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Messages - Plantissue

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1186
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 09, 2015, 05:06:36 AM »
Large missile weapons are super rare in my game. I went to like 6 different systems and checked ALL the markets and out of all of them only Volturn, of all places, had two Cyclone reaper launchers.

That is all I can find; the two new large missile weapons are nonexistant thus far. Granted, the Cyclone launcher is fine but still! =/
Aren't there normally loads in military markets? Time to take that commission so you can more easily equip your black market cruiser I suspect.

1187
Discussions / Re: Distant Worlds
« on: December 08, 2015, 04:44:56 PM »
Oh this game. I've spent hundred of hours playing this game, to the point where I managed to build an "optimal" combat ship. The game is just beautiful for the sheer number of intersting concepts that it successfully employs, though the concepts which doesn't work so well cam be particularily glaring especially if you don't automate your empire at all.

1188
Am i the only person not bothered by my character portrait popping up everywhere? Then again i tend to choose the faceless helmeted ones or the rather bland looking typical looking ones.

1189
I rarely see a cruiser on the black market. I see herons and Ventures, but one is a carrier and the other can be brought on the civilian market. I've seen Aurora a few times, seems like tri tachyon loves to sell ships on the black market.  I've never seen a capital on the black market. Having a reliable supply of such is more than enough to provide a reason to take a commission. I rather like the commission system. Afterall, it's a bit odd that any faction is selling any military ships rather than keeping it all for themselves.

1190
Suggestions / Re: If stationary in terrain you should orbit with terrain
« on: December 08, 2015, 11:17:22 AM »
Well, we now have buttons in the game. I can imagine it right there, next to burn speed.

1191
I agree. CR in general just needs an explanation in the codex, perhaps under a new section called "game concepts" along with things like terrain and sensors. It may or may not have been explained in the tutorial, but there really should be a reference somewhere in the game for things like this, rather than having to be glimpsed through reading blogs or forum posts. The relationships between deployement costs, CR recovery and such with supplies needs to be made clearer, especially since it the most common cause for confusion for new players.  

It would also be helpful that in the logistical data for ships, CR isn't expressed as a % as it too is misleading. It should be expressed without the "%" as it implies that a percentage of CR is depleted as opposed to a flat amount. It would also be helpful if there was simply a number expressed to tell you how much supplies would be needed to fully repair and recover the CR of your ships, as opposed to a time for the longest repair and the rate of supplies lost, which is less helpful. Obviously experienced players can gauge how much is needed or just simply have a rough and ready amount of resources ready, but not so much for new players at the beginning of the game.

1192
General Discussion / Re: 0.7 feedback
« on: December 07, 2015, 03:28:07 PM »

Quote
I don't think you can justify a hammerhead as a starting choice.
By that criteria, no destroyer is suitable.  The other three combat destroyers are a bit better and have more mounts.  Hammerhead is as low and basic as you can go before you might as well downgrade back to a combat frigate.

Hammerhead used to be the extra Easy ship for bounty hunter in 0.65.  Hammerhead is also the ship used by the player in the tutorials.
That's right, I don't think any destroyer is suitable as a start ship. Any combat destroyer would be too easy. That why the ones I suggested the ones which could be interesting.

1193
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: December 07, 2015, 02:08:46 PM »
The reason could simply be that as domain has deemed it so, so has the Hegemony bureaucracy has deemed it too so. Would be humorous, but uninteresting.

1194
Suggestions / Re: Commission-locked Assassination Missions
« on: December 07, 2015, 01:40:20 PM »
if you are on a commision, you would already be hostile to them, so the faction shouldn't see any real need to assasinate them stealthily with transponder off. Unlesss there are some implied politics like killing off a double spy or diplomats heading to negotiate a ceasefire. It would make sense though for factions that aren't supposed to be hostile towards your commsioned faction. That said, a specific assasinate mission where you have to actively search for that fleet instead of simply heading out to XYZ lifeless planet would be cool.

1195
General Discussion / Re: Losing Pirate Rep, or: U MAD, BRO?
« on: December 07, 2015, 01:33:49 PM »
I've gotten a message that as my rep is bad enough with the pirates, no additional rep will be lost for running away when playing with the new hotfix. Not sure what the conditions are for such though. A stealth change in the hotfix, or have I missed something?

1196
General Discussion / Re: 0.7 feedback
« on: December 07, 2015, 01:27:33 PM »
I don't think you can justify a hammerhead as a starting choice. If you truly wanted such an easy start, you can just choose an easy start instead. A hammerhead (D) or a Buffalo Mk II could be interesting. The smuggler start just seems to be a bad honest trader start at the moment. You basically would play the same way. I would like the Hound to be burn speed 11 instead or the Cerberus to be the Smuggler start ship and some other ship be the Honest trader start ship.

1197
it makes sense for independents to not become hostile to any faction, though it would make sense that to compensate, their military markets are not as good. In any case, the black market exists, though I have never seen a capital in it.

1198
General Discussion / Re: My new hobby
« on: December 07, 2015, 12:56:05 PM »
Watching the new video, he is either using cheats or the game has been so heavily "modded" in his favour that it would be pointless to draw any conclusions about vanilla balance from it.

1199
Suggestions / Re: About the officer skill system
« on: December 05, 2015, 09:51:44 AM »
Perhaps Officer skills can be streamlined as 1 - 5 - 10. With skill 10 requiring 2 levels so as to require the same amout of levels to reach skill 10 at.

1200
General Discussion / Re: Contacting people on hostile planets. How?!
« on: December 05, 2015, 09:49:32 AM »
A phase freighter would be a freighter ship that would survive every hostile encounter, never mind being perfect for smuggling. It would be a pretty boring no risk way to smuggle. It'll be too perfect and will have to be hyperion rare and have a tiny cargo hold to compensate. Perhaps if there was a "weapon" or hullmod that increase cargo space at the expense of OP, that might be interesting.

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