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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 - Sabaton

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16
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: October 16, 2021, 04:18:54 AM »
Well this should make h-space more dynamic. I can't wait to rage quit after my fleet gets pushed into an ordo.... :)

Does slipstream network generation take into account gate position? As in generate further away from gates so slipstreaming doesn't become obsolete once you get the gate key?

Can sensor ghosts be used in system to lure patrols away from points of interests? So that you have a sensor skill dedicated for luring where as go dark and pinging are mostly good for hiding/detecting?  This could make subterfuge missions better without much tinkering.

Can we expect any hull mods to make direct use of slipstreams?

17
General Discussion / Re: Automated Ships skill sucks
« on: April 23, 2021, 04:30:54 AM »
I don't understand why there's "limits" being put on player skills at all for what are mediocre or moderate skills. If a player goes on a serious drone killing spree and spends all that time capping and restoring Radiants, the player should be rewarded, not cut short. This weird obsession with "balancing" a single player game, let a lone a sandbox game's endgame, makes no absolute sense.

It's one thing to create skills that enable certain playstyles. This skill does not enable any playstyle. In fact, it prevents you from doing what it's trying to do. I see this as an overarching problem. I see this in the latest hotfix.
It needs to stop.
Nothing that has been "balance hotfixed" needed fixing. This is a sandbox. Let players build their sandboxes, please Alex.

Yeah these kinds of discussions have been going on for years... and we'll likely only see a resolution after 1.0. 

Personally I've never agreed with these types of hard limits the devs imposed, the only limit on fleet size should be the cost of fuel/crew and supplies.

And If the players wants a fleet full of AIs then the only limit should be said supplies and increased scrutiny from other factions, Hegemony and Church.

18
General Discussion / Re: Which faction would you side with and why?
« on: April 22, 2021, 03:18:29 AM »
They're all lame.

Omega for unfathomable delight and artsy spaceships/weapons.

19
Modding / Re: omegaslaught
« on: April 19, 2021, 03:43:16 AM »
The devs create the most unique sprites in vanilla and the modiverse..... so of course people will make another Onslaught!

The 'Slaught was a mistake Alex, admit it. It looks cool thou.

20
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: April 18, 2021, 11:34:23 AM »
How difficult would it be to make captured plague ships consume metals instead of supplies for maintenance? I know it would make their logistics trivial but it would really fit their theme.

21
General Discussion / Good job on the new enemies! (spoilers)
« on: April 16, 2021, 04:47:56 AM »
        Before this update the domain Derelicts and, to a lesser extent, AI Remnants had the most visually distinctive sprites in the game. And yet you still managed to make something even weirder with the Omega ships and their weapons.

        The ships look like abstract fractals that came from another game and some weapons look grown rather than built. On a side note I really like the frontier feel of the scavenge background music.

        Also all these contradictory posts on the forum makes me think you're getting closer to balancing the game than ever. Personally I wish more Omega weapons had
unique effects rather than pure damage. The disintegrator is a good example, they wouldn't have to be positive either as some could hinder your own ships (like Seekers Max CR reducing plague weapons, etc).

        Looking forward to what you do next with them. (file info indicates a station in the works?)

22
Suggestions / Re: Bounty Payout Rework
« on: April 08, 2021, 02:56:50 AM »
Hmm, I still think getting ships and weapons should be a direct consequence of battle and not received as rewards given how, lore wise, jealous factions are with their warships.

Receiving ships as pay would invalidate:

1. Commissions for access to military markets.
2. Underworld heists.
3. To a lesser degree, colony heavy industry.

23
There are no plans for that at the moment. Who knows though. I am keeping the scope low and manageable for the update, and low and manageable for future content and maintenance.

Modding requires that special surplus energy that I just don't have on most days, anymore. Right now, it's just something to plug away at now and then. And it'll stay that way for the foreseeable future.

Yeah, keeping it low is a good idea given how unstable development is... I mean every major update causes a ruckus.

And I feel you on the lack of energy, it ain't the 2010's anymore....hell yours and shadowy's mods are the only ones still around of all the older mods and they're rock solid as they are.

Good luck out there starfarer.

24
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 11:07:07 AM »
Derelict contingent should do what it did in the previous patch: reduce maintenance costs per hull mod and decrease d mod penalty, though not as much as 0.91.

It should also become top tier together with field repairs so you don't have to choose antithetical skills.

25
The framework added by the flying doritos would fit the nanomachines void beasts idea like a glove, any plans for that?

26
Suggestions / Re: Bounty Payout Rework
« on: April 07, 2021, 05:39:44 AM »
Another nice reward would be s-modded ships. Currently if you defeat enemy fleets with s-mods, the recoverable wrecks don't have them. At the stage of the game where you can kill high-end bounties with tons of officered super ships, getting a couple badly d-modded cruisers doesn't feel like a reward at all.

Yeah, this is basically the game saying: "Don't fight s-modded ships ever, s-mods increase difficulty, but not rewards"

I can't believe that's a thing......

Yes, recovered ships with S mods should be more likely for recovery and but have just one S mod in them so you have to use your own points to buff them further. Maybe space apart such bounties in number so the player doesn't power roll too fast. 

Either way, money should not be the universal reward as the activity with less risk will always be more tempting. I haven't seen people draw much direct comparison between exploration and smuggling/bounties as it comes with it's own rewards (blueprints, elite officers, colony items, planet surveying and now exclusive weapons)...

But people always compare bounty hunting to cargo running because money is the common reward and cargo is always more tempting. 

Chaos Blade, that is also a good idea, taking out deserters should give a bigger rep bonus as you're basically taking care of factions personal disputes. Weapons and ships would be recovered from salvage.

But again, some spacing out would have to be made to avoid fast power ballin'.

27
Suggestions / Bounty Payout Rework
« on: April 07, 2021, 02:24:29 AM »
      SO, many people are complaining about the credits payout of fleet and station bounties (as well as the supplies costs to reach them) when compared to other low risk high reward alternatives (drug-a-lug-lug, mainly).

      And even if you increase bounty pay it would still fall short because smuggling is faster, cheaper on resource expenditure and (unless you're really unlucky) doesn't come with the risk of losing ships.

      Therefore bounties need to entice players with a different type of reward (like exploration does) than raw cash as cargo running will always be the better option. And that reward should be increased weapons/ships salvage from wanted fleets/stations.

      That gives players a more interesting choice: low risk/high credits cargo running or high risk/high salvage bounty hunting (which would justify lower bounty credits pay as employers consider salvage as part of your reward).

      In addition, stations should not start with missing modules (to help increase salvage) and even a lone station should wield ships for salvage (that were docked at the time, presumably).

      That would make the game activities look like this: smuggling for cash, exploring for colony items and bounty hunting for fleet improvements. 

28
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 12, 2021, 01:55:01 AM »
While we're talking about changes to existing stuff, I got a few minor things to suggest...


  • The Prometheus Mk.II and the Colossus Mk.II should have built-in Expanded Missile Racks. They're both converted haulers of considerable size, surely there's lots of room for more ordnance in those cargo holds slash giant fuel tank. Hammer Barrage runs out of ammo far too quickly as it is.

  • The Venture should get two Mining Pod Wings instead of just one. It doesn't feel right that its drone complement is weaker than the frigate-sized Shepherd. Could also give it the Salvage Gantry built-in hullmod to make it even more like a big Shepherd, maybe nerf Salvage Gantry's cruiser bonus (30) to be the same as the destroyer-sized Salvage Rig (25).

  • The Hound (LP) should have Accelerated Ammo Feeder instead of Flare Launcher. This would be in line with the LP Cerberus and Brawler having their ship systems changed to AAF.

  • The Hermes should have 75 cargo space instead of 50. It's described as a hauler and is about the same size as the Hound, yet the Hound has 75 cargo space. 50 is the same as the Wolf.

  • The Brawler (TT) should have built-in Flux Coil Adjunct and Flux Distributor. Skins can't seem to modify flux stats, so making these built-in would be a way to give the TT Brawler more flux to support less efficient energy weapons.

  • The Gryphon's Missile Autoforge should be converted into a built-in hullmod that provides 4x missile ammo and is mutually exclusive with Expanded Missile Racks. As it is it's basically just 2x ammo on top of built-in Expanded Missile Racks that requires you to back off once a fight to vent flux, hardly the most riveting of combat decisions. Its ship system can be changed to Fast Missile Racks instead, always seemed a bit weird that the sole missile-focused ship doesn't have an offensive missile system that other, much less dedicated ships have access to.

  • The Trident needs something to make it competitive against the Dagger. It's less OP-efficient per Atropos compared to the Dagger, is much slower than the Dagger, and losing one cuts wing firepower by half instead of one-third. Its better shields is almost completely negated by its slow speed, and better armor means nothing when losing shields disables the bomber completely anyway. I'd suggest giving the Trident some form of PD laser, like it used to have.

I wouldn't hold my breath for ship variants as they have been an afterthought for a while, like the prometheus and colossus exist just so pirate fleets don't get stupidly big end game.

29
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: March 05, 2021, 02:12:26 AM »
So odd bug with the battlecarrier. Combat autofit has 4 launchbay slots, Strike has 6.

If you're talking about the Frelia, it's not a bug but a feature. You can choose between a fighter bay or a large mount on the wings.

30
Discussions / The most bizarre game in years
« on: March 01, 2021, 05:46:57 AM »
It's not space related in any way but this...thing is shaping up to be a deceptively good immersive sim that does dystopia way better than many AAA try hards.

Grapple walls with your intestine after jumping by spitting snot from your feet in order to kill a wage C.U.C.K whose crime was using corporate money to increase his toy collection....all while being supervised by likely demonic powers. Or just relax and go fishing/grilling.

Game play is way tighter than the early 2000s web page graphics suggest. Try not to get sick looking at it.

https://www.youtube.com/watch?v=PvKEKD3eo2Y   

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