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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 - tinsoldier

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31
General Discussion / Re: .8 feedback thread
« on: May 03, 2017, 11:41:56 AM »
Right now respeccing is a bad fit for Starsector because you could invest into surveying and salvage skills, exhaust those sources of income making all the money you'll ever need, and then respec into combat skills. This will probably work differently eventually but right now it would allow you to eat your cake and have it too.

So what?  It's not a multiplayer game, I want to have my cake and eat it too.  I invested in survey/salvage skills, hit the level cap hours before I even got to endgame content and I now have two paragons, an astral, an aurora, an apogee, two dominators, *** tons of moras and other carriers, 10Million credits, 30 alpha cores blah blah blah. It bothers me that when I drive my badass paragons around I'm taking a 20-30% speed/damage/hitpoints/flux penalty over having my officers drive it. 

I should be able to salvage effectively, survey effectively and drive the best ships and be a badass doing it.  I want all of those things it and doesn't affect anyone else because it's a single player game.  I think the leveling/skill mechanic is broken in this regard. 

32
3-state toggle for hold fire makes it MUCH less convenient for it's primary use.

Then make it a new key, there aren't really that many key combinations required for effective play.

Personally I'd like something like this.  Hate seeing my heavy-armor ships *** around with swatting fighters and building flux when there's a dangerous opponent just out of range of half my guns.  I want to reserve the flux for when I finally bust their shields and need to dash in.  Obviously there are lots of ways you can manage this manually but if there was a button that did it all in one, I'd just use that.

33
General Discussion / Re: Talon balance
« on: April 26, 2017, 03:51:21 PM »
Giving Talons an OP cost of even 1-2 fixes the biggest issue with them: right now, six Talon wings and one Talon wing cost exactly the same amount of OP; nothing. As long as you have the bays, you pay nothing to put effective fighters in them.

Giving Talons any OP cost at all removes that. Suddenly the expense of Talons, still low, adds up; other fighters start to look more useful.

I'd rather see PD Drones made into a modular wing to have something to compete with the Mining Pod in the 0-OP slot.

They don't actually cost 0.  As you said yourself, you have to have the bays and the bays have a hefty investment.  Each Talon wing has an effective virtual cost of probably around 20 OP.  Making them 21 or 22 OP doesn't do much.

At the end of the day, we can kill frigates 1v1 all day long with most destroyers unless they variant is a niche build, and considering that you're making a destroyer level investment most of the time to field fighters it's not surprising fighters excel (unless their niche/specialty fighters).  Then again, if you made a weird niche destroyer that only had Ion beams or kinetic equipment, you'd struggle in a 1v1 with some frigates.  Some things are situational, no biggy.  Talons are kind of the gold standard, their common and valuable and only worth replacing with specific, expensive alternatives when it makes strategic sense.

More and more, it seems to me that peeps who've only played early-mid game where they fight lots of D-class frigates are convinced Talons are OP and folks who have progressed to end game content have moved on from Talons altogether or at least use combined arms.

34
General Discussion / Re: Talon balance
« on: April 25, 2017, 05:12:09 PM »
I wonder if folks would feel the same way if they saw how many of their talons were being blown to pieces each fight.  If you got a nice Wilhelm scream every time one bit the dust you might realize there are trade offs lol.

35
Also, whats your 8th skill?  I've never seen that before. 

#8 is the neutrino detector

I've found one or two mining stations/orbital habitats because of it but not much more.  It's a little *too* unreliable imho.

36
Suggestions / Re: S-burn balance....
« on: April 25, 2017, 11:41:29 AM »
As a small first step, why not try increasing the time to accelerate/decelerate so it can't be gamed as much for hunting fast fleets and then e-burn can continue to be used as either an "emergency boost from standstill" or "emergency braking from s-burn".  If the latest hotfix also disables interacting with objects at speed, e-burn could have an additional use as the "oh *** stop stop stop staaaahhhhp" when you need it or you suffer blowing past things and having to double-back.


37
Suggestions / Re: Overlapping debris fields should coalesce
« on: April 24, 2017, 07:07:12 PM »
Alternatively, it'd be nice if you could interact with the fields on mouse-over and see how depleted they are of if you've visited it before and target the field for navigation purposes.

38
Suggestions / Re: S-burn balance....
« on: April 24, 2017, 07:05:37 PM »
Please, do not nerf this.  For goodness sakes, it took a lot of the sheer boredom of Travel out of the game.


This.

If anything is done, keep it minimal.  Who cares if the AI can't do it, it's a convenience for the player.  So many bigger fish to fry.

39
Suggestions / Re: Give AI Cores a greater purpose...
« on: April 23, 2017, 10:08:37 PM »
Totally random idea (spoilers for [REDACTED])
Spoiler
Beta Cores can be turned into a Remnant-style officer to put on a ship.
Alpha Cores can be turned into a super officer that can go past the usual max level.

For extra "fun", AI officers can go rogue, revolt and space all the crew on the ship (or in the case of the alpha version, your whole fleet). Oh, and if a Luddic customs patrol catches you with one of these, they declare war on you instantly. Fun for the whole family!
[close]

Ohh I like it.  What if any AI core could be used to pilot a ship in lieu of a human officer.  Or for that matter, what if it was *required* and every new ship came with an el-cheapo gamma core but you could replace it with a human officer that can learn new skills OR replace with a higher level core OR if you're lucky, you get an alpha and it maybe it has some unique capabilities that human officers can't get?

40
Suggestions / Re: Remove fuel from the old salvage.
« on: April 23, 2017, 10:04:29 PM »
Might have been luck (or I was unlucky).  Had to roll a new character because I tried one of those missions gambling I would find more loot.  Got stuck there with my saves used up.  Did a distress and got partway home and then picked off by pissy salvagers.

That said, my current run I've been hunting [redacted] and I'm drowning in credits and loot but it was rough going at first.

41
General Discussion / Re: Talon balance
« on: April 23, 2017, 09:56:17 PM »
Welp, now I use nothing but sparks.  They're the thing that needs to be nerfed.  Just a bunch of drovers (and a mora) with only sparks, it's hilarious.  I'm drowning in LPCs for them now.

42
I figured it was a bug, but honestly, after reading the lore for the various gamma/beta/alpha AIs, I was amused at the notion that one of the AI fleets would sass me like that.  It'd be pretty funny if the occasional hero AI fleet chatted you up a bit before going psychotic on you.

43
Shortly after pulling my ass out of this mess: http://fractalsoftworks.com/forum/index.php?topic=11940.0  A remnant patrol came after my fleet.  I waited for them but instead of attacking, I got the whole "driving through remnant space without a transponder on is a no-no, submit to a scan or else" routine  ???.  So what the hell, I submitted to a scan but instead of scanning they 'activated their weapon systems' and tried to flee.  Whenever I "let them go" the dialog "The Remnant fleet is attempting to disengage" would popup again, ad infinitum.  

Screenshot:  http://imgur.com/a/qEYz0


edit:  If I harry them, it exits the dialog and they lose CR but they immediately attack again but attempt to disengage. This happened about maybe 4 or so times.  At that point, a couple things happened, I had attempted to drive away instead of standing still and also their largest ship was at critically low CR.  At that point, they stayed away and simply maintained contact until another fleet came up and then they joined them in an attack.

44
General Discussion / [spoilers] Transverse jump can get you in trouble
« on: April 23, 2017, 06:21:46 PM »
Lesson learned, jumping through nascent gravity wells is the epitome of leaping before looking.

Reminds me of the last episode of Battlestar Galactica.

beware the [redacted] http://imgur.com/a/B2KE1

45
General Discussion / LUMEN's I HATE YOU
« on: April 23, 2017, 05:14:31 PM »
I don't want to make a dedicated thread and spoiler folks but I need somewhere to complain about Lumens.  I'm mid game (1.5M, biggish fleet) and there's nothing I hate more than lumens.  Every fight seems to end with one Lumen just running away from my ships which are struggling to catch up.  Every time it's shields get down to like 20% it pops away and continues to run until I can force it into a corner. 

F(*&K those guys, I need a mod to give them some balls.

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