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Messages - heskey30

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31
General Discussion / Re: New player questions
« on: November 13, 2015, 08:15:12 PM »
The tanker is pretty useful though if you don't deploy it in combat. You can buy lots of fuel where its cheap and not have to worry so much about fuel shortages - even make a little profit off of them.

32
General Discussion / Re: Starsector Ship Tiers
« on: November 13, 2015, 01:59:57 PM »
I don't think it would be as bad as you all are saying. Hyperion would be troublesome, as it should be, but it wouldn't be game breaking. It costs as much to deploy as a cruiser, and generally a player controlled cruiser would be able to at the very least outlast it - don't expect to kill my aurora 6 heavy blaster shots at a time!  As for outlasting... well, thats when you deploy a couple of cheap hounds to harass the thing for a few minutes. Or some vigilances with missiles. Or just wreck it - you might be able to avoid the AI, but you'll probably have a hard time evading me. Missile spam? Well anything fast with a skillful pilot can deal with that alright. Fighter spam? Get me some fast frigates with graviton beams or a paragon with some flak.

Also let me point out that PvP battles would be very dangerous, so collecting enough of any one type of thing for a gimmicky strategy would be very hard, and keeping it would be harder.

I'd expect each side of a lategame pvp battle to have a big, diverse fleet that they can play from to counter each others different strategies. I'd also expect fragile, faster ships to be much stronger/more necessary than they are right now.

33
General Discussion / Re: On Ship Loadouts, Vanilla, Hullmods and Endgame.
« on: November 07, 2015, 03:49:42 PM »
Elite variants are generally better than others in combat, but have rarer, more expensive weapons. (And possibly hullmods that are harder to get? I never checked.)

Outdated use the cheaper common weapons but don't fight as well in general. 

These variants are kind of lore based, but it isn't like only stupid AIs make outdated versions - I make them all the time early game. They can hold their own and they are much easier to get, and much less of a pain to lose. I'm not sure about assault vs attack though - maybe assault focuses more on being able to take damage?

As for mods, I recommend Ironclads. It is a total conversion, so you won't see anything from vanilla, and it is not compatible with other mods, but it has a whole new feel to it.

And endgame - yeah, you are pretty much at it. You can fight the hegemony or the tri-tachyon, but I'd start a mod character, like on ironclads or nexeralin. Once industry and stuff is out there will probably be more to do at this point...

34
General Discussion / Re: So no talk about the new weapons, huh?
« on: October 16, 2015, 01:35:39 PM »
Differences are cool, but what is brawling exactly? Ballistics have close-up high damage weapons like the Flak, Chaingun, Machineguns etc, as well as long-range artillery, long-range disablers, shield crackers.. pretty much everything under the sun. So the Ballistics = brawling weapons analogy does not hold up.

Even so, all Ballistic weapons right now have a distinct feel and a distinct role. That does not get lost just because a certain weapon type has many options to choose from. I don't fear that something like that would happen even if the Energy lineup was extended or its stats modified.
Yeah, ballistics have many roles, and they are the basic and powerful weapon choice. It fits their lore - they are tried and true. Energy weapons should be a little quirkier. They were more recently developed, so they are less polished. There are major downsides to every energy weapon, even though there are major upsides that a ballistic usually don't have. High burst, high flux cost. Balanced damage, low range. Has emp, but low damage. Is a beam, is a beam. If you want to make a powerful energy weapon loadout, you have to put a little more thought into it than 'slam the best kinetic and high explosives on it,' but you also have more varied options available.

If there was a basic 'do good damage efficiently at good range' energy weapon like almost every ballistic weapon is, why would you take a quirky weapon over it? You'd put that on all your ships, and your fleet would really be no different from your average low tech fleet. This is one of the main failings of mods like SS+ and especially nomads, I think - people see this missing role and add their own weapons in to fill it, but in the end it just replaces the whole variety of interesting vanilla energy weapons with what is basically another plain old ballistic weapon - even more plain, in fact, because it does energy damage and not kinetic or high explosive.

35
General Discussion / Re: So no talk about the new weapons, huh?
« on: October 16, 2015, 09:21:57 AM »
I like how energy and ballistic weapons have a different feel. If you want to just brawl with something efficiently, ballistic is the way to go. But if you want a more specialized weapon that is more powerful in niche situations like a laser or EMP an AM blaster, you get an energy weapon. If energy weapons were as good at brawling as ballistic weapons, the distinction between the two would not really be much of one at all.

Already some of the distinction between them has been removed, and its a shame! Do you really want there to be no difference between the two?

36
General Discussion / Re: Extra Gamemodes
« on: October 11, 2015, 08:43:22 PM »
These sound like they could go in a mod.

37
General Discussion / Re: Steam and other digital download services
« on: August 31, 2015, 09:39:28 AM »
Maybe I am naive, but I don't think many of the indie devs out there actually try to make their games into 'cash grabs' - they just do everything they can to make their game grow, and then burn out for whatever reason.

But now that people are wising up to that, it is a good idea to stand out from the burnouts by putting a finished product on steam.

38
Blog Posts / Re: Faction Music
« on: August 28, 2015, 03:37:05 PM »
To those who are complaining about the bass - it may stick out on its own, but it sounds almost the same as the bass in the original starsector music here (if a bit louder and more in your face):
It is actually a very Starsector sound, and I think it fits the hegemony better than a more 'real' sounding bass would.

39
Blog Posts / Re: Faction Music
« on: August 26, 2015, 12:18:14 PM »
I also find it annoying when music is switched too frequently. Maybe any music except ambient music should play all the way through once is triggered. Or at least play until another non-ambient music starts. I've played games with that method a few times and barely noticed, which is pretty much success in this case. I imagine it would be a little bit more work but if you really want to do the music justice I would say it is worth it.

40
Blog Posts / Re: Terrain
« on: May 24, 2015, 11:30:25 AM »
There have been fun space games with shoddy AI. The Escape Velocity AI could be kited easily , but it was fun since it had great atmosphere,  exploration, etc.

Even HAL9000 got cheesed. In short: Don't hang success on the AI at the expense of other factors like variety and world richness.

You're adding all this fun, great stuff to campaign. This is good. By contrast though, combat might start to seem a bit underdeveloped. It's the same kill or be killed cage-match every time, in more or less the same arena no matter where you are (± nebula).

If the terrain is precarious for the AI in combat, maybe think of other ways to make combat more varied. Perhaps different objectives: protect/escort a ship, disable and capture specific ships, find a specific thing, etc.

Previously, SS was a bit like oregon trail-  all the kids were just sitting through the educational stuff waiting to go hunting. Now I wonder if it will be the reverse- a rich, complex campaign layer, but combat being not much more than hunting in Oregon Trail, albiet with better graphics and more bullets.

Well, there has been a lot of work making the battles fun and challenging in this game, and the AI is very important to that. It's just the direction this game has gone in. But it doesn't matter how good the AI is good at dodging or flanking - if there is one exploit that players can use to get past it reliably, it will all be moot. It is only as challenging and engaging as its most exploitable flaw.

Also, I would really like it if the combat was overshadowed by the campaign. The combat is complex and fun enough to be a great 'weakest leg'.

41
Blog Posts / Re: Abilities
« on: April 27, 2015, 02:23:39 PM »
SQW has a good point, he is obviously not trolling. We all want to see some nice dynamic industry/political stuff going on. Battle is already a strong point in the game. Officers might make it even better, but they also add problems - it is another thing the AI and fleet generation is going to have to match the player over before the game can realize its potential.

Sensors and abilities will do some to bring the campaign map to life, but they aren't really the emergent, meaty goodness of a solid dynamic world that many of us bought the game for. Not that we're sorry, but it is what we are most interested in out of all the upcoming features, and it still stays vaguely 'soon'.

That said, Alex seems to be back at a very productive level (probably because of less playtesting in the battle simulator ;))  so I am feeling optimistic about the next few updates.

To SQW: I believe Alex did say he was going to change the AI behavior on the campaign map, so it hopefully the world won't behave 'pretty much the same regardless.'

42
Blog Posts / Re: Sensors
« on: April 27, 2015, 02:00:25 PM »
Yeah, originally phase ships were supposed to be complete stealth ships, but Alex removed the total stealth thing because it is hard to have the AI both treat it as stealth and not be easily exploited by it. I assume. 99% sure it was an AI problem in any case.  ;D

Hopefully reduced sensor range will make the phase ships sneaky enough to actually surprise someone! And maybe we will see an occasional phase pirate fleet? Well, if not in vanilla, at least in a mod like SS+

43
I like linnis's idea, can I vote for that?

I used to want multiplayer in starsector, but I'm starting to see that it probably wouldn't make the game much better. Multiplayer is common enough nowadays that just having arena battles are kind of boring, and while it would be nice to have a challenge for my fleets, I am more concerned about the game world and strategy elements.  

Now if it were a starsector MMO on the other hand...  ;D that would be great - one of my favorite games was a 2d space mmo called starport galactic empires, but it is a ghost town nowadays. I bet someone here knows what I'm talking about.

44
General Discussion / Re: Help with new update
« on: January 31, 2015, 02:14:15 PM »
Yeah, I think only a few people do that flagship chaining thing, it's really for the arcade players. Especially if you are on iron mode!

Missiles, especially harpoons and pilums, are better than you might think - you might have limited ammo, but you also have limited ships, and if bursting someone down quickly saves one of your ships, that is OP well spent.

Another tip - I find it is helpful to take along a few hounds or other quick freighters full of food or supplies or fuel wherever you go. Pay attention to the market conditions when you dock at a station or planet and sell where there are trade disruptions. Fuel, supplies, and food seem to be expensive most often. It doesn't take a lot of your credits or logistics to run a pretty profitable trading fleet on the side.

45
General Discussion / Re: Metal and Machinery?
« on: January 22, 2015, 07:21:02 PM »
The weird thing here is why my fleet is spending its (hypothetical) time scrounging up crap like scrap metal and ammo replicators instead of, say, readying their own ship for another combat.
It's a post-apocalypse, remember? That's what people do!

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