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

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Messages - Volfgarix

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16
Black market should be disabled only if suspicion is too high (as if black marketers didn't want to attract the heat you got on yourself).
For me the issue is how easy is to make money if you know what are you doing (*cough* Kumari Kandam *cough*). You may explore and salvage all the nice stuff and all or go smuggling and make 10 times in the same time.

17
Smuggling is generally pretty damn easy. You still can trade at high suspicion, patrols check you once and leave you alone for a while, reputation hits from overt smuggling alone aren't large enough. You can go to Kumari Kandam (a backwater system, actually), bribe pay the tithe to the Pathers and then you can happily carry random stuff from small colony on Olinadu (practically no patrols) to Chalcedon and rake in mad cash, even at the start when you need quick cash quickly.

18
General Discussion / Re: Scanning Smugglers as the player
« on: May 19, 2019, 04:39:27 AM »
You need smuggled-in drugs for miners, though.

19
I don't want to create a new thread because turns out I missed the RC7 update, but I got Technology Crate in Galatia. Not sure if that's a bug or what.



[attachment deleted by admin]

20
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 18, 2019, 01:58:51 PM »
About pirates spamming Atlases.
I think they sgould get something better from time to time, after all if they're ready to convert a freighter into killing machine and use Damaged ships then I'm pretty sure they wouldn't mind using a beat up Onslaught, considering that you can get quite interesting stuff on black market without problems, actually.

Earlier I was writing that zombie fleets were viable even before the update, price hike apparently made them more of necessity, as I heard. Ironically I find myself avoiding recovering ships if they have maintenance D-mod due to having to get more supplies.
I kinda prefer to do few smuggling/procurement runs in some backwater system like Kumari Kandam and buy a fresh ship. It's rather fine, actually, clunkers aren't there to be core of your fleet.

21
Man, phase ships sure will have a field day with it. At least this is what I think would happen.

22
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 11, 2019, 11:47:38 AM »
Found/recovered ships are much more valuable,
Weren't they always usable? Zombie fleets were and are a thing after all.

23
Suggestions / Re: Spaceborne Aliens?
« on: February 02, 2019, 05:50:59 AM »
it actually turns out IRL AI just repeats the bigotry and hatred of the society that produced it. Like, disappointingly so; AI is just as racist as the most racist person you know, but faster

Actual AI is pure logic, it doesn't care about any cultural nor political norms. Whatever it does is calculated.

24
Suggestions / Nemesis system and bounty hunters actually hunting you down
« on: February 02, 2019, 01:44:24 AM »
So there are games like Shadow of Mordor and Shadow of war that have a system which creates boss-tier enemies that are unique, can level and make things more personal.

Maybe it would be possible to implement system that creates fleet commanders that would level up, upgrade their fleets and eventually hunt you if you get on their bad side (like bounty hunters doing their damn job if you turn pirate or Vengeful relations description actually turning out true as factions send out a fleet prepared just to get you).
They don't need to be numerous, as it would probably end up in clutter, but giving them a decent chance to survive the lost battle would help creating more storyline of rivalry with that commander.
I think it would enhance overall gameplay and also would make late-game challenging.

And as I mentioned earlier, enable bounty hunter to track you down and hunt you if you anger a faction (with pirates only at vengeful and more rarely, they're already numerous).

25
Bug Reports & Support / Re: [0.9a-RC10] Stuck on salvage screen
« on: December 31, 2018, 01:45:09 AM »
Ah, my bad, if I happen to get a bug during derelict salvaging that I manage to reproduce then I will send the save as well.

26
General Discussion / Re: Do not "fix" pirate deathball swarms
« on: December 31, 2018, 01:42:59 AM »
Yeah, I used to have colony without industry, it was full of clunkers with the difference there were no pirate variants.
Pirate deathballs are quite fun because there is always that sense of terror when seeing one. They would use some variety in ships, though.

27
General Discussion / Re: Raiding sucks (or maybe it's me)
« on: December 30, 2018, 11:53:13 AM »
I'm ok with D mods, having a clunker fleet at the start has that rough feel of starting out.
Currently we have traders that carry ship hulls with them, maybe it would possible to expand that idea and be able to get better pristine ships by attacking those trade fleets and capturing hulls, either by having it as post-battle reward or by disabling them during escape scenario like now, but with lower chance of getting D mods on them.

28
Mods / Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
« on: December 30, 2018, 10:48:18 AM »
So I checked out the mod a bit.
First system seem to be a *** a bit - tons of factions that are enemies to each other, I wonder how Kadurs are supposed to survive there. Normally pirate bases are usually far from other habitats so it wouldn't end up with constant warfare and to give some reason why pirate stations weren't wiped out, yet. The black hole system doesn't look that bad in this regard.
Hegemony getting the lush, fertile planet seems a bit off - being a food factory is Church's thing.

Didn't get to check all ships yet, but Greyhound seems overpowered - it's a Hound with two extra small ballistic mounts and Accelerated Ammo Feeder without any extra drawbacks, so you practically get a speedy bruiser for cheap. It's more destructive than some larger frigates.

I like the pirate start option.

29
Bug Reports & Support / Re: [0.9a-RC10] Stuck on salvage screen
« on: December 29, 2018, 01:54:45 PM »
Sent the save via e-mail with same bug, probably should be possible to replicate. Forgot to name the title, please don't get spooked.

30
Lore, Fan Media & Fiction / Re: Fashion in the Persean Sector
« on: December 29, 2018, 04:12:22 AM »
I like it

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