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Messages - Grievous69

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2071
Read some of the latest blog posts, especially the one about skills, the dev is already doing what you're suggesting here in a way. Btw just because a vocal minority keeps repeating something, that doesn't make it true.

2072
The next update will try solve some of the problems you mentioned, and fleets in general will probably become smaller.
But this:
where the only viable strategy is to have as much capital ships as possible.
This is just plain wrong mate. I'm always flying around in cruiser fleets with some supporting destroyers and rarely do I have issues in campaign. Sure I'll grab a capital or two for the huge bounties or to defeat star fortresses but even then I roll with battlecruisers. And then there's carrier spam which is even easier to do than capital spam (and more bland). Anyways I just get triggered when people say capital spam is the only way to go since then new players will just copy that instead of experimenting with the game.

2073
General Discussion / Re: Alex Appreciation Thread
« on: August 21, 2020, 10:57:29 AM »
I don't like praising people just so. I've seen it too often to consider it meaningful. Alex is doing his job and I paid him and I continue to be engaged. If I didn't care, I wouldn't be here.
I get what you're saying but there are also people being paid for their work for an average performance, or even worse. I feel positive reinforcement is suitable for those who excel at their work, regardless of the amount of money they're getting for it. Of course too much praising and then you slowly lose meaning and it just becomes bland. But in the end it doesn't hurt anyone, especially the devs who are always glad to hear stuff like this.

+1 for the communication part, there wasn't a dev in my whole life who responded to almost all of my questions and suggestions, let alone with added explanation and thought put into answers.

2074
General Discussion / Re: Alex Appreciation Thread
« on: August 21, 2020, 05:40:11 AM »
There's one thing, among many others, I really admire about him and that's the way he proves me and others wrong regularly. Often times there'll be a change or even a whole blog post that doesn't really seem good at first for some, so it's easy to have a knee jerk negative reaction. But Alex stands his ground, doesn't give in to the vocal minority and reassures us all will go well. And in the end it really does. He really has an elegant way of implementing new content and features, or even redesigning current ones.

(I'm not saying every single change ever was 100% good and he's some sort of a supernatural being, you can't make a perfect product that will please everyone. But you can do your best and that's what I'm appreciating here.)

2075
General Discussion / Re: 0.10a battle objectives change
« on: August 21, 2020, 02:56:13 AM »
Yeah the random position of objectives wasn't super important before, but I guess it could get annoying now. It could very well become a reason to reload a save in tough battles. And if the position of objectives was always the same, then that could also get boring after a while since you'll be doing the same exact thing each time. This to me seems like the biggest question right now, since it will greatly affect gameplay.

I honestly can't see autoresolve getting changes because of this. There's not really much of a benefit for doing that when you're gonna screw up factions completely with it. Also then the ''5-1-1'' thing would be a no brainer for the player's doctrine setting.

2076
General Discussion / Re: The - of editing
« on: August 17, 2020, 12:13:28 PM »
There really should be a warning screen about mods when you first launch the game. The amount of times I've had to explain new players why playing with mods immediately is a bad idea is in triple digits probably by now.

Don't listen to what others are saying here, forget Nexerelin, it's a terrible idea to have your first experience with it. Learn pure vanilla first trust me.

2077
Blog Posts / Re: Personal Contacts
« on: August 14, 2020, 11:34:46 AM »
... actually, this reminds me of something pretty big I *completely forgot* to talk about in the blog post! Another type of "mission" is a "custom production order" that you're able to give - using a screen that's much the same as the colony ship/weapon/fighter custom production screen. Higher importance/relationship increases the max value of the order, which is delivered to storage at the colony after a time.

You can pick either from your own blueprints, or from blueprints the contact has. Trade contacts don't have any, military contacts have their faction blueprints, and underworld arms dealers have the good stuff. The idea here is you can make intermittent use of blueprints you know before you have a colony up and running, and *also* it's a means to reliably get a hold of some stuff that's otherwise, for whatever reason, extremely rare.
YES!YES!YES! I remember this being a frequent suggestion, so glad it made it in. Finally some use of early game blueprint hunting.

2078
Blog Posts / Re: Personal Contacts
« on: August 14, 2020, 08:47:08 AM »
Is the skill that lets you get extra officers being removed with he skill update? It seems like it would be 100% mandatory if officers also let you deploy more forces.
Base number of officers is now 8, but you'll still be able to get to 10 with a skill. So yes, it would seem it's gonna be ridiculously good.

2079
Blog Posts / Re: Personal Contacts
« on: August 14, 2020, 01:28:49 AM »
BTW, any chance for a blog post about the deployment system update? To me it's actually more exciting than the personal contacts topic^^"
It certainly is more impactful. I was kinda surprised that such a big thing was casually mentioned in a thread dedicated to a completely different topic, not that I mind it tho. Not sure it could be made into an entire blog post, seems pretty straightforward to me.

2080
Blog Posts / Re: Personal Contacts
« on: August 14, 2020, 12:50:04 AM »
Maybe I missed something in the blog post but what exactly is different with these ''special'' bounties? I see there are potential higher-end enemies that wouldn't show up in normal bounties but it seems you'll get these after you complete a bunch of normal ones. Mind you, I'm completely fine with the way they're gonna work but I'm just confused on the ''special'' part. Or are they just called that because complications may happen? Anyways a great blog post, looking forward to relearning the game.

HUZZAH patch notes! Ok but seriously, those are some fantasstic changes. The officers being what's important in counting DP makes way more sense than ''here's a bunch of capitals''. I'm not too affected by this since I already use mostly cruisers, but I'll guess even faster ships will be useful now.

2081
First thing, what agreement are you talking about? Some people prefer larger battles, some prefer small early game ones. You don't decide what should be fun for others.

Second, the items you mentioned aren't even the problem. Alpha core, sure you get some money and rep, nice bonus for exploring. Ship blueprint, like what the hell are you going to do with it in early game? You require a decent planet, letting it grow and build everything to defend itself and then building the Heavy Industry. AND THEN ordering the specified ship. All of this takes a ton of time and money.

Unless you meant selling blueprints, then I'd have to agree with you. Same goes for Pristine nanoforges and Synchrotron cores. But all of these things aren't ''easy RNG'' as you say, you can explore half of the map and not find a single Pristine nanoforge. I don't get how would you make this a challenge when it's just pure luck. Some people find them soon and get crazy rich, while some can remain stuck in early game for who knows how many hours. It's the same as finding a super rare item in any other RPG.

What I'm trying to say is I don't see what you're suggesting here. You just don't like RNG it seems to me, so what do you propose that would help solve these issues? Outright remove RNG from them and tie them to quests? Make only end game enemies drop them? Drop some ideas mate.

EDIT: Good example for this being a bit silly is getting DOUBLE the amount of credits for finding a random item compared to fighting an end game bounty which has at least 5-6 capitals. Even with RNG the risk vs reward isn't really balanced I'd say.

2082
Suggestions / Re: Starliner MK2?
« on: August 13, 2020, 03:37:39 AM »
It absolutely is yeah. There's a reason there aren't 5 different kinds of small slot fragmentation pd or 5 kinds of Onslaught with slightly different colours and slots. It's pointless bloat, bad for performance and bad for gameplay.
By that logic, no one would ever play with mods since they're just pointless bloat no? Since whatever their role is, a vanilla ship already does that (in 99% of cases, unless it's some crazy special ship). Of course it's not the best for performance but there's nothing wrong with adding some extra flavor for some factions. Two ships with basically exact same slots but different stats and ship systems may play completely differently from each other.

Also what Mondaymonkey said, fighting pirates gets old pretty fast since they're both the most common enemy and use the same 3-4 ships (not counting frigates). Pinata (Atlas II and Prometheus III) and Brick (Venture) spam is all you're ever gonna see once you pass early game.

2083
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: August 10, 2020, 01:29:25 AM »
This was answered many times, and the answer always was - IF there's gonna be a Steam release, it would only be when 1.0 version is done.

2084
General Discussion / Re: Are mods jank, or is it just my sucky computer
« on: August 07, 2020, 01:10:49 PM »
Sure you CAN run it, but try to play like that more than an hour or two and you'll see crazy stuff. Also kinda depends what mods exactly are you using.

2085
General Discussion / Re: Are mods jank, or is it just my sucky computer
« on: August 06, 2020, 12:42:57 PM »
Yeah it's just due to the number of mods, I'm not sure if any pc would handle >50 mods. That said, you could maybe try disabling graphicslib options in the mod files to turn off the fancy details, the game will obviously look worse but it might help. Other than that just cut down the amount of content mods. I don't think utility ones make any impact on performance.

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