have contacts on my colonies offering me Surplus Nanoforge Production opportunities with my own blueprints at a markup. It's very amusing. Do they not realize that those are my nanoforges? Now if they offered use of their own blueprints, that could be interesting.

My favorite way of dealing with that would be to have a dialog option where you reveal your identity and them fleeing the bar in a panic ;D  Same with some other underworld bar missions, btw.

3
I'm pretty sure if we had the .95 skill system first and now the .91 system, people would be way more upset. Losing the reskill ability and the elite skill option would be considered a major step backwards. That's why I can't take the nostalgia for the old system very serious.


I quite like the new system, although I don't think it is a enormous improvement - besides the reskill option - yet. The overall principle of always having a specialized and a general option to choose from is pretty cool. Just some details of how the individual skills work have to be iterated on.

My gripes are
a) that not al skills can be unlearned, which makes me very hesitant to choose them.
b) skills where the general option is still so specialized that it might be useless for you, like coordinated maneuvers/wolfpack tactics.


I think it would also be worth a thought to let the player freely pick from all available skills, but make the better ones more expensive.


4
General Discussion / Re: A Professional Critique Of Story Points
« on: May 04, 2021, 03:38:42 AM »
With staggered SP cost you might still want the most expensive hullmods for your flagship, but on support ships, frigates etc. the cheaper ones would be very attractive.

5
General Discussion / Re: A Professional Critique Of Story Points
« on: May 04, 2021, 12:27:36 AM »
I agree with the assessment that story point are simply too ubiquitous. I never had less than 30 and spent them at (what I felt was) a liberal rate.

For me a good change would be to
- get less story points by just leveling.
- have the amount of story points required to do certain things be more fine grained, as Tarti explained.
- have other things besides leveling generate story points. It should not be repeatable actions (that you could farm) but certain milestones. For example, getting your first capital ship, your first colony, your first successful escape, your first time being caught smuggling. That would incentivize players to explore all aspects of the game, I believe.


It is probably too much to ask, but it would

6
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 11:55:49 PM »
@ Dex and Immahnoob

I feel we are just flinging mud now, we dont seem to understand each other.


I agree, please disengage, the both of you.

7
@ Golde: Tone down your laguage please, you come of as overly agressive and confrontational.

@ Dex: Please do not engage in personal attacks and leave the moderating to the moderators.



I'll be watching this thread.





9
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 29, 2021, 03:42:13 PM »
I just want to say that I'm once again having a grand time with this game. I don't have that many opportunities to play atm, and when I find one I play pretty slowly and inefficiently. But between the intriguing story pieces, exciting exploration and rejuvenated combat, I'm really losing myself in the game when I play. That's rare nowadays. I know this is not my usual differentiated feedback, which might come later, I just wanted to say: Thank you, Alex.

10
Suggestions / Re: Auto pause and/or mute when switching windows
« on: March 28, 2021, 02:01:24 PM »
For me it auto-mutes, always has. I like that it doesn't pause, I mostly tab out during boring travel segments.

11
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 28, 2021, 07:26:46 AM »
It would be fantastic to have access to the intel tab (or any map) during conversations. Case in point, I just printed the sector map (on actual paper, made from real wood!) so I have at least an idea if a job offer lays on my current route or in the opposite direction.


By the way, has anyone else trouble with the shift key in menus? It doesn't work for me all the time, not sure if it's my keyboard or if something in the game changed.

12
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 28, 2021, 07:05:27 AM »
It would be fantastic to have access to the intel tab (or any map) during conversations. Case in point, I just printed the sector map (on actual paper, made from real wood!) so I have at least an idea if a job offer lays on my current route or in the opposite direction.

13
Bug Reports & Support / Re: The Typo Thread
« on: March 26, 2021, 02:06:37 PM »
Missing commas and a missing space.

14
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 02:01:12 PM »
I just want to say that I love the quality of the writing. I'm making really slow progress because I'm reading everthing, often multiple times, and let the words unfold their images in my mind.

15
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 10:20:17 AM »
... and, it's out!

Blog post/download links here.

*rubbing hands*

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