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Starsector 0.98a is out! (03/27/25)

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Messages - DatonKallandor

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46
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.

47
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.

48
Suggestions / Re: What if Story Points just gave you more OP?
« on: April 25, 2021, 04:01:19 AM »
But I will still do it.  It just means I need to grind longer to get those points!  After I s-mod the important ships, nearly the rest of my points will go to colonies!

And that's your choice. But that doesn't mean it's the *only* choice. Or even that it's a *good* choice. Story points have a ton of uses, all of which are really cool and unique. The only problem is acquisition slows down to a crawl after level 15, but on the way to that, they are fantastic.

You also don't need to respec just for flying a different ship, that's ridiculous.

49
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 10:36:26 AM »
I think if SO isn't supposed to be free (and I agree it shouldn't be), then pather ships with built-in SO should not be able to get the Ill-advised Modifications removed. Make the Ill-advised stick even through restorations and that problem is solved. It's weird that they can be fixed anyway - they're a result of the SO.

50
25 bays and only counting carriers would be way too strong. If you can make it only count "real" bays, leaving it at the default deck count would be more than enough. Remember it's not a hard cutoff, and the bonuses are intentionally huge to start out with because they'll scale down.

Similarily with the bonuses that require an officer-piloted ship. If you made those global, they would be unbelievably broken. If you make skills weaker, they just feel like crap to pick because they don't have proper impact.

A few sanity checks like excluding warship bays should really be all that's needed to make AO work with the new skill system. It doesn't need a big overhaul and certainly not one without a *lot* of prior playtesting and tons of design thought put into it.

51
First post is updated.

New Version there or here: https://github.com/DatonKallandor/Missiles-and-Sundry-0.95a-RC12/releases/tag/RC12

Let me know if bugs show up and how the Breach SRMs perform - I've found they are not really that useful, but that's a vanilla issue and they don't seem any less useful with the current regen values.

52
General Discussion / Re: Shield shunt hullmod seems pretty bad
« on: April 09, 2021, 12:49:30 PM »
It's very much viable, just niche.

53
Testing a new version of this, update shouldn't take too long.

The next version will probably not include any ballistics changes, because the newly rebalanced energy weapons and especially the skill tree buffs to energy weapons have closed the gap and ballistics don't need a nerf anymore.

54
Suggestions / Re: Cryosleepers and colonies.
« on: April 08, 2021, 06:03:30 AM »
Seems like a good idea. Might be a good target as another one of the "requires 10 of a resource" end-game goals.

Wake up all the sleepers: requires 10 food income.

55
General Discussion / Re: Game feels balanced around colony income
« on: April 07, 2021, 11:02:19 AM »
I just finished my first run through the campaign and I didn't get any colonies. I didn't even grab a comission either, so I had a negative persistent income the whole game. You can stay afloat doing bounties, you can make *tons of money* with the "here's a bounty on this outlying system" quests, good money doing exploration missions, fantastic money doing Galatian Academy quests and fantastic money doing raids.

56
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 10:58:56 AM »
I like the skill system. No wasted points in effect-less aptitudes, genuine choices that have big impacts, and a respec option should it be necessary (but it's entirely optional).

57
Suggestions / Re: Make our actions/effort matter
« on: March 24, 2021, 05:16:15 AM »
I'm really glad Alex is making Starsector and not some of the people in this thread. There's some real uninformed opinions on game design and mechanics being thrown around, goddamn.

58
General Discussion / Re: Is it the end of system override?
« on: March 24, 2021, 05:09:05 AM »
SO builds were good before the AC was buffed, and they'll still be good after the AC is nerfed to a level that's still higher than it used to be.

59
General Discussion / Re: Which missiles do you use for Drover
« on: March 23, 2021, 01:28:27 PM »
Either Salamanders or Harpoons depending on if I want long range deletion or fire support.

60
Suggestions / Re: Better differentiate DTC and ITU
« on: March 23, 2021, 11:29:34 AM »
Either remove one of them or have the upgraded version straight up replace the standard one when acquired.

Or even better - get rid of both. They're considered "must use" mods for anything but SO builds, and must-use mods are not interesting design. If big ships need a range increase to function, bake the range increase into the ship size itself (nice side effect: there'd be a hullmod that actually tells you what size of ship it counts as).

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