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Messages - hairrorist

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1
Solution:
Once you hit a certain love level with a faction, they will offer you a letter of marque or some other sign of affiliation.  If you accept, you will get a discount on supplies and fuel at their stations or perhaps an allotment based on fleet size to discourage abusing this discount for trade purposes rather than the intended fleet sustenance. Maybe just make a new item that becomes available at a discounted rate: Hegemony Supplies, Hegemony Fuel, etc.  Selling these will result in faction loss for the originating faction and a small faction gain with whoever you sell them to.  You may also receive military oriented missions from them to shoot a certain thing, delivery weapons, etc.  Failing the mission may hurt relations.

It is at this point that investigations may succeed.  Perhaps with the greatest chance of success soon after you complete a mission, with diminishing rate between missions.

If you refuse the offer, you may have a small love loss with the faction.

Now you are carefully managing the requests of a demanding faction that you have decided to impress, rather than acting like a shitass periodically to counterbalance how effectively you've furthered a factions interests.  The highest level of non-indy ships are firewalled behind this choice, and you've got to work hard now for a single faction to acquire their capital ships.  At this point regardless of your choice bounties with this faction will still pay out but they no longer increase relations.

I think that the current system of allowing an independent rogue to purchase a factions most elite vessels is as ridiculous as the current investigation system.

"Hello random pirate slayer.  We would like to sell you the tools you will need to challenge our fleets.  They hold their value well too, sell very well on the aftermarket so feel free to shop them to our enemies.  Thanks for your hard work in fending off the pirates that have attacked your fleet.  That's swell.  Real nice work.
K bye,
-High Level Hegemony Jackass"

 They're going to want some dedication before they open up their superiority vessels to some dude that's just killed some random pirates.
Done.

-edit-
That's a huge amount of work and I don't think the sarcasm of 'bam done' came through there :)

2
General Discussion / Re: The pirates are so "low profile" now
« on: November 23, 2015, 05:29:39 PM »
Yeah that sounds like a pretty good description of a pirate working as intended :)

3
General Discussion / Re: The pirates are so "low profile" now
« on: November 23, 2015, 04:35:18 PM »
Or maybe intel could be a resource that you gather through missions and can burn to gain that data by pushing a button on your navbar like burning fuel or going dark.

4
General Discussion / Re: The pirates are so "low profile" now
« on: November 23, 2015, 02:49:17 PM »
I'd really like to see 'intelligence' skill tree in this game, probably under logistics.
As a pirate intelligence could point you toward rich fleets, as a bounty hunter an intelligence network could tell you where pirate fleets were last sighted.
It's really difficult to operate as a bounty hunter or a pirate currently.

5
General Discussion / Re: Recovering opinion with -100 factions?
« on: October 30, 2014, 10:05:30 PM »
Yeah, it's not like if Bin Laden had started killing North Koreans, we would have given him a pass.

6
General Discussion / Re: Conquest battlecruiser
« on: October 29, 2014, 05:47:02 PM »
Anyone want to buy some discount Mexican battleships?

7
Medusa
2x Reapers
2x Heavy Blasters
2x Burst PD Laser
Hardened Shields
Extended Shields
Stabilized Shields
40 vents
15 caps

Will pretty much eat anything and can take a ludicrous amount of punishment.

Plasma Apo(lo)gee is also excellent and both reward precision play.  There's just nothing that hits as hard anywhere near as efficiently as the big ball energy weapons.  They have great range, pack a wallop and a half with pinprick accuracy.

The Medusa shield/speed tank handles like a frigate but hits like a cruiser.  Plus it can teleport over or away from missiles and to chase down most anything.  Everything is manual though, so you have to fly like an ace, time your shots right, damn the torpedoes and GTFO button by button on the right trajectories.
It's hella fun.

8
General Discussion / Re: My current problem...
« on: October 28, 2014, 10:19:14 AM »
I mean, certain ships like the Paragon, Hyperion and the Aurora should be incredibly rare.  The balance is just off right now and I end up with two Odysseys, a Paragon, and a fleet of lesser ships, almost never any cruisers, and certainly never any decent frigates, just endless hounds, lashers, wolves, etc.  I don't know how the rolls for ship availability are weighted, but it seems heavy on the superheavies and light on ships folks actually use!

Does anyone know where a Conquest should spawn?  Or ever seen a Hyperion anywhere in game at all?

9
General Discussion / Re: My current problem...
« on: October 28, 2014, 09:04:20 AM »
The lack of diversity on market offerings is a serious problem.  In 40 levels, I've yet to see an Apogee, Aurora, Tempest, Hyperion, Conquest, Doom, or Paragon, and I basically live in Tri-Tach space.

-edit-
Astral, not Paragon.  Paragons are everywhere.

10
Blog Posts / Re: Ships & Stories
« on: December 31, 2013, 07:34:39 PM »
Anyone else think "Firefly" reading the Hermes decription?

Being that Hermes is the flying god that invented fire, I conclude that you are a clever man.

11
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 14, 2013, 01:02:56 AM »
Hahaha, sweet!

12
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: September 12, 2013, 09:21:25 PM »
I don't know, MShadowy's interpretation sounds pretty reasonable to me :)

Hurrah!

And Shadow, sorry if I came off badly.  I should have rephrased that first sentence as it tinged the whole note a bit acidic.  My bad.  I just get frustrated with folks building up unverified or speculative schedules and then getting bitter when those imaginary schedules are delayed.  It tends to happen for pay-to-alpha and this one feels like its going to be in the oven for a lot longer than most in the pay-to-alpha model, that is, unless Alex insists on his selfish demands for an extravagant lifestyle including both food and sleep.  These developers, they really have no shame.

I never meant to say that it -wasn't- releasing soon, I said that the statement made doesn't make a clear case for any interpretation and that feature complete and release ready are not one and the same.  It's not uncommon for products to spend longer between feature complete and release ready than from an idea into a feature complete prototype. :)

Regardless its good to hear that its coming soon!

13
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: September 12, 2013, 07:29:46 PM »
I do also think that one blog update a month is not too much to ask, especially since most of us have already handed over money. 

14
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: September 12, 2013, 07:28:29 PM »
"By my read..."
I don't think you really read it or understand development if you did.

He says they're doing some play testing while waiting for assets before work can resume.  That doesn't mean that anything is complete.

Even if it did mean what it doesn't mean, feature complete is FAR from release complete.  We have a good long wait to go if Alex keeps doing things right.  I hope he does, and I don't think there's any indication that he's going to veer toward sloppy.  I do worry that alpha access was granted far too early, and that giving these alpha builds the kind of spit shine that allows this kind of extremely early and frequent release structure may be bogging the process down.  In fact, I really don't see how it couldn't have a huge impact on development time especially for a one man studio.  I'm also concerned that the community might burn out before the game is even released!  I mean, it's looking like probably another 8 months to a year for the full design scope discussed--at least.

I don't mind the wait because I avoid doing much more than tinkering about with new releases.

15
Blog Posts / Re: Fleet Encounter Mechanics, Part 2
« on: April 08, 2013, 03:32:38 PM »
Another element to test against boarding cost:reward would be to have derelict ships classified as "refurbished xxxx," being a version of the same ship but has ever so slightly lowered stats.  That way the player is motivated to actually by a ship once in a while!

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