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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 - DaLagga

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31
i saw the same thing re the bounties.

first round ~40k
next round 50-60k
round 3: 150+k

game pls

Yeah, I second this.  I agree that the early-mid game needs to slow down a bit in terms of how quickly the player can build up, but in the current version pirate bounties tend to FAR out-scale the player no matter what you do.  In version .8 I had no trouble keeping up with the bounties and could subsist on them for pretty much the entirety of my income if I wanted.  But something is out of wack with the scaling in .9 where we go from 50k bounties consisting of a couple of destroyers and a few frigates with tons of D-mods to 150k battle fleets with several cruisers, half a dozen or more destroyers and a ton of frigates with maybe 1 D-mod each on average.  The giant leap came out of nowhere and only about an hour into the game (for me anyway) which meant that I basically had to ignore bounties until I had a fleet that was actually capable of handling them because the 50k bounties all but dried up when the game decided to load the next tier. 

32
So how exactly do you find Luddic Path bases then?  Just fly around the whole galaxy every time they start harassing you?  I have 3 colonies and they are hitting each of them.  I destroyed one of their bases a while back and it only gave me about a 1 year break, then they started harassing me again.  Seems like your only options are to spend all day seeking them out or just ignore them and swallow the penalties.  This needs fixing badly. 

33
General Discussion / Tracking down Luddic Path cells and Pirate bases?
« on: November 22, 2018, 06:39:01 AM »
So my colonies are constantly being hit by these guys and it's hurting my stability and income.  But how do I track down their home base to stop the sabotage?  I once found the location of a pirate base by talking to someone at the bar but don't see that option anymore.  A couple of other times it just told me the location of the Luddic Path base but I can't seem to find them this time. 

On a side note, I really hope a patch alleviates the headache of having to constantly baby your colonies because all the defenses in the world don't seem to stop sabotage and having to run around killing enemy space stations constantly is getting a little tiring.  I guess that Preston Garvey was Alex's favorite character in Fallout 4. 

34
General Discussion / Why do developers hate pack rats?
« on: November 18, 2018, 05:34:50 PM »
First let me say that I fully understand and agree with personal inventory space being limited in most games for when you're adventuring throughout the world.  It forces you to make tough decisions on what supplies to bring with you and makes it more difficult to cheese the game by just stocking up on obscene amounts of ammo, healing items, or whatever else could potentially trivialize a game. 

That being said, why do so many developers like to punish me for being a pack rat and storing loads of stuff at my home base?  This always had me pulling my hair out in Diablo games as I never could understand what the limit really added to the game.  Now we have the recent Fallout 76 where your bases inventory is smaller than your personal inventory was in Fallout 4 and yet in that game your bases inventory size was essentially infinite (as it should be!). So while I absolutely love the new update I can't stand having to pay 1% of the value of my items in storage.  In previous playthroughs this would have amounted to hundreds of thousands of credits per month. 

So my question is, why am I penalized for being a hoarder?  So long as I can't just carry all my junk around with me at all times and use it to trivialize content I really don't see the problem.  I just really want to understand a developer's reasoning on this one.  If you needed a money sink, then just make the storage cost a more expensive 1 time fee or have a tiered system where paying more money gives you a larger storage capacity until a final large lump sum (500k credits or something?) gives you unlimited storage at that base.  And if the feature is here to stay, does anyone know how to edit a file to remove the 1% tax?  That would be greatly appreciated. 

Thanks for listening to my little rant and I hope I didn't come across as overly negative.  The update really is overall fantastic. 

35
General Discussion / Re: Save-Scumming as Core Game Design?
« on: May 27, 2018, 06:14:03 AM »
I agree with the TC that the cost of losing a major battle is far too steep which just encourages the player to save scum.  You should be penalized for losing but not to the extent that you lose dozens of hours worth of progress.  Here's a couple of possible solutions.

1.  When you are defeated, a special debris field is created for your fleet.  Special in that it is immobile, remains for a very long time, and gets its own map marker so that the player knows its location.  Returning to the debris field with sufficient crew and supplies will allow you to recover your ships and armaments just the same as if you had only sustained heavy losses but hadn't completely lost the battle.  Therefore, with the Fleet Logistics skill, ships that were commanded by an officer are almost guaranteed to be recoverable along with any ships with the Reinforced Bulkheads mod.  This would give the player the ability to recover the majority of their fleet but still suffer steep penalties for the loss including the addition of D mods, hefty supply costs to repair said ships, as well as a significant loss to your installed weapons systems. 

2.  Implement an insurance system.  When you buy a new ship you have the option to buy insurance.  If the ship is lost in combat, it will be replaced at a designated port.  This creates a bit of a risk vs reward mechanic whereby a player who ignores insurance is able to build up a powerful fleet more quickly with the potential for a more devastating loss should they lose the ship.  The rate could be dependent on when the insurance is purchased to help avoid abuse.  Buy insurance when you purchase the ship and it comes at something like a 40% rate such that a 50k ship costs 70k.  Buy it later or on a recovered derelict and the cost is 80% of the ship's base value (ignoring D mods).  Not only will this save a lot of money should the player lose their fleet but it also saves the tedium of having to fly around for hours to check various shipyards to see if they have anything worthwhile for sale. 

36
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 21, 2017, 08:20:58 PM »
I know why. The first two are premade ones I think while the last one is a generated one. You also might want to try the latest hotfix as well

Why would premade vs generated matter?  It just seems to me that if two of my mounts are permanently damaged or whatever that it should show that somewhere.  Although, I've salved a dozen or more other ships and never had this problem.  It's only the Falcon's and it's on every single one that I've salaved (4 in total).  And I am using the latest hotfix (RC19).  

37
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 21, 2017, 08:05:20 PM »
Does it have something like "destroyed/ damaged/ downsized weapon mounts"?

No.  It has no D mods at all.  Nor are any listed on the info screen that I can see unless I'm missing something.  Here's a couple of screenshots I took through Steam where you can see the lack of mounts without any D mods listed.  In the first shot you can even see that it lists the total number of small energy mounts as 2 but it should be 4.  In the second shot, you can also see that I can pay to "Restore" the ship even though it isn't damaged.  Finally, in the 3rd shot you can see another Falcon that I bought from a shop (yes, I love Falcons) that does have a couple of D mods and yet those 2 middle mounts are operational. 

https://steamuserimages-a.akamaihd.net/ugc/811054860947735510/46B183F52EADDC10AF0DAFEC5DCE039E6F7B2DD4/
https://steamuserimages-a.akamaihd.net/ugc/811054860947735994/2E7C1A41AC35C20ECDCA47A5BFA819F7BA400DC9/
https://steamuserimages-a.akamaihd.net/ugc/811054860947752848/06D5367B5735266859DFCB7C5FCFA8B42FB7FCE1/

38
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 21, 2017, 07:41:37 PM »
Hey Alex, loving the update!  But I've got an issue that I think might be a bug.  Whenever I salvage a Falcon, it's always missing the two middle small energy hardpoints in the middle of the ship.  If I pay to remove all the D mods, it doesn't fix the issue.  And if I exit the interface and re-enter it after fixing the ship, it gives me the option to remove D mods again and pay another hefty 68k which does nothing.  This can be repeated forever with no effect.  And yes, I am running the latest version.  Thanks!

39
General Discussion / Smuggling goods into an unfriendly base?
« on: March 30, 2016, 08:13:23 PM »
So I'm currently enemies with the pirates but I got a contract to deliver 2000 organs to a pirate controlled planet.  It let me accept the mission because even though the planet is pirate controlled apparently the contact there is a member of an independent faction.  So I get the organs and go to the planet, but the guy won't speak to me.  In the dialog box it says that I need to try approaching in stealth mode with my transponder off so I did that but it didn't work.  I even flew away from the planet, approached in stealth, and made sure that no other fleets were in the vicinity and still no dice.  Any ideas what I'm doing wrong? 

40
General Discussion / How can you possibly profit from normal trade?
« on: November 13, 2014, 12:04:14 AM »
First let me say that I know the game is far from finished and that massive balance changes will no doubt occur between now and the full release.  The problem that I'm having right now is that the trading system seems completely broken assuming you're not using the black market.  No matter how much extra supply a planet has and how much demand there is for that particular good at another planet, profitable trade seems impossible because the price gap never seems all that large.  From what I've seen, it's rare that you'll even find a 2 to 1 profit ratio for a particular good. 

For example, a planet exports a good for 50c and another buys it for 100c.  But even in this case, the obscenely massive 30% tariff makes profitable trades impossible.  That 50c cost per unit actually becomes 65c (50c +30%) and that 100c gross profit per unit degrades to 70c (100c - 30%).  As such, your net profit per unit is extremely small (5c in this case) and typically not even enough to cover transport costs.  On the flip side, responding to events like food shortages results in absolutely obscene and rather game-breaking profits.  With a decent trade fleet (7000+ total cargo capacity) I've been able to clear over $1 million credits in a single trade run. 

In short, regular trading seems impossible if you avoid the black market and try to remain clean while event based trading is so profitable that you can break the entire economy in a single run.  Am I missing something, or does the system just need a lot more balancing? 


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