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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Gothars

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1
General Discussion / Re: What are your favorite "bad" ships?
« on: August 07, 2021, 01:00:29 PM »
I used to love the Hound, but it has become a bit too obsolete quite some releases ago. It used to be a underdog that could still bite, in the right hands. Dodging around enemy projectiles while waiting for the opportunity to unload in the enemy's rear, a tactic that could defeat most frigates and many destroyers. That was before ship systems, phase ships and officers. Nowadays there are just too many dangers on the battlefield for a small unshielded ship to survive long enough to be useful. The Kite has taken over a bit of the Hound's old role, but it just hasn't the same aura of panache to it.

2
Suggestions / Re: automatically mothball prize ships
« on: August 07, 2021, 05:42:29 AM »
I think it would help if mothballed ships had a little bit of CR, just enough for an emergency burn or two. Or alternatively, if CR could get negative for mothballed ships that emergency burn.

3
Suggestions / Re: slower game progression
« on: August 06, 2021, 08:20:09 AM »
I found that the best way to be stuck with "make do" ships for a long time is to activate ironman and play risky. You will lose ships again and again, it will probably take quite some time until you have a fleet without d-mods.

4
What I like about this idea is that it would be one more reason to actually pay attention in hyperspace. As it is I still just tab out during long voyages, once my fleet and finances are fortified enough to survive it.

5
General Discussion / Re: Ship movement error
« on: August 03, 2021, 01:07:06 PM »
Hey there you two, welcome to the forum!

Unfortunately, it's hard to say what's going on without more details. Maybe the loadout of your ships limits their tactical options, maybe the fights you pick are just too difficult, maybe the ships' behavior makes sense as they would get destroyed more quickly otherwise, but is more careful than you would like, maybe you encountered a bug. A video of the specific situation would help a lot to understand your individual problems. 

6
Suggestions / Re: Improve preliminary survey ability
« on: August 02, 2021, 08:10:20 AM »
I think it could be really useful if you could do it while still in hyperspace near a star. It would reveal all the planet types, which would be useful to decide through which jumpoint to enter the system. Thats often critical information for missions and bounty hunting, when all you have a location hint is the planet type.

7
Suggestions / Re: Buff low OP or nerf high OP built-in hullmods
« on: August 01, 2021, 01:39:23 AM »

The objective is not to integrate any given hullmod, but to save the most ordnance points by choosing to integrate the most expensive hullmod you would have picked anyway.

I dont think that's accurate. You will often pick an expensive hullmod that you would not have picked normally, just because it's free.

Anyway, it's a bit of a individual question wether you are looking to safe the most OP on a hullmod, or wether to you want to integrate the hullmod that fits your loadout best, for a good price.
Flat reduction is good for the former, percentage reduction for the latter.

8
Suggestions / Re: Buff low OP or nerf high OP built-in hullmods
« on: July 31, 2021, 03:31:13 PM »
In your 2/20example, what would that flat reduction be? If its 2, the more expensive hullmod is barely discounted. If it's, say, 10, you would waste 8 points by building in a 2op hullmod.

If you cut cost in half, you now have a 1op vs a 10op hullmod. That seems like a meaningful choice.

9
Suggestions / Re: Buff low OP or nerf high OP built-in hullmods
« on: July 31, 2021, 11:13:01 AM »
If build-in mods were not free but had their OP cost reduced by a percentage, say 50%, that would help. It would give a real reason to pick cheaper mods.

10
General Discussion / Re: Why don't my ships follow orders ?
« on: July 31, 2021, 11:05:06 AM »
AI can be as cautious and self-reliant as it wants when left on autopilot, but if the player felt the need to issue an order, that order needs to be respected. If following said order gets the ship killed, THAT'S FINE. The player made a bad order and got punished. You don't like it - you don't use orders.

The problem would not be that rts-style orders get ships killed, it's how they would change player behavior. If you can turn your ship stupid with an order, you arenoe responsible for its wellbeing. You have to constantly check its position relativ to the enemy, and be ready to give updated orders. That would completely distract you from the action of the fight.

11
General Discussion / Re: Why don't my ships follow orders ?
« on: July 30, 2021, 11:52:26 PM »
I think a lot of this really is just failing to set expectations for the player.

Very true. Considering that Starsectors AI/command style is extremely uncommon in video games in general (I have to think all the way back to the creature control in the godsim Black&White to find something somewhat comparable), the game goes over it far too quickly. I think the mantra of "orders are tasks, minimize them, let the AI do its thing" should be repeated again and again to have a chance to sink it. It would also be helpful for your ships to communicate their intent more clearly to you.

12
Suggestions / Re: Every ship requires officer
« on: July 30, 2021, 11:48:36 AM »
Alternatively, the base number of officers could be decreased. It was 4 previously and it was fine. Officerless ships worked, even if getting more officers was probably more efficient. Now it's possible to field nothing but officered ships, not because you planned for it, but because you just run out of deployment points faster than out of officers.

I would like that. Maybe not down to four, but at the moment it feels like a bit too many.

Or alternatively, make officers useful in other things than direct fleet confrontations, like support ships or scouting. Or leading a support fleet from your colony. Let us see which options the command tab will bring in the future.

13
Suggestions / Re: Safety Override should kill crew
« on: July 29, 2021, 03:01:48 AM »

Hmm - interesting! As much as I like the idea, I hesitate to make a hullmod with already complicated effects more complicated "just" for flavor, though.


Understandable. I would argue, though, that an effect on crew makes intuitive sense. A ship with no safeties has to be less safe, right? So it would overall help to make the hullmod feel more intuitive, not more complicated.

I think the least intuitive thing about SO is the weapon range reduction. I assume that to be because the ship is constantly emitting high levels of flux that interfer with targeting.

I was thinking, it might be cool to visualize that by showing a weaker version of the vent effect whenever flux is generated. Would also make SO ships easier to identify.






14
General Discussion / Re: first question about the game and me
« on: July 26, 2021, 08:29:31 AM »
Well, I am pretty sure that Starsector will, that it has to, stay relativey focused on its core strenghts. I assume that any non-combat related mechanics might get redesigned, streamlined, made more elegant - but probably not be expanded in scope.

A likely exception is colony management, which lacks a endgame at the moment, and of course anything story related.

But as you said, there are plenty of mods that can help expand on any aspect of the game you are especially interested in.

15
Suggestions / Safety Override should kill crew
« on: July 26, 2021, 03:43:53 AM »
Meaning hull damage leads to more causalities than it
normally would, the reverse effect of reinforced bulkheads. In combat, it would make little practical difference. But it would add so much flavor to SO, adding a moral component to the decision to use it that, at the moment, is only implied. And it would help to explain why no faction except the Luddites uses this often powerful hullmod.

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