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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - KDR_11k

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46
It's just a weird skill balance-wise. A really nasty case is when a starfort rolls Systems Expertise, it's non-stop mine spam.

47
General Discussion / Re: Help in finding the error
« on: May 25, 2023, 11:27:22 AM »
Says Sotf in the stacktrace, probably Secrets of the Frontier.

48
Suggestions / Re: Raise the level cap to 20
« on: May 23, 2023, 04:04:57 PM »
And here i play dumping all my early points into Industry.
In my experience, there are weak-ish skills, but not entire unbalanced trees.
Also some are more for the early game, some for the later game. E.g. additional storage is super useful when you're starting out and can't easily bring more freight capacity but later on the bonus from that skill becomes less important.

49
Mods / Re: [0.96a] Blue - Extratential Lanestate Union (0.8.2) Mod
« on: May 23, 2023, 01:16:32 PM »
The Gadolinite capital seems strangely fragile, sometimes it just explodes from practically full health and armor, at least in my simulator tests. I think it's some weirdness with the shield module dying, that it causes a hugely damaging explosion or collision. Would be weird if that's intentional, that a massive armor tank can die from having a 2000 HP module destroyed.

BTW, the Star Federation mod adds a meter to the HUD on its ships that shows the status of the shield module, could be useful to have that here too, if the code is available.

50
Suggestions / Re: Hacked Soil Nanites
« on: May 23, 2023, 06:01:00 AM »
Make them five times as rare

I think that would make them rarer than planets that are very suitable for regular nanites.

51
I'd like to see all personal ship skills replaced with a "hull certification" skill line which combines the effects of all personal skills under the umbrellas of frigates/destroyers/cruisers/capitals. Each certification has five levels, so at level five it's like you have all personal ship skills for that hull type only, levels 1-4 are like having weaker versions of all the skills. Then retool the other skills dealing with officer's and their skills a bit. Like the leadership capstone instead of giving three personal skills to non-officered ships gives level 1 or 2 in certification level. Cybernetic augmentation gives plus 2 to all certification levels, letting an officer be very flexible. Things like that.

One thing to avoid is skills that only do something when piloting a specific type of ship because those effectively lock you into that specific type or force you to re-spec any time you want to change your flagship type. That's why the shield skill also does something for phase ships.

52
Mods / Re: [0.96a] Experimental Hull Modifications 0.7.1
« on: May 22, 2023, 07:39:39 AM »
Hm, how about buff "diverters" that boost all weapons of their size based on how many boosts vs how many actual weapons of that size are installed? So you could convert a ship with many guns into a ship with one powerful gun beyond what's possible by just upgrading a slot to large.

53
I tend to avoid broadside ships because they're pretty incompatible with rotating towards the cursor (especially with omni shields so you can't even point the cursor to the side). Would be nice if we could somehow set the ship to point a specific side towards the cursor in battle. Even better if it could rotate the directions of WASD too but that may be asking too much.

54
One thing fewer officers would do is push toward fewer but bigger ships, but I suppose Support Doctrine and the like can help with that, but as a capstone, the opportunity cost for that can be too high if player built toward other skills like campaign annoyance reduction.

I wonder if it would make sense to have different officer types/limits for different ship sizes/types? Sticking an officer in a 5 DP piece of cannon fodder feels wasteful when you could get their bonuses applied to way more ship power. What if large or fancy ships somehow required multiple officers or one officer's bonuses could apply to multiple tiny ships?

55
Suggestions / Re: Ship boarding
« on: May 22, 2023, 07:19:40 AM »
The way recovering enemy ships after battle used to work in an ooooooold version was that you'd send in marines to board them in the post-battle screen.

Overall I don't think in-combat capturing would go well with the game flow. Boarding game systems tend to require a lot of game design just about them. Star Traders has lots of boarding combat mechanisms, Battlefleet Gothic treats boarding as a kind of damage type/effect but won't allow capturing ships. Space Pirates and Zombies has those super annoying zombies.

Besides, boarding in space without teleporters involved has always seemed weird to me, people haven't been boarding ships since metal armor was invented and space ships are even harder to board because there's no water and no open decks, just space to float off into. If you can ram a "boarding pod" through a ship hull and get squishy humans in there alive you can ram a torpedo in there and flood the place with hot plasma. And if you can teleport crew you can teleport a torpedo.

56
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 22, 2023, 07:06:08 AM »
I do think that their weapons may be overpriced- One of their plasma cannons is worth almost 50k if I remember correctly, which means you don't have to beat too many fleets to have a million in loot.

Downside is that sometimes your custom produced ships get auto-fitted with Hiver weapons which drives up the price a LOT.

57
To split it off completely also means that you can't really specialize your character for combat anymore, all characters will be equallly great at it. Which would be a shame, role-playing wise.

Nah, I meant officer co-piloting as an option. A player with more combat investment would not choose to do so since a player's cap is so much higher than an officer's.

58
Personally I'd suggest letting the player pick a "co-pilot" officer and use that officer's combat skills instead of their own. That way a player with a non-combat build still gets to participate in the combat gameplay with the downsides of having effectively one fewer officers and not as many (elite) skills on the flagship as a combat build would have.

Combat is definitely the core of Starsector's gameplay to me, it's the most developed part and I don't think I've seen any game do large ship action combat better.

59
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 22, 2023, 02:48:48 AM »
The Hivers don't list any required libs in the mod menu BTW, maybe that'll cause some bug reports.

60
General Discussion / Re: Seed
« on: May 20, 2023, 05:24:06 AM »
Random generators are extremely chaotic by design so any changes to the way a sector is generated (e.g. using one more dice roll to generate a planet) will produce wildly different results even with the same seed.

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