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Messages - woodsmoke

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31
Suggestions / Re: Aurora Balance
« on: September 13, 2016, 04:09:07 PM »
I think he was referring to the Conquest build. If memory serves that's one of the default variants, which... isn't terrible, but it's certainly leaving a lot of firepower on the table. Though I suppose the AI pretty well only flies with vanilla variants (sans mods, anyway), so.

32
Suggestions / Re: "Strafe to cursor" toggle
« on: September 13, 2016, 03:53:05 PM »
Whereas I would find it much easier to simply press the shift key a couple times in fairly rapid succession, even in edge cases like that.

In any case, I agree; giving the option for the player to choose whichever they like is generally the best approach.

33
General Discussion / Re: Is there a way to improve player combat AI?
« on: September 13, 2016, 03:48:08 PM »
And reckless captains will be great for pursuit ships.

Actually, this is where I have problem with whole personality idea. You have just 10 Captains -> you can't afford specialized ones for pursuit, they need to perform well in any situation you throw at them.
Or at least scenarios that really matter, like surviving as long as possible against overwhelming enemy fleet.
Which means only Steady or preferably Cautious officers are fit for my fleet.

Speaking of, I don't suppose there's any chance we may be getting more officer slots in a future update?

I won't be heartbroken if the answer is no - just having officers in the first place already had a pretty significant effect on how the game is played; combining an officer in every ship with the ubermensch factor of the player's involvement would probably make things positively silly.

Still, a guy can dream. :D

34
Suggestions / Re: "Strafe to cursor" toggle
« on: September 11, 2016, 01:13:04 PM »
why not just instead of having the option of reverse behavior, make it in to an option to turn it into a 1 press toggle?

Seconded. While it's obviously not a major problem, having to go into the settings menu to check/uncheck that box every time I switch between ships is kind of irritating. Just being able to tap shift once and have the game automatically switch between cursor/keyboard targeting would be a nice QoL improvement.

35
General Discussion / Re: Auto reinforce too easy and difficult to judge?
« on: September 09, 2016, 12:32:14 PM »
You're far from the only one who's run afoul of this. I'm pretty sure I've seen a post from Alex saying he's aware and working on something to make it more clear when that happens, but until the next release you'll just have to learn to work around it.

36
General Discussion / Re: Overall feedback on ships and weapons
« on: September 09, 2016, 12:25:26 PM »
generally speaking you shouldn't tell people what's fun, considering it's subjective.

megas is a weirdo, but he's our weirdo and he has a deeper knowledge of this game than probably anyone else here.

he's totally correct on the mechanics of nearly everything, incl. the profit motive to solo.

it's not even a criticism to say the mechanics encourage X so you shouldn't get offended about it.

Fair point. Megas certainly understands the game's mechanics a lot better than I do, or at least has done a lot more to put the game through it's paces. I'm not saying anyone's wrong about the way the game works, simply making the point that, in my experience, those who focus primarily on efficiency tend to lose sight of the forest for the trees. Whatever the mechanical details, Alex obviously designed the combat around fleet actions. As far as I'm concerned, the game pretty clearly (albeit not explicitly) encourages that. Of course that doesn't preclude the possibility someone playing the game in an unconventional manner might figure out a way of playing a particular ship with a particular build that allows them to solo enemy fleets, but I don't think that has to be a significant problem.

Starsector is a fairly complex game with a lot of moving parts. Similar to an MMO in which a particular class might be all but unstoppable in 1v1 duels but works exactly as intended in larger PvP battles, the fact the balance might start breaking down to a greater or lesser extent when you choose to play on the edges of its design doesn't necessarily mean there's anything wrong with that design, as that's presumably not what Alex is balancing for. Which isn't to say I think he should just ignore the issue, but it honestly doesn't make any difference to me as I'm not interested in that style of play.

37
Use a modified version of the "old" logistics pool to control boarding. (Also, bring back logistics :P)

Have each ship in a fleet contribute toward a pool of "points" or however you wish to describe it.
Every ship can contribute something, but some ships are naturally better suited to the task of docking and delivering angry shooty spacemans into other ships. These would be your shuttles, armoured transports, and other specialised vessels.
And whatever they contribute scales with thier current CR.

At the end of a battle you have won, all your ships have thier "pirate points" added up and modified by CR, which gives you your pool for this battle/instance.
Then all the disabled ships from the defeated fleet are presented to the player using the "deploy" dialog or something similar, with each ship costing a certain amount of points to recover - bigger ships and more intact ships = more points required.
The player can then pick as many ships to board as they like so long as they have the "points" left to do so. So you might choose to take a handful of frigates, or you might prefer to use all your resources to recover the cruiser you just put holes in.

This gives the player agency in what is currently a frustrating luck-bound endeavour while not overly skewing the difficulty/balance (as ships are generally not worth boarding unless you specifically want a particular one).
The only significant balance change would be that rare/desirable ships would become easier to acquire, which could in turn be balanced by making them exceedingly fragile and prone to outright destruction.
Also, this same mechanic could be flipped around and used against the player if they get beat down. This would have to be watered down though, in order not to be completely obnoxious.


I find your ideas intriguing and wish to subscribe to your newsletter.

I agree with Megas re: logistics as implemented in 0.6x probably not being a good fit, but like the old boarding mechanic, I think it was a case of sound idea, poor execution. I'm confident if Alex just tweaked the way it works a bit he could figure out a way to reimplement those mechanics that works better.

'Course, this is assuming all the new developments since then (thinking primarily of industry) don't change everything enough as to simply obviate the whole thing.

38
General Discussion / Re: how to use fleet command effectively?
« on: September 09, 2016, 09:51:35 AM »
Excellent, I'll give that a shot tonight and report back on the results. Thanks folks.

39
General Discussion / Re: Apogee builds?
« on: September 08, 2016, 12:02:05 PM »
I don't remember the exact loadout I had for my Apogee in my previous game, but I remember most of it. Autopulse laser in the large slot to build flux, two ion beams in the medium turrets to jump through shields and get an early start on wrecking the enemy ship. I want to say I had tac lasers in the small hardpoints to ensure the enemy kept their shields up (thus enabling the one-two punch of the autopulse + ion beams), but I don't quite remember. Threw a MIRV in the large missile slot and a harpoon (I think?) in the small to maximize its ability to capitalize on overloads and burst PDs in the small turrets to round it out.

I'm with Helmut; it's not particularly fun to pilot as a player ship, but it makes for an excellent AI-controlled anvil.

40
General Discussion / Re: how to use fleet command effectively?
« on: September 08, 2016, 10:58:19 AM »
Maximum fleet size can be changed in some configuration file.  (I do not resort to this myself because I would change much more than that to cheat more.)

Out of curiosity, would anyone happen to know how easy of a fix this is? Could I just do it with a .txt file tweak or something? I'm not particularly interested in facing down conjoined superfleets until doing so has more of an effect than simply generating a lot of loot, but I really dislike the 25-ship cap that's in the game right now. I dislike hard caps in general, really. Logistics may not have been a perfect system and was probably open to some abuse, but I vastly prefer the breathing room it granted over the current model of "only this many ships allowed."

41
General Discussion / Re: Overall feedback on ships and weapons
« on: September 08, 2016, 10:31:01 AM »
The most dangerous threat in the simulator to an Onslaught or Paragon is a fleet of about twelve frigates with mostly Wolves and Tempests, with a few phase ships, an Omen, and maybe a ballistic bruiser mixed in.

Point of order: the simulator can be a useful tool for getting a general idea of the power of a particular ship, and I know you like soloing enemy fleets because it's the most efficient way of fighting right now, but I think it bears stating here the simulator is not the game. Starsector's combat is designed around fleet battles, not solo actions. Deploying my entire fleet may not be as efficient as chain-deploying Medusas, but, IMO, it's a lot more fun - at least up to the point of fighting 40+ ship superfleets at endgame, but to me that speaks to a problem with the 25-ship cap more than anything else.

42
Boarding in 0.6x was hideous, enough that few posters here got banned for their uncontrolled outrage.  Chance of success for hard dock and boarding a useful warship was 37.5% at best.  (25% self-destruct, then 50% chance of success afterwards.)  If you were lucky, you board on the first try.  If not, you could spend over an hour replaying battles and fail boarding attempts more than ten times in a row (each with 37.5% chance of success) before you succeed.  Assault teams only had 9.375% chance of success and required too many marines to be a viable option.  I abhorred boarding during the 0.6x era once I experienced multiple failures in a row even with the most favorable save-scumming conditions.

Oh, I won't argue with the numbers being horrible, I just miss the greater range of outcomes. I thought selecting a boarding craft was kinda' fun*, and a ship self-destructing during boarding or being damaged beyond repair always felt right to me. It adds a little bit of flavor that fits perfectly with the feel of the game. IMO, the problem wasn't with the fact they happened, but the frequency with which they did so. I'd really like to see Alex tweak the numbers to be less punishing and restore those features to the game.

*Granted, once I really understood how it worked my boarding craft were almost exclusively shuttles and small freighters, so when the inevitable explosion happened I was really only out the marines rather than the marines and one of my combat ships, which was apparently a lot more of an issue for other players.

43
Suggestions / Re: Relax restrictions on tugs a little?
« on: September 03, 2016, 02:36:47 PM »
Burn speed is a critical stat for the campaign.

It doesn't have to be.

Lately I'm operating according to the principle "If they don't attack you on their own, they are not worth fighting".  Meaning I fight only fleets that are as strong or stronger than me, cause anything else is boring. For that burn speed is mostly irrelevant, it only serves to make travel a bit faster.

That's the way I've been playing with my bounty hunter run. Burn speed 8 is immaterial when my targets are all stationary and move to intercept as soon as I show up on their scopes. I'd imagine if you're going after the big detachment fleets they're probably going to behave in a similar fashion, at least for the first engagement.

44
General Discussion / Re: weapon availability
« on: September 03, 2016, 01:43:45 PM »
You can also get a minor reputation ding if you've bought something off the black market at several different markets owned by that faction within a relatively short period of time. The dialog says something to the effect of "they can't prove anything, but the totality of your activities at their various markets is enough to look suspicious."

45
I wouldn't mind something a little more detailed than the current mechanic. Honestly, I kinda' miss the more dynamic approach from 0.6 - as much as it sucked to lose a ship to a self-destruct, it at least kept things interesting. Boarding now is just a numbers game: if you have enough marines and an open fleet slot you'll capture everything every time. It's boring.

I always thought it would be fun to retool a shuttle and/or freighter to be a boarding craft, maybe a hullmod to that effect; something similar to the Valkyrie but which actually exists in the damn game. :p

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