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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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61
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 20, 2023, 05:20:16 AM »
The Hiver battles open with some swarming as their logistics and support ships recklessly charge in and get swatted within the first minute, after that it tends to be the more dangerous and long lived ships that stick around so it becomes a bit more of a standard battle.

Maybe they could be made swarmier by having some ships come with non-respawning large strike craft in tow, like the Roider Union fighter attachment hullmod? AFAIK the game won't allow proper line ships to be spawned in that way but if they're non-respawning you could add some much heavier "strikecraft" that go even beyond what the current quite dangerous strikers of the Hivers are like.

62
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 19, 2023, 04:42:36 PM »
Ah, yeah, I was only playing with CFT and Arma Armatura, the 0.96 update reset my collection of mods.

63
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 19, 2023, 03:48:09 PM »
Man, the Hivers are way too dominant in Nexrelin with standard core worlds. They always have like 3 invasions running at the same time, sat-bombing several colonies before I even get enough strength to influence anything. Feels like 90% of my battles are against the Hivers just while I try to keep them off my alliance's planets (I've picked Persean League) and every battle is an endless slogfest. I guess the upside is that I get a near endless supply of Hiver loot just from post-battle salvage and their OP weapons can turn any ship into a monster. The conventional factions hardly matter anymore because the Hivers send more attacks than the rest of the sector combined.
It doesn't look like anybody ever attacks their homeworlds so they could easily be less aggressive without losing ground. Or maybe have year-long "hibernation" phases in which they don't invade so we get to see a bit of the regular game in that time.

64
Suggestions / Include Atlas MkII and Prometheus MkII in BP packages
« on: May 19, 2023, 02:16:42 PM »
Capital ships aren't included in BP packages, makes sense that they're special loot since they're so valuable. But for the two improvised capital ships I'd suggest including them in the pirate and LP BP packs: That way the chance is high that the first capital ship the player can build is one of these makeshift ships. Right now the lottery of BP drops often hands you something more advanced before you get these junkers and unless you want to try something really unusual you'll probably never build them.

65
Wait, don't solar shields work on neutron star beams as well?

66
It's pretty frustrating to jump into a neutron star system and end up showing up in the middle of the beam, burning up a ton of supplies. Since we get warnings about enemy fleets on the other side of the jump point can we get one about the neutron star's beam too? AFAIK there's no indicator in hyperspace which way the star is currently facing.

67
General Discussion / Re: Cutting deals with pathers
« on: May 17, 2023, 11:28:23 AM »
When you encounter one of their fleets you can talk to them and offer a large tithe, that's one option.

68
If it helps your suspension of disbelief, assume that there are spies somewhere either within your crews or the places you dock at. While the traffic controllers may not be able to tell who you are from looking at your fleet those spies would piece together clues (like that the people disembarking from the fleet with the strange ship work for you or maybe buying one of them a drink at a bar and have them boast about that fancy ship their boss has) and figure out that it's you. You aren't piloting a fighter here, a fleet is a fairly large operation and so are the interactions your fleet will have with the bases it docks at.

69
Doesn't it depend on the build anyway? I've piloted Onslaughts that can smash the SIM Paragon with no trouble whatsoever.

Keep in mind that the Onslaught is a 40DP ship, that makes it one of the cheaper capital ships. The Paragon should be about 1.5x as strong on average. If you ignore DP differences you might as well complain that frigates are massively underpowered because they can't go toe-to-toe with a Paragon.

70
Yep, that could be interesting! Ultimately I don't see the player having too many colonies - maybe 3-4 or so. I'd imagine you'd still be able to, probably, but the game is certainly not going to be designed around an endgame where the player has a large number of colonies and expands and so on. Vanilla is very much not a 4x, and I'd much rather steer things towards making individual colonies more interesting than having the player have a bunch of them.

I think part of the issue there's no endgame right now, so "build more colonies!" is kind of it, by default. But I don't think just "having a bunch of colonies" is particularly interesting without mechanics that go with it (of which there really aren't many right now), and what mechanics I'd like to add, I'd aim towards being interesting explicitly without requiring a lot of colonies.

Especially given that founding a colony is rather cheap overall, without a cap it'd be quite simple to start a colony on every low-hazard planet you come across (since they require no investment to become profitable).

71
Keep in mind phase ships are not truly invisible and all major factions have effective intelligence agencies. They can be reasonably expected to have figured out that that thing is yours even without a transponder to make the job easy for them. XIV ships are rare but not unique (you can buy them at a Hegemony military market) and more importantly don't give off those weird motes. The response to AI stuff seems generally a bit dialed back for balance's sake, I'd think that if someone showed up with a Radiant in tow that would catapult him to the public enemy #1 spot for most polities in the sector and you wouldn't be allowed to dock anywhere ever again.

72
General Discussion / Re: Astral becomes rarer in 0.96?
« on: May 16, 2023, 03:07:25 PM »
Astrals are for fleets that can smash a battlestation anyway. The new sensor hack can distract patrols pretty well.

73
General Discussion / Re: Colony stability negatives
« on: May 16, 2023, 03:03:55 PM »
In previous versions you regularly had to clear out the newly built pirate and pather bases to keep penalties from building up, doing that now will greatly reduce the hostile activity tracker. Also at 200 or more points you get a bonus reduction each month until it falls back under 200. It's fairly doable to keep it stable around 200 points, reducing it fully will require keeping pather interest low by not using AI or colony items.

74
Setting colonies free definitely sounds like something that should be fine with the game (or even donating them to an existing faction!). Besides that, well, the Hostile Activity description is pretty clear that it's a cost for using advanced tech. You can decide whether you want the advantages of the items and AIs enough to suffer the penalties. While the costs associated with those items could probably use tweaking (especially ones like the drone replicator that may end up hurting your defenses more than helping) I expect alpha administrators to remain by far the most costly choice. After all it's both extremely powerful and extremely against everything the sector fought for.

Personally I don't even see a need for that many colonies since there's not that many different things a colony can even do.

75
General Discussion / Re: Astral becomes rarer in 0.96?
« on: May 16, 2023, 06:56:14 AM »
Or, of course, by raiding a TT production facility to get the blueprint.

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