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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Linnis

Pages: [1] 2 3 ... 68
1
General Discussion / Re: Tighter leash?
« on: November 02, 2023, 03:28:35 PM »

HOW DO I KEEP MY ESCORTS NEXT TO THE SHIP THEY'RE MEANT TO ESCORT

Like you said, not all ships are good at escorting, some have systems or maneuvering profiles that makes it hard for them to actually keep their desired position.

The best solution is to watch what the AI does and get an general feeling of what they will do in which situation, then playing around it. That's always been one of the more interesting parts of the game.

2
General Discussion / Re: Tighter leash?
« on: November 02, 2023, 03:23:16 PM »
Escort order will override personality, so it doesn't largely matter what type of pilot the ship has or what aggressiveness level you picked in command tab.
Also I personally prefer not to use escort most of the time, I think it almost always cuts into escorting ship's potential. They could be doing a lot more value by acting independently.

Escort ship command is excellent for drawing fire for the escorted ship. Some agile and survivable ship, from Kites all the way to omens, will take so much potential fire away from your main ship you can often not even need to use shields on main ship. This means often for the escorted ship, you wont need much, if any PD weapons as well.

It is also excellent as an way to keep your frigates from getting in front of your larger ships, blocking their firing arcs.

3
Hear sounds, or become mortal. You must choose one.

4
General Discussion / Re: Ship's engine stalls while shield still up?
« on: April 04, 2023, 11:32:21 AM »
Playing with mods? Plenty of culprits possible.

5
I have played several runs where I ended up with an overbearing economic presence on the sector (both in vanilla and nexerelin) however I was always limited by the economic capacity of the rest of the sector when trying to turn the massive economic production of my colonies into any real items, as everything in the sector seems to be composed of credits which can only be obtained by selling colony outputs to other colonies, which in turn can only buy so much (provided they even like you enough to permit trade).

If your playing nex. You can make colonies that only consume, get them to size 6 or whatever, then gift them to what ever faction you want. Usually independents is good bet. Then that colony will contribute to the overall value and make you get more profit.

6
General Discussion / Re: Are there any "1 ship only" mods?
« on: March 06, 2023, 11:11:05 PM »
Depends on your goals.

If you want to play a 1 ship playthrough, even in NEX factions mod its possible. Simply relying and following allied fleets to do bigger objectives is viable, but more effort than just having a fleet yourself.

7
General Discussion / Re: Weird ship builds that work
« on: February 08, 2023, 01:39:22 AM »
What? I been building my sunders like this for years... Perfectly normal sunder build for me.

8
Discussions / Re: Dwarf Fortress sold 300k units in 6 days on steam
« on: January 19, 2023, 09:42:58 AM »

DF is at a much more completed state. The play hours to see "everything" is around 2k hours played, cuz the interactions in the game go deep and players can find more cool things to do way after. Conversely, DF is also near a dead end in development, only thing would be animations, better isometric, readability on happenings, all of which is baisically near impossible at this point.

While starsector has a well developed combat and... That's it. All the other aspects could be improved so much more that honestly, unless some real life events force it, doesn't make sense to release it. A player realistically can pkay about 12 hours before exhausting most of the stuff to do.

You only get to release a game once. Release it now, get 1/10 of the people when you release at 20 years. Anything artistically creative reap more benifits the "deeper" it goes untill a certain completion point. Starsector is faaaaaarrrrr from that point.

9
Discussions / Re: Dwarf Fortress sold 300k units in 6 days on steam
« on: January 01, 2023, 09:54:10 PM »
Dwarf Fortress was already quite well-known before its Steam release.

I don't really get why people can't just accept that Starsector will be on Steam when Alex feels it's ready. He's made the decision that he feels this is the best way, and I don't think any amount of nudging and *hint hint*s will change that. Nor should they.

WAs reading reddit, when someone posted something to the effect of "There is no good games made in java". Starsector was the 3rd top voted example just below runescape.

10
General Discussion / Re: Carriers hoarding interceptors
« on: December 08, 2022, 12:43:09 AM »
Fighters are also excellent escorts for friagtes that are built to assault larger ships. A player so-lasher and a couple of escort wings of fighters can bounce between destoryers and cruiser kills faster than anything else in the vanilla game. Aside from maybe an hyperion exploting domain's lack of rear shields.

Once you hit larger batlle sizes, carriers becomes a must have aswell.

Fighters require the most amount of game knowledge to use correctly. So give it some time...

11
Suggestions / Re: New Player Experience SUCKS
« on: November 16, 2022, 12:29:26 AM »
That kind of sounds like the main menu missions to be honest.  Personally, I think it's a good idea to have new players at least try all the main menu vanilla missions, if not win at them, before going to the campaign.

Yeah, but new players will not be thinking of doing those first. Its normal nowadays to think that the normal "campaign" will offer a gradual difficulty curve, as it should.

I am of the strong opinion that this is a HUGE problem that needs to be fixed before its shown on steam or any platform.

12
General Discussion / Re: How deep is economic system in this game?
« on: November 15, 2022, 05:06:32 PM »
Its something in between an illusion and full simulation.

But there is much manipulation that can happen to the "illusion part". Its definitely more detailed and simulated than 4x games.

A good way to understand the simulation is by imagining that every day normal deliveries of trade between planets(markets) are invisible, but not invincible.

When a market has a shortage, the game will spawn an relief fleet that is an acutal entity in the game that can be destoryed, which will worsen the shortage.

Also pirate event, raiding, and industry disruption will affect stability, production, and accessibility that in turn will affect how much import/export that can be invisibility conducted. When the export/import demand is not met due to conditions there will be a excess/shortage that can be taken advantage of.

Also this is compounded on top of the global market. For exsample its possible to determine an weak link in production, and abuse it for massive profits early on during the game.

This is bacuse one market, if big enough, can export and meet the demands of an infinite amount of markets. As long as their total export number, say 11, is larger than the need demand number, usually 5 to 9, of a typical market.

Say the global market for fuel is 600k a month. Thats all the fuel demand of the whole game. That can be met by 1 market, say you start making fuel as well and make 11 fuel a month aswell. Then you share that 600k with the other market.

If you disrupt their fuel operation that means you suddenly make double the amount of credits from fuel production, add in the calculation of upkeep of a market you might go from a 150k a month profit to 500k a month profit.
*explains why the AI always wants to disrupt your industries*

This can be exploited in many different ways to make lots of profit.

13
Suggestions / Re: New Player Experience SUCKS
« on: November 15, 2022, 04:18:38 PM »
Having introduced this game to a couple of friends and  dozen or so of my students, the new player experience is indeed horrible.l

The primary problem is ship combat is unlike any other video game out there. On top of that it is heavily knowledge and decision based instead of reaction based.

The second problem is the inverse difficulty. Letting the kids play with my saved games with an end game fleet they can go in with no experience and have a great time.  But you throw them into a wolf and tell them to fight a hound half of them will fail on their first try.

I think the solution is simple.  Have players play a support role in many battles first for them to learn the game, before throwing them into the dog eat dog jungle of the open world format.

Start the campaign with an option to have them as a officer somehow and have the player participate is as many battles as they want. When a battle is lost the player loses no progression and the system continues.

14
General Discussion / Re: What is your prefered piloted ship type?
« on: November 15, 2022, 03:18:00 PM »
Usually carrier.

Just sit back and watch the action while making pewlew sounds with mouth

15
General Discussion / Re: multipart ships and ITU
« on: October 28, 2022, 08:17:18 PM »
Also neural transfer donst work on the extra parts.

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