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

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Messages - K-64

Pages: 1 [2] 3 4 ... 74
16
Suggestions / Re: surrender to stations
« on: May 05, 2017, 05:59:30 PM »
Honestly, I'd rather see an extra dialogue screen pop up when you jump into a system with at least one faction-owned station/planet on it that goes along the lines of
"Your transponder is off and it is illegal to enter a system with an inactive transponder, would you like to...
1) Activate transponder
2) Leave transponder inactive
3) Leave"

Too many times have I taken a rep hit due to it from forgetting to turn it back on after going dark to repair in a far-off system fighting "certain things".

17
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 04, 2017, 09:54:03 AM »
I dunno if this is the issue you're getting, but I had that same error come up when my TheEND used its system when there were only strike craft around to target, so it may be related to that possibly?

18
General Discussion / Re: The players role in combat
« on: May 01, 2017, 05:45:22 PM »
I find that the player still has a large role in how a battle pans out. Like I'm still able to get a zero loss victory against fleets that should by all accounts easily do the same against me, and that's without using orders other than Full Assault when it seems an opening presents itself.

As for the AI orders... I think they're in a good spot, although take that with a grain of salt since I've always used them sparingly. I like that they do go towards whatever you order them to do, but still use their own judgement on how to approach it, so to speak.

So yeah, I like where things are at the moment in regards to that. Not quite as insignificant as a mere cog in the machine, but still not exactly able to solo entire fleets in a Hound type of deal (Hyperbole I know, but you get the picture).

19
General Discussion / Re: Shepherd vs... Salvage Rig
« on: April 30, 2017, 11:19:22 AM »
Nuts to that. Fuel consumption from fleet bloat can easily eat an entire mission paycheck when round-tripping to distant sectors.

I can honestly say that fuel has never been the reason a long-distance run has gone into the red. It has always been supplies or lost ships that have done it for me. Even with a stupidly bloated, fuel-inefficient fleet. In fact, I've had more trouble actually finding fuel for expeditions as opposed to losing profit from actually buying it.

20
General Discussion / Re: Shepherd vs... Salvage Rig
« on: April 30, 2017, 10:56:08 AM »
Problem with salvage rigs is that they dont contribute any crew or cargo space to your fleet

That's why you also have a freighter or two in your support section of the fleet. The amount of cargo a Shepherd can carry compared to an actual freighter is miniscule, and its combat capabilities in anything more than the first few fights you get into is dire. The issue with fuel... kinda isn't an issue since that stuff is extremely cheap to buy anyways.

21
Suggestions / Re: Fighter Balance
« on: April 30, 2017, 07:09:31 AM »
Except that it is an argument in the sense that it would add more unnecessary busywork to keeping your fleet resupplied. There's absolutely nothing wrong with having the already existing crew fit the role. I mean after all, we don't have separate crew types for bridge staff, engineering, medical, etc. Pilots are just another element of a ship's crew so there's no reason why they shouldn't be abstracted into the current crew object like they already are.

22
General Discussion / Re: Combat Readyness isn't fun..
« on: September 24, 2013, 01:38:01 PM »
If you're done with it, you sure do take a lot of effort into trying to draw attention to yourself regarding it.

23
General Discussion / Re: Combat Readyness isn't fun..
« on: September 20, 2013, 10:43:43 AM »
The most annoying thing I've found with the update is there is no real indication as to why supplies go down excessively.

I found after a battle that my supplies per day goes up to like 30 a day! With no real understanding or indication of why

I think it's for replenishing CR and/or repairs

24
General Discussion / Re: Combat Readyness isn't fun..
« on: September 19, 2013, 04:26:08 AM »
and dont say maintaining a ship is hard work or stressful because every other sci fi or game has spaceships and they are managed and maintained very well

Quick question: Is this every other sci-fi? Exactly.

25
General Discussion / Re: Combat Readyness isn't fun..
« on: September 17, 2013, 12:05:42 PM »
The problems at the (later) stage of the game when most battles are pursuit are thus:
* Deploying bigger ships to take out weakened and/or non-combat ready ships is an unnecessary drain on supplies and CR, unless it has a flight deck (e.g., Atlas, Odyssey) and you use fighters.
* Bigger ships often cannot catch up to the smaller ships that are fleeing, those enemy ships most likely to survive a previous melee.

Bigger ships are impractical to clean up the battlefield after a big fight. Who would've thought? If you're going after weakened/non-combatready/retreating ships, then you just field the smaller, faster ships that are capable of outrunning them. I... don't see why you see this is a bad thing. It's simple logic

26
General Discussion / Re: Combat Readyness isn't fun..
« on: September 17, 2013, 10:35:11 AM »
I dunno, I've invested about 80 hours into Spaceship Truck Simulator X3:AP.

That's the thing, X3 is a finished product. At version 2.whatever. Starfarersector is still very much in development. As a parallel, look at the demo for X Rebirth. It's pure combat as well, but we know it's going to have a hell of a lot more to it when it hits the shelves

27
General Discussion / Re: Combat Readyness isn't fun..
« on: September 17, 2013, 09:39:54 AM »
I need to go friendly station after every encounter (which usually consists of two fights), and my favorite thing to do in the game once I am powerful enough is make enemies out of everyone so I can fight more.

I do not play Starsector for reality.  I play Starsector and few other similar games for gratuitous space battles or otherwise rampage like Godzilla.  Earlier versions of Starsector, despite some problems, did this well.  The campaign is a nice touch as long as it does not wreck the core of the game - combat.  What I want to do in Starsector, after the campaign gets done, is build up an army then unleash war in the whole sector until my side is the last one standing.

That's just it though. The game isn't going to be just about combat. It's just one of many ways to eke out a living in game, once those other ways are fully put in. The reason the combat was done so completely first was so that us, the players have something interesting to play about with rather than having a spaceship truck simulator.

28
General Discussion / Re: Combat Readyness isn't fun..
« on: September 17, 2013, 08:56:35 AM »
Alex, CR took away the option to play as an independent ship captain. You can't really solo. 1 man(and a nameless crew), 1 ship against insurmountable odds.

Except for the fact you can? I've been doing fine with just a single ship in my fleet, and have been for a while. Hell, I could actually be doing better than previously due to the whole harrying/pursuing stuff.

29
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 13, 2013, 01:32:33 PM »
And here we see the release of a new version is shown to be detrimental to neurological processes of those who follow its progress. The most obvious symptom is the breakdown of grammar and rational speech.

Spoiler
:P
[close]

30
General Discussion / Re: People seem to be down heartened :(
« on: September 09, 2013, 11:56:30 AM »
Not to rain on your parade, but the metaphor implies a sudden change from an inanimate state to a living thing. I think Starsector is very much alive already, and the growth that follows now will expand the depth and scope, not transcend it towards a higher state of being.

I'd kinda have to disagree with that. While it wasn't *dead* per-se, it wasn't alive. Sure, the combat is all fine and dandy, but where's the actual life of the system, the beating heart of the waning civilisation slowly withering to a husk? The campaign right now is pretty barebones (metaphorical pun entirely intended), but with the coming updates, it will be getting more and more life lovingly affixed to it.

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