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Messages - Kanil

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31
Mods / Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
« on: December 13, 2019, 02:15:20 AM »
It's really wonderful to see this updated again. A few observations thus far.

Most of the ships are underpriced. The Jamaran is only 5,000 more credits than the crappy pirate/pather Colossus, for example.
None of the weapons seem to have the Mayorate tag, for the production tabs.
I seem to be able to build the fighters as both fighter LPCs, but also as ships -- I have no idea what the latter might do, as I don't have heavy industry yet.
Is the Inanna fighter supposed to be a thing? It's got a sprite, and I remember it once being a thing... but that was a long time ago. If it's supposed to, it doesn't seem show up in game.

I really like how you've added blueprints for having good reputation, makes building my own stuff a lot easier without having to go explore/be blessed by RNG.

32
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: October 27, 2019, 12:56:02 AM »
The Laminar is probably my favorite surveyor ship in the whole game. Obviously it's not particularly useful in a fight, but if you want a ship that can survey DA already has you covered.

Many other factions (and even vanilla) feature cruisers with surveying equipment, and I don't bother with them -- the Laminar isn't as sexy, but it's got them beat hands down in efficiency.

Also it's an adorable little box.

33
General Discussion / Re: Best runabout ship/fleet?
« on: October 05, 2019, 05:13:43 PM »
If you want to just run around doing survey missions, a Dram is fine. It's got fuel, it goes fast, and the mission doesn't actually require you do anything other than tag the target.

For surveying planets and stuff, I use 20-25 frigates with surveying equipment. Usually DA's Laminar or SRA's Ashnan, but the vanilla Hound and Shepherd work just fine too... although the Shepherd is only burn 9 and has civilian grade hull, which is annoying.

A frigate stack has high burn speed, low sensor profile, reasonable maintenance costs and enough surveying equipment to check out just about anything for only 5 supplies. Between 20 sustained burn and a super low profile when going dark, you're able to evade and explore remnant systems and pretty much anything else, and get all the research stations and planetary ruins.

34
Really? i assumed when writing that that since many planets say "millions of people live here" that many of the core worlds would have hundreds of millions at least

Planet sizes are orders of magnitude, so the "millions of people" living in on a size 6 planet pretty much means 1,000,000 to 9,999,999. Chicomotzoc's the only planet in the sector described as having a population of "hundreds of millions".

A size 10 market describes the planet as "a rival to Old Earth" with tens of billions. Which would be many times the population of the rest of the sector combined. I couldn't possibly tell you where those people actually came from.

35
General Discussion / Re: Commanding fighters...
« on: August 18, 2019, 11:08:23 PM »
I would think this decision would translate to, for the vast majority of players...: "This part of the game was much better before .8, but then game features fell victim to more simplification'". Am I wrong?

I'd imagine most people don't care. Fighters were dumb in 0.7, and are a lot less dumb in 0.8+. Obviously it's unfortunate for those who wanted to micromanage their fighters and carriers at the same time, but I'd wager most of the population is fine with just using fighter strike.

36
Suggestions / Re: Warship Balance
« on: July 09, 2019, 02:11:01 PM »
I recently had a playthrough to about level 40 with just a Medusa and two Tempests, and I don't think it's bad. While it doesn't have the raw firepower of a Hammerhead, it's got great mobility and is still generally fun to pilot.

37
Blog Posts / Re: Skills and Story Points
« on: July 08, 2019, 08:22:37 PM »
Given that story points can be used to salvage ships and retrain officers (making finding the correct ships/officers less frustrating), could they possibly be used to cause ships to spawn on the black market? Possibly with some limitations, d-mods, or just straight up more expensive than normal if it needs to be balanced.

It seems thematically workable at least, you spend your story point to find a guy who knows a guy who'll sell you a Medusa this time next month.

38
I've done, I would guess roughly 100 surveys and never found anything interesting on a gas giant besides 'some volatiles'.  (side note, is there any reason to colonize one?)

The reason to colonize them is that you need the volatiles. If your system has a gas giant, no cryovolcanics, and you don't want to go elsewhere, then it's probably your only choice. Some of them have reasonably low hazard ratings, too. They're not amazing, but they have a purpose sometimes.

Anyway, while it makes sense that they would require more crew, I don't think it makes for particularly interesting gameplay. You can just drag around the crew required for regular planets, skip all the gas giants, and just come back later if you actually want to colonize the system or something.

39
General Discussion / Re: Brief discussion of skills in 0.9.1a
« on: June 19, 2019, 04:43:44 PM »
Six skill points is not "slightly", that is a big deal.  That is the difference because a level 14 officer and a level 20 officer.  That is two level 3 skills that can make your ship stronger (or other powerful bonus).


I have lots of fun with colony skills... until I see I wasted twelve points when I could have held out longer until I found enough Alpha cores to plant.  The twelve points would have gone to skills I wanted but could never get if I took colony skills myself.

That's not the difference between a level 14 and level 20 officer, because player skills aren't capped at 20. You'll probably end up missing out on some of the less useful Leadership skills.

Meanwhile if you're planting tons of alpha cores on your colonies, you probably already have enough money and ships that 3, 6, or even all of the skills aren't going to make the difference in any fight at any point in time.

Obviously if you want to absolutely maximize your power with zero other considerations, you're not going to take such skills and just going to grind it out. If you don't want to invest that much real time in grinding out cores and blueprints however, then they're pretty helpful... and again, don't actually cost you that much combat power.

40
General Discussion / Re: Brief discussion of skills in 0.9.1a
« on: June 19, 2019, 02:09:11 PM »
The point of lots of combat skills is to at least match a simple level 20 officer.  It is no fun being weaker than an NPC...

Getting to the "end game" stage can also feature things that are no fun, too. I'd rather spend 6 points on salvaging and not have to survey so much of the sector to find the blueprints I want, than to skip it and be slightly stronger at the point in the game where I can just deploy infinite Paragons anyway.

41
I also noticed that some weapons just never show up.

Kind of a blind guess, but they don't seem to produce anything exclusively in the BRDY Weapons Blueprint Package. Stuff that's in the general BP packages shows up, and stuff that has one off BPs seem to show up.

42
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 12, 2019, 03:41:09 AM »
IM sort of ruins the only upside of d-ships which is low supply cost. It takes the choice from a trade off (reduced stats for less supplies) to a strictly worse choice.

Very much this.

You could probably argue that it doesn't really matter that much, and maybe it doesn't, but it sure feels terrible.

43
Mods / Re: [0.9.1a] Blackrock Drive Yards v0.9.5 (09.06.2019)
« on: June 10, 2019, 03:36:24 AM »
I'm kinda sad about the Mantis losing its universal medium mount... a Sunspear and shard-cannons were wonderful combinations...
Yeah, I also enjoyed that combination immensely, a little reward for starting a new game as BRDY. But ultimately it's still a frigate, and doesn't serve as a player ship for more than a few fights, so I guess it doesn't matter too much...

44
General Discussion / Re: Why Colonies?
« on: May 27, 2019, 05:54:51 PM »
If the resources are so easily available to make colonies like the player is, then why is the player the only one taking advantage of them? I think that's the question. Why are the factions not interested in all the free resources, and why are there no other independent entities trying to take advantage as well?

I agree with this. While I get that Starsector isn't supposed to be a 4x, it's weird how right now outside of the core worlds is basically the player's personal playground. Nothing really happens out there until you decide it does.

45
The SRA industries (and the vanilla Heavy Industry/Orbital Works) are currently not tagged as industries and don't count towards the industry limit.

On the typo front, I currently have a "yardie Commission", and the description for the Anu has "Enil" rather than "Enlil".

Thank you for the update.

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