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Messages - Mattk50

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16
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 23, 2014, 08:31:43 AM »
Not quite sure on the "Shielded cargo holds" mechanic. Does having this one ship in my fleet mean all illegal cargo will be counted as shielded? Hows this work.

17
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 29, 2014, 07:48:38 AM »
Will this release before you have to live with not having released an update for a full year?

18
Blog Posts / Re: Faction Relationships
« on: August 14, 2014, 06:51:07 PM »
allied implies some kind of formal treaty. cooperative isnt great either.

nitpicks tho.

19
Blog Posts / Re: Faction Relationships
« on: August 12, 2014, 06:22:10 PM »
Sounds like a near perfect framework for these things. One thing i wonder about is why "independents" have a unified rating at all, though.

Also, how moddable do you think the specific actions and effects of relations will be?

20
General Discussion / Re: SSD Benefits?
« on: August 10, 2014, 09:42:05 AM »
A SSD rarely influences loading times significantly.

SSDs generally have excellent read/write speeds but most consumer SSDs are not much faster than a good hard drive.  Where a SSD's performance comes in is with responsiveness; lacking a seek time or physical platters, they have random access performance that a hard drive can never hope to match.

In conclusion there is rarely any benefit whatsoever to gaming on a SSD, but you would benefit greatly by running your operating system on a SSD.

On a 2d game like starsector, it is true that you are unlikely to see any benefit at all from an SSD. However, even the cheaper consumer grade SSDs can drastically decrease load times on any modern 3d game with large amounts of textures, and can even increase in-game performance on games which spend time loading and unloading textures and world data. Many open world games that lack any loading screens have to do this, and in those games it makes a significant difference. most modern games just at minumum store needed textures to the RAM, meaning it will only impact initial load time in those games.

21
Suggestions / Re: Justifying non-"instant" Battles
« on: August 02, 2014, 03:18:26 PM »
There is an issue with this concering fleet/multi fleet balance, that was part of mount and blade. The best way to expand your forces was to just have multiple parties/lords following you, you wouldnt get as bad a speed penalty for a huge party and whatnot. Depending on future officer/faction fleet mechanics this could be a nonissue or could be a big one. Just something to keep in mind.

22
Blog Posts / Re: Fleet Creation
« on: July 30, 2014, 08:05:54 AM »

It's a start, yeah, but I don't think the pieces are quite there to make the endgame more challenging. That's almost certainly going to take giving AI fleets skilled combat officers. I'm more looking at balancing out trade income vs combat income, which isn't quite the same as changing the curve, though that can't help but change somewhat anyway. Hopefully in a good direction, but this isn't a pass where I'm terribly worried about the curve, beyond it being playable.

the curve was already the same before the skill systems, so combat officers alone would probably only tip the scale back in the other direction, against new player characters. Overworld map AI that starts to take notice of you and proactively tries to take you down would be cool in the future.

23
Blog Posts / Re: Fleet Creation
« on: July 27, 2014, 06:27:01 AM »
As far as tech levels: think of it in terms of technology having mostly plateaued a long time ago. The "tech levels" more represent different schools of design thought. Sure, some slight improvements to engine technology may have been required to create the "high tech" ship designs, but they were far from being a qualitative change, and likely came with their own set of trade-offs.
high tech ships are more expensive to build and maintain, for one. Which means you can have more low tech ships than you can high tech, even if the high tech are individually more powerful it means little if they're overwhelmed. Something like that, right? :p

24
Discussions / Re: Strike Suit Zero Director's Cut LP (Axiege)
« on: May 08, 2014, 08:00:29 AM »
^^^

Thank you for the great advice! I will try to impliment it all the next time I play. Which do you think are better though, the default ships, or the DLC ones?

I usually play with the default for fun's sake, but the raptor is pretty cheesily overpowered if you can get used to shotgunning. First thing, it can build flux very quickly and is very fast in general, but most importantly is the shotgun the strike suit mode has. You can strip capital ships of all their weapons in a few shots, empty your flux, do a single strafe run on any surviving turrets, then do it again with full flux in moments. it also works very well against formation fighters. And you one shot torpedo groups if your at the right range. The raptors weaknesses are low health and against corvettes, both weaknesses that can be glazed over with better piloting and using a torpedo/1500ep loadout.

 Not much of a fan of the marauder personally, maybe i just have a very fast style but speed seems to be king in this game, and it just builds flux so slowly. (and in hardcore mode you cant 1hit heavy fighters with the strike suit gun, making it somewhat useless)

25
Discussions / Re: Strike Suit Zero Director's Cut LP (Axiege)
« on: May 06, 2014, 01:55:34 AM »
A few suggestions if you want to up your game:

Gotta know how to chain strike mode, fall in and out of strike mode much more often than you are, its better for flux. Also i pretty much always go with 2 torpedos, the tracking missiles arent worth it in most cases. And your using the small plasma gun, use the biggest one you have unlocked. Generally its better to fire your guns in linked mode, just make sure you land the shots, on the higher numbered missions fighters get better ai and they turn, making the prediction circle not as useful, you'll need to lead the prediction dot based on their turning, as its an instantaneous prediction based only on their current speed and direction.

Use the strike mode for fast turns and maneuvering to get into positions around capital ships, you dont even need to use its weapons, as long as you have enough flux to engage the only thing you lose is a small amount of natural flux regeneration while your doing it. The default strike suit's suit mode guns are pretty bad, i only use it for killing torpedos usually, which should be your preference for killing torpedos, its a good place to abuse the shift-lock in strike mode as you can snap to all 4 in quick succession. Also abuse thruster speed more. Some people get higher scores by obsessing over shooting wrecks and stuff but thats not necessary, the time bonus is worth more than the points from wrecks.

26
Discussions / Re: Strike Suit Zero Director's Cut LP (Axiege)
« on: May 01, 2014, 05:45:44 AM »
Very fun game. I beat it, i'm on a number of the global hardcore leaderboards too.


27
General Discussion / Re: Balance Question
« on: March 15, 2014, 06:33:03 AM »
The "discussion" in this thread is absurd. Bigwyrm67, actually read the replies to your thread. Notice how each point you have is refuted and then either point out counterpoints or concede. Do not continue to repeat the same invalid argument over and over.

Some of you have too much patience to keep replying to this guy.

28
Blog Posts / Re: On Trade Design
« on: March 08, 2014, 01:49:16 PM »
Im a little worried about the... validity of the trade system. if it is *only* random events creating trade opportunities, there is a large problem. Additionally, some profit should be possible even without these events, so you have something to scrounge if you really need to.

What i mean is, all these fleets of traders roaming around, if a certain station has a pirate infestation at a certain point in its orbit maybe, that prevents any traders from getting to that station, during that period prices should rise due to lack of traders visiting and prices could go up.

I agree with the assessment that from your blog post, it sounds like trading will be nothing more than a thing you get a popup quest for every now and then and do, rather than a real profession that makes buying an atlas fleet worth it. It could just be from the blog's presentation rather than your actual intentions though.

Edit: additionally, if im not a trader getting trader event popups could get very annoying. it did in evochron mercenary and that was only for distress calls.

Was just looking through the comments and realized I totally missed this one; sorry about that!

I'm not sure why trade being event based would be a problem; you're saying it's because you need to be able to scrounge something up if you need to but... why is *that* necessary? In a nutshell, I see making money from standard trade as a bad thing because it encourages safe, boring trade runs. You might say that responding to an event isn't any better, but the difference (hopefully) is that you can do more interesting things to set yourself up to respond to an event effectively (such as, say, cultivating connections to get the information early, or even acting to create the necessary conditions for an event to occur), and then the actual "trade run" is the culmination of that work and planning, rather than being the actual work.

An Atlas fleet might be just the sort of thing you can use to really cash in on an event you took pains to predict/cause, while a faster fleet might be able to be more reactive, but wouldn't have the cargo space to really capitalize.

As far as the UI, popups would indeed be annoying. The idea is that you get messages (in the lower left corner, that widget is being reworked), and you can click on them to get additional information if you're interested. Otherwise, they can just be ignored.
I think that ability to scrounge if you need to is neccasarry because currently, especially for new players, doing anything at all can be difficult without a straight winning streak vs very small hostile fleets. This streak is even harder to accomplish considering that they are actually new players who are still learning combat. Anyone who gets wiped out gets shot back down to one frigate, and if they didnt save, no money. there has to be something for people to do in these situations other than just gamble on finding enough lone enemy frigates to kill before their supply cost outweighs the gain.

and the main issue with it is that you cant become a "trader" you're just at most some guy who has an atlas sitting in storage for these random events that pop up once in awhile. I feel like it could be more, especially if there were outside factors you could use to manipulate prices such as deciding to blockade a certain outpost or a source of materials, or shooting down rival trade fleets.

In mount and blade, a game with a similar sandbox overworld, trade was somewhat nebulously presented to the player, but the way it worked is an interesting example. Every town had a certain amount of prosperity determined by the facilities built within, how much surplus it had, and how many traders would come to it. Now, traders would only trade with prosperous towns, creating a feedback loop. The differences in prices of goods between towns became legitimate, because towns with serious bandit infestation problems in the surroundings would pay much more. This scales the risk with the reward for trading: there isn't a force on the player to necessarily find the absolute safest route because the profit won't be worth his time. If the player risks being spotted by a party of bandits, he may have to defend himself. If he outmaneuvers them, he gets away.

You mentioned this in the blog, that you feel like it doesnt make sense for players to want to avoid combat in certain situations... but this is exactly what players who want to be a full time trader are about. Players who like to be traders in games laugh at the idea of "i will trade when a popup tells me i can", because its rediculous. Though, typically most of the fun is finding when a trade can be profitable and figuring out the system, if empire building or the main story is the focus and there are no gaping loopholes in the trade system, it shouldnt be something that people feel forced to do


BTW, thanks for interacting with your community to the degree you do. Its really quite incredible, many devs like to insulate themselves from most suggestions and any criticisms, and i think there's something lost when that happens.

29
Blog Posts / Re: On Trade Design
« on: March 02, 2014, 09:07:50 PM »
I should say that there's one case where I'd like something like regular trade to be profitable - shipping exotic, luxury goods. The idea there is that they bring in more profit further away from their world of origin, so design-wise, you're guaranteed that it's going to be a very long trip. Then, if the trip itself is difficult enough (having to refuel/resupply on the way, maybe pirates specifically hunting you since they know you carry high-value stuff, etc), it could work without becoming repetitive. Really need to see it in action, though, and it might need even more star systems than the next release will have to work properly.
I agree. I think it would be cool if there were 4 luxury goods (maybe faction specific?) each made in one of the 4 corners of the sector (not literally but close) that would require a fairly long trek.
Also form a pure traders perspective its infinitely better than having to prey on RNG events since those while fun are definitely not a reliable form of income.

I hope the luxury goods are intended to be traded in large enough quantities for making it worthwhile for traders to invest in freighters

30
Blog Posts / Re: On Trade Design
« on: March 02, 2014, 05:26:41 PM »
Im a little worried about the... validity of the trade system. if it is *only* random events creating trade opportunities, there is a large problem. Additionally, some profit should be possible even without these events, so you have something to scrounge if you really need to.

What i mean is, all these fleets of traders roaming around, if a certain station has a pirate infestation at a certain point in its orbit maybe, that prevents any traders from getting to that station, during that period prices should rise due to lack of traders visiting and prices could go up.

I agree with the assessment that from your blog post, it sounds like trading will be nothing more than a thing you get a popup quest for every now and then and do, rather than a real profession that makes buying an atlas fleet worth it. It could just be from the blog's presentation rather than your actual intentions though.

Edit: additionally, if im not a trader getting trader event popups could get very annoying. it did in evochron mercenary and that was only for distress calls.

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