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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - DatonKallandor

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31
You don't seem to realize you're switching between two different scales when you jump to hyperspace.

32
No you're not going at the same speed in and out of systems, you can't just map it 1:1.

Assuming the Sol System as our baseline comparison, it's got a diameter of 180 AU. Distance between two jump points is usually less than half of that, so let's assume about 60-70 AU? Takes 2 days to cross.

There's 63241 AUs per lightyear.

It would take a long time to cross to the next system over at real-space burn speeds. There would be time savings over extreme distance because, while not modelled in-game, you would keep accelerating until the halfway point so you'd be going a lot faster and you'd also get the benefit of lorentz contraction cutting down on the distance you're travelling.

Edit: What Safarijohn said.

33
General Discussion / Re: Refit, blueprints, you own colony
« on: May 30, 2021, 07:53:02 AM »
Unfortunately that would be very exploitable. You could refit your ship using weapons you have designs for, then strip the weapons off and then repeat the process. Giving you instant-production access to your weapons.

34
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 10:57:03 AM »
Regenerating ammo ballistics were very good, and I think they got given up on *way* too quickly. It provides so many interesting levers for balance and ways to differentiate ballistics more than the current stats. You run into a lot of "what is even the difference between these small kinetics" without it.

And they happen to also combo very nicely with damper fields and provide a good outlet to stop the traditional low-tech face-hugging technique from being unstoppable.

35
Suggestions / Re: Tesseracts
« on: May 22, 2021, 05:28:36 AM »
Okay. But I'd argue that's just old left-over text, since it mentions alpha and is off by default. And not repeated anywhere else where a new player would actually see it.

Oh and directly contradicted by the tutorial, which hammers "quick save" into new players over and over.

36
Suggestions / Re: Tesseracts
« on: May 21, 2021, 10:16:47 AM »
a game that's "supposed to be played ironman"

Where are you getting that idea? I can't see any mention of that on the site and I'm pretty sure Iron Made is toggled *off* by default.

37
I can imagine few things than this that would be a bigger waste of dev time.

38
You can select both skills in vanilla too - once you get to the last skill you can go through the same line again picking the other options.

39
I do not accept your premise or suggestion of underlying data. The people who don't speak up get spoken for by those who do and that's what this is.

So clearly you do accept the premise that there is a majority that doesn't speak up, since otherwise no-one could spoke *for them*, then?

40
When people are editing files, all attempts to balance that go out the window anyway. At that point you're trying to combat cheating in a singleplayer game and that's both a losing battle and completely pointless.

41
Suggestions / Re: Mule should have Civilian-Grade Hull
« on: May 08, 2021, 07:55:47 AM »
All the military civilian ships like Mule should just have both Civilian Hulls and Militarized built in. Because they literally are militarized civilian hulls.

42
People on forums are a tiny fraction and have very different tastes than the general population for the most part. They wouldn't be on forums if they didn't. There's a bunch of data underlying this, but basically, forums culture does not represent general player culture at all and making changes to gameplay based primarily on forum demands is a really bad road to go down.

43
Changes seem fine, but be careful with the big straight damage bonuses and indirect damage bonuses like the rate of fire one. There's a lot of ways to get bonus damage in the skill trees now and they could potentially stack up to be *really* unbalancing.

I'd also be wary of rate of fire boosts without an equal flux discount because it makes judging the vents/caps balancing much harder in the design phase. In fact, for AO, I'd cut all flux cost discounts that aren't ship system based altogether, just so the "a salvo costs x flux" tooltips stay accurate (and stay a viable balancing lever).

You could go for a full skill overhaul for AO and I would be down for it too. For example you could - if possible - move all the non-combat economy skills to their own skill line which is fully unlocked by default but to get the bonuses you have to elite the skills. Effectively turning story points into a full non-combat currency while skill points are a combat currency.

It's a Total Conversion, there's no need to stick closely to the existing skill design.

44
The old one had wasted points in the aptitudes and too many must-take or filler skills.
The new has respecs.

Clearly the new one wins for me.

45
Suggestions / Re: What if Story Points just gave you more OP?
« on: April 26, 2021, 06:04:30 AM »
Story points may have a ton of uses, but many of them are frivolous.  Those that permanently powerup your character and have no other way to do it (use on s-mods, colonies; don't waste on historian when player can raid for blueprints instead) or those free in the long run (officers, run from fight, recover your ships) are the best uses.  Thus, the execution of story points is that of currency, and no amount of embellishment will change that reality.  Basically "You Require More Vespene Gas" trope.

Story points are infinite, so using them on temporary utility is not a "waste". If there was only a fixed amount of story points to get then yes, spending them on impermanent things would bad. But luckily, they aren't. Of course it's a currency - it's points you spend on things, there's no way for them not to be a currency.

But, like credits, it's a currency that is (until the level 15 crunch, which does exist if you don't go out of your way to farm in a way that is counter to intended gameplay) effectively infinite. Is spending a few thousand credits on a frigate tanker early in the game a "waste" because eventually you'll end up with a capital tanker? Of course not, you'll get more money eventually, just like you'll get more story points.

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