Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Serenitis

Pages: 1 ... 87 88 [89] 90 91 ... 98
1321
General Discussion / Re: The pirates are so "low profile" now
« on: November 23, 2015, 02:33:32 PM »
Pirates are a pain.
When you don't want to see them, they're everywhere and constantly harass you. And when you want to find them, they're nowhere to be seen.

They're positively Jungian in thier obnoxious duality.

1322
Suggestions / Re: Monitor
« on: November 23, 2015, 12:02:20 PM »
That's because Monitor uses as much slots in your fleet as any other ship, so there's basically zero reasons to buy it. Unless you just want to play with it for fun and test things.
Winner.

It didn't matter so much when we had logistics because smaller ships had smaller logistics "footprints".
But now there is a hard cap on how many ships you can have and every ship has a footprint of 1, there is never a reason to buy this ship as there are alternatives which are both cheaper AND more effective.

Seems a waste to have things that the player is actively discouraged from using.

1323
Suggestions / Re: Gradual Graduated Reputation Change
« on: November 23, 2015, 11:52:39 AM »
As I stepped off the Magtube On my way to work this morning it occured to me that a system like this is going to be essential if mod factions exist.
Because otherwise the game will turn into a huge dogpile.
Tbh some folk might enjoy that. But personally I think it would be much better and immersive if factions behaved according to thier natural game-start dispositions instead of ARBITRARY NUMERICAL LIMIT REACHED: COMMENCE PLAYER HATE IMMEDIATELY.

So in our hypothetical game you could be friends with Tri-Tach which means the Ludds and Hege are not going to like you much at all, but the Diktat won't care one way or the other unless you deliberately annoy them.
Or you could play with the Hege and be best enemies with Tri-Tach, while the Ludds (not the Path) will be mildly approving due to common enemies etc. and Sindria still gives nary a toss.

Granted with only the four vanilla factions it does look a little lopsided.
TT has 2 enemies + 1 Neutral
Ludd and Hege each have 1 enemy, 1 Neutral, and 1 Neutral with a smile
Diktat has 3 Neutrals

Imo The Hegemony and The Diktat should really have some degree of mutual distrust as the Diktat is essentially a "rogue" Hegemony outfit, and I can't see the H being at all happy about that.

1324
The logistics system was pretty much a textbook example of something way, way overcomplex for the job it was intended to do (and wasn't really doing). That's probably a longer discussion, though.
In all honesty I thought the logistics thing was a really tidy way of managing your fleet within whatever limits your skills give you.
The only thing that made it complicated was having crew/marines count towards it as well. But they're gone now.
If its just a pool of points and ships with various point values, it is actually a fairly straightforward system with a ton of built in flexibility and it gives you something (else) to build a skillset around if that takes your fancy.

tl;dr - Put logistics back in, but leave crew out of it.

1325
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 23, 2015, 11:12:48 AM »
Is Jangala supposed to have the "Luddic Majority" trait?

1326
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 01:33:36 PM »
These relationship investigations are totally lol.

I've just been punted into hostile by both Sindria and the Ludds in a series of half a dozen investigations between them for carrying boxes with a Hegemony label on them.
Meanwhile Tri-Tach gives exactly zero ducks about anything. Not heard a peep from them.


1327
Suggestions / Re: Alex, pay your portrait artist to make some new ones!
« on: November 22, 2015, 12:05:04 PM »
For this latest patch (0.7x) I had actually redrawn every portrait, so that was a fair chunk of work.

Yes. They look so very good too.
Esp. my favourite very cross looking Hegemony lady.
Alex should totally buy you a drink. Hell a fleet of drinks.

Is it going to end up with a roster of portraits for each faction? Because that would be amazing.

And after any additions to the portraits, all we need is the ability for the player to import a custom one for themselves to round it off.

1328
Suggestions / Re: Combat effectiveness
« on: November 22, 2015, 10:10:54 AM »
I feel more or less the same. CR timers just get in the way of playing the way I want to play.

But I've been told that its a deliberate means of forcing you to be aggressive AND preventing you from doing exactly what you said you were trying to do, because people were apparently pecking entire fleets apart with a single frigate before.
It never even crossed my mind to try doing that in a frigate tbh.

The only things you can do are:
  • Suck it and live with a gimpy ship for a battle and watch as it eats all your supplies afterwards.
  • Chain your ships by calling in a single reinforcment transferring your command to it, then telling the previous one to retreat.
  • Dogpile every enemy fleet with a massive rush of ships all at once so the battle lasts seconds, and just deal with the inevitable losses.

It's not going to go anywhere.

1329
Suggestions / Monitor
« on: November 22, 2015, 09:58:39 AM »
Everyone's favourite cute and fluffy overspecialised flak frigate is very much overpriced.
It costs 39k.
For ref. an Enforcer (which has significantly more ability for only slightly more supply maint.) costs a mere 29k.

It is never worth buying a Monitor. Especially with the new fleet limits.
Please lower the price a little to make it a bit more of an attractive prospect.

1330
Suggestions / Re: Gradual Graduated Reputation Change
« on: November 22, 2015, 09:28:46 AM »
I like this.
It completely eliminates the silliness of factions convicting you for being friends with another faction they themselves are neutral to.

The "natural" rep movement I don't think would be a problem either if you make it slow enough. Like a couple of game months to get from one rank to the next, and add in some diminishing returns to make higher/lower tiers take longer still so you can't rely on it to gain access to things.


1331
General Discussion / Re: Officers
« on: November 22, 2015, 09:08:03 AM »
I've got a cautious dude on a Wolf, and she's actually p. good. Seems to have no problem darting upto enemies, unloading then backing off.

1332
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 08:50:39 AM »
As I get further into the game, I find that the speed parity and boosts matter less and less as I become more able to fight.
Game starts hard and gets.... Easier ???

Maybe an "attraction" mechanic would work?
The more ships you add to a fleet the more likely it is to be targeted by randoms.
Civilian ships add more than military, and bigger ships add more than smaller ones.
tl;dr - The smaller your fleet the less you get hassled.

And having easy mode start the player in a destroyer would save a ton of frustration and headaches as getting past that hurdle makes everything a lot more managable.

These contracts are the most brillant troll ever.
Deliver x tons of y to place z in 10 days for a bajillon credits.
Cool. I've done that before.
You do the trip, no problem. Pull up to the planet, and moments from docking *BA-BUM* you failed. Here's your -10 rep.
Well played, just well played.... :P

RE: Griffin
Get rid of supply and CR costs for the ability.
Add a complete shutdown for a few seconds - engines, weapons, shields, the whole of everything. OR max out the flux of the ship on use.
And a fairly long cooldown so it's used as a reloader rather than a spam device as mentioned above.

Or y'know, just make make all missiles regenerate anyway. :deadhorse:

1333
Suggestions / Re: "Days to complete mission"
« on: November 22, 2015, 05:40:24 AM »
Active missions (+their remaining time) being part of your head-up display (maybe next to the date?), would be even more useful.
Yes please.

1334
I wonder if it would look too obnoxious if the fleet circle/perimeter and the transponder button were to turn red when it was off?

1335
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 05:21:14 AM »
Making the expanded F1 tooltips the default seems to be good idea.

I wanted to play pirate, because that's where I had the most fun previously.
But this has kinda turned into a Heag. mercenary thing because I feel as though I am in way over my head, and staying near big orange blobs is marginally less stressful.
As far as atmosphere goes this is some top-tier stuff.
Gameplay kind of rollercoasters between GRINDING TEDIUM and EMARGHERD WE'RE ALL GOING TO DIE though.
Eh. Keep going see how it goes.

The second hurdle is needing some proficiency at frigate-flying; if you can't beat 2-3 (D) frigates in your starter Wolf, things get significantly more difficult as the range of viable targets shrinks dramatically.
This. This is why I took so long to get anywhere.
Simply, I am bad at frigates because the way you have to play them to not die AND do anything useful is something I am really ill suited for. I don't have either the reactions nor the mindset for that kind of fast twitchy play. :sadbrains:

Previously you could avoid anything you didn't like the look of because you could see things BUT ALSO you were much faster than most things that wanted to kill you, so flying a frigate was pretty forgiving even if it was something I tried to get away from asap. Essentially you could pick your battles.
Now you get trapped, for want of a better word.
You can't avoid things because you can't see them until they're on top of you. This wouldn't really be a bad thing except for the things that want to kill you are now not only as fast as you, but can be faster whenever they feel like it.
Which leads to lots and lots of reloading.

Making pirate ships even worse I think isn't the answer, they're plenty bad enough as it is.
It's the combination of almost parity with speeds, and random infinte speed boosts which becomes one of the most efficient newbie traps I've ever seen.
If you're going to change anything, look at the speeds first before messing with the p. cool submarine simulator.

Pages: 1 ... 87 88 [89] 90 91 ... 98