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Messages - Rusty Edge

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31
Suggestions / Re: Monitor nerf
« on: May 05, 2023, 07:18:47 AM »
You could improve general AI to see Monitor as less of a threat.
 Then improve the body-blocking AI and manueverability of the monitor when it is escorting an all. And maybe fine tune it's shields so that they are still impressive without being ridiculous.
 But with the right tweaks the monitor could still be very useful for defending against bombardment and bombing runs without being able to stall an entire enemy fleet.

32
Suggestions / Re: Do not chase frigates order
« on: April 28, 2023, 04:52:03 PM »
 Is there a way of implementing this fox without ruining the "Harass" command?

33
General Discussion / Re: Asking ChatGPT things about Starsector
« on: April 21, 2023, 08:17:55 PM »
Keep in mind that they are using software of this sort to create fake versions of historical interviews. Such as a prominent old speaker shouting slurs at his guest.
It's being used for laughs right now, but this technology is close to making historical footage meaningless.

Meaningless, in that it can be easily and subtly modified to support a false narrative. Even used to indict someone of a crime that they never committed.

34
"NOOOOO! DON'T PRODUCE PRISTINE SHIPS! WE NEED MORE TRASH!"
And that's why I think derelict operations is silly. Incentivises you to actively sabotage your ships to make them perform better  :o
There's an economical reason if D-modded ships are cheaper to build and maintain.
 Not all nations operate the same.
 Some will spend copious amounts of money on a small, well trained and equipped army.
 And some will try to amass the largest army possible on a budget. Only spending lots of money on a few key units. (This method has been used very effectively in history, I encourage you to look up the Battle of Nicopolis on YouTube.)
 And some nations are in a tight spot, and just have to make do with what they can afford.

 Having the option to produce for quantity rather than quality, would not only be fun for a lot players, it would also be fairly realistic.

35
The production quality is determined by the planet with the highest output of the ship hulls commodity. The budget is a simple sum of all planets. In your example, the planet with the unupgraded heavy industry will need to have higher output than the planet with orbital works, thanks to its larger population, story point upgrades, admin skills, supply shortages on the other planet, etc.

 Then setting desired ship quality sounds like a good feature to add for Derelict operations players.
 And if reduced quality also meant reduced production cost,  it would also be a handy feature for players who have colonies, and need a fleet fast, but are short on cash.

36
Can I custom order a bunch of thoroughly D-modded hulls without doing anything to the market?
No. The easiest way is to dismantle the spaceport to reduce stability and, as a result, ship quality.
Alright,  now what if I had 1 market with fully upgraded Orbital Works, and another with the base Heavy Industries. Could I produce from the Inferior industry, but still have the same available budget?

37
General Discussion / Re: Resistant Flux Conduits
« on: April 19, 2023, 05:49:09 AM »
I might be the heretic here, I put Resistant Conduits on ships mainly for the increased force vent speed. The EMP resistance merely comes as a bonus to me, but a very welcome bonus indeed.

Focusing on forced venting is a good alternative for long range ships when their dissipation is inherently low(enforcers and Atlas MK 2 come to mind). Being farther back also makes it safer for them to take a breather.

38
On the same topic, is possible to directly control the quality of ships produced by your own industries?

For instance, I spend all this time upgrading to orbital works, improving the industry, and installing a Pristine Nanoforge. Can I custom order a bunch of thoroughly D-modded hulls without doing anything to the market?

This seems like it could be the best way to get 5 or 6 d-mods without grinding and crimes against humanity. And it would work REALLY well if partial restoration was possible.

39
General Discussion / Re: Militarized Subsystems
« on: April 15, 2023, 11:10:22 AM »
 It would be nice to have a set of hullmods that specifically beef up ships with a lot of cargo space, basically converting cargo space to a workshop or operations center.
This would be a round about way of converting combat freighters and ships with militarized subsystems into useful combat support ships.

None of the effects should effect things like flux or Armor too drastically, but perhaps hull repair, command point recovery, peak performace time, or contributions to the nav and ECM bonuses. That way, they're still fairly vulnerable, but provide useful support or alternate tactics for the whole fleet.

40
Suggestions / Re: Buff Wolf (P)
« on: April 09, 2023, 06:32:16 PM »
The missle creep in this game is real.

41
General Discussion / Re: Militarized Subsystems
« on: April 09, 2023, 06:22:14 PM »
I believe civilian ships are usually unaffected by skills that buff all combat ships(crew training, flux regulation, nav relays, ect.) And militarized subsystems allows them to enjoy those bonuses.

42
General Discussion / Re: Utterly broken fleet AI
« on: April 07, 2023, 05:03:16 PM »
On the other hand - a lone Shrike against these odds will get surrounded and melted in no time. That's why I suggested an Escort just to keep the small guys alive in the shadow of a tanky Apogee. Generally I don't use Escort either. A Defend command for the AI fleet would do the same thing and may allow for some more individual maneuverability.

 Your methods sound experienced and competent.

 An escort FOR a Shrike is a fine idea, a Shrike AS an escort is usually a waste. There are great escort shops that can be used liberally, and to great effect (Omen, Centurion, Monitor ect.)

 My main caution for newer players is against the behavior of Youtubers who take their high alpha damage, short range glass cannons(shrike, wolf, LP Brawler, Tempest, Sunder ect.) And put them all on a suicidal escort daisychain. And then wonder why none of them are performing properly.

 For less experienced players who want to issue a lot of orders: Offensive ships will perform better with "capture", "rally" and "Eliminate" orders. And Defensive ships perform better with "Defend" and "Escort" orders. And(almost) all ships operate better in larger numbers.

43
General Discussion / Re: Utterly broken fleet AI
« on: April 06, 2023, 01:41:29 PM »
Basically what I'm saying is, if you're issuing a lot of orders then your fleet is simply not good enough and orders aren't the problem(or the solution)

I guess that is the case though I had hopes that you can mostly rely on tactic.

 You can rely on tactics to a certain extent, but you will need to even the odds a bit for them to be effective.

 Use the pause function to plan out your tactics. You can use 1 command point to issue as many orders as you need, as long as the battle is paused.

 Think in more general terms when you plan your battle, don't micromanage. Use your tough, slower ships to set up a battle line. Use your faster offensive ships to take out key targets.

 I also recommend looking up line warefare, try HistoryMarche on youtube. Many of the tactics used in historic battles can be used in Starsector, as long as your fleet is properly outfitted and you get the hang of how orders work.

 Do NOT overuse the escort command, I see newbies and youtubers make this mistake all the time.
 And(in general) do NOT use fast strike ships(fury, shrike, tempest, LP Brawler, ect) as escorts. Escort hampers mobility and offense, and is best left to a particular group of ships.

44
Suggestions / Re: Help get more dmods on ships for Derelict Operations
« on: April 06, 2023, 04:05:44 AM »
Another option may be building heavy industries and NOT improving it at all. No nanoforges, no Orbital works. Start printing out defective ships and enjoy. Get the Industry administrator skill to increase how much you can spend.
 I think purchasing from planets with very low stability can also yield more d-mods.

And like Serentis said, Derelict operations mainly rewards playing recklessly and taking whatever you want, regardless of quality.

45
Suggestions / Re: Colony Items
« on: April 02, 2023, 10:01:04 AM »
A really cool 2nd tier industry would be a University. You get it by upgrading a Tech mine. Allows for slowly developing exclusive blueprints and hullmods, and provides a specialized commodity (education, academia ect.) To planets with large population/infrastructure.

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