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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 - Kommodore Krieg

Pages: [1] 2 3 ... 16
1
General Discussion / Re: 4 years....
« on: September 21, 2016, 03:17:58 PM »
It is hard to believe it has been four years.  I got my moneys worth out of this game when it was just a selection of combat scenarios.  I am impressed to see Alex faithfully continue making his vision for this game a reality, and although I have not played it lately (as I want to enjoy it afresh in its complete form)  the closer the version numbers edges to 1.0 the more my anticipation builds.  Four years of continual, near solo, development is not a reason to complain but is rather a reason to commend the developer for sticking with his project even after the initial surge of early access funding.

2
General Discussion / Re: UI is way too obtuse
« on: November 14, 2014, 03:01:51 PM »
I don't know about anyone else, but when a game presents "stats" for something to me in a "simple" way (take the guns in BF4 for example; the "stats" are all displayed as a series of numberless but easy to read bars) I immediately leave the game so I can find some actual numbers online.  Starsector thankfully doesn't do this, all the numbers are right there in front of me.  Now, I am not saying the display could not be improved in some way, organized better or some such, but the display of actual statistics shouldn't be sacrificed on the altar of "ease of use". 

3
Suggestions / Re: Map filters and more
« on: October 21, 2014, 07:25:11 PM »
I was just going to make the same suggestions as your first three.  The map is pretty hard to use for anything other than the most basic navigation right now because of the way things pile up on top of each other.  You suggestions would fix that.

I would also like to suggest being able to write your own notes on the map, like in civ 4. 

4
Mods / Re: [0.65a] Common Radar v1.1 (released 2014-10-21)
« on: October 21, 2014, 07:11:13 PM »
Excellent, I would love to see this make it's way into vanilla to be honest. 

5
General Discussion / Re: So, what do people think of the difficulty?
« on: October 21, 2014, 07:05:19 PM »
Keep in mind the stuff we have now is the basis for being able to develop our own infrastructure/ industry in the future.  The game naturally encourages smaller fleets/single ships right now because it's difficult to support a big fleet relying solely on trading and bounty hunting.  This is actually a really good sign, because in the final game, it SHOULD be hard, indeed impossible, to support large scale operations with only the income of bounties and small trade runs.  Boba Fett shouldn't be able to run around with 2 onslaughts and a host of supportive vessels based on his solo work or  hunting lone bounties.  You ought to need developed industry, shipyards and so on, or fleets of Atlases tradig on a corporate scale to operate large fleets with multiple capital ships.  If you want to be a lone smuggler / bounty hunter type you should be able to play that role well and have fun within the logical limitations of that role.  Since we are limited to trader/smuggler/bounty hunter right now, it only makes sense that it is difficult to operate on any scale larger than that until more of the game is fleshed out.

Still, what we have now DOES work really well for operating on the lone smuggler / small trade fleet scale.  

6
To be fair, while I enjoyed it when you could have a cap-fleet crushing pirates, I guess this is more 'realistic'/authentic.

You wouldn't really expect pirate forces to require the biggest machines ever built to crush them, they're smaller raiders out to make money through attacking weaker targets, not battle fleets out to capture planets and destroy other fleets. If anything they're more powerful still than they would 'realistically' be although of course, its a fictional universe.

So yeah, using your capital ship fleets should be for attacking capital ship fleets, I guess...

I agree.  You don't see real world navies deploying modern capital ship equipped carrier groups to deal with pirates.  The threat posed just doesn't justify the excessive cost of it.  Now as the game continues to be developed and we are able to build industry / take and hold stations / build our own faction and quarrel with other factions on a faction to faction level rather than a fleet to fleet level (I have no idea if that is planned btw, but I assume something on a grander scale than what we have now is going to emerge) there will probably be more times when a capital ship deployment is not only cost effective, but also necessary.  

I actually would HATE for it to be cost effective to deploy capital ships in most ordinary circumstances (like dealing with pirate raiders) because it completely trivializes most encounters after a certain point.  Cap ships are so powerful that, if they are easy to deploy and support, your endgame (ie. when you get your first capital) would consist of steamrolling around in a death ball, like so many other games degenerate into.  The cost of deploying on that scale needs to be prohibitive so you only role out your ancient juggernauts of death under the most dire of circumstances.  Even then, your infrastructure should have to be developed enough to actually house and deploy these monsters in the first place.  

Currently it might be difficult to stay out of the red with a capital ship fleet because we can't develop any infrastructure and because we are mainly operating as an individual ship or small fleet, rather than being able to operate on a grander scale, the scale of engagements for which capital ships are designed for.

I like that you struggle to maintain a capital ship - it gives them character and makes them more important (makes me feel like I'm captaining Home One). An additional, and awesome, benefit from an expensive system is that it encourages taking logistic vessels like fuel and cargo ships.

I'm not sure exactly how they work, but if they don't already, I'd suggest logistical supply vessels impact the fleet less (or not at all) - for instance, fuel transports use very little supply and fuel, and have negligible impact on fleet command costs. Something anyhow, to make them a more advantageous choice.

Agreed to this also. 

7
Modding Resources / Re: [Graphics] ShaderLib Alpha v1.7
« on: October 21, 2014, 01:55:31 PM »
Will this work with .65a?

8
General Discussion / Strong update (event system).
« on: October 20, 2014, 07:47:05 PM »
I've skipped the last few updates in order to let Starsector continue to mature, but I am sure glad I downloaded .65.  Forgive me if I end up praising content from earlier updates because, as I said, I've skipped a few.  This is obviously a first impression because I haven't played too much yet, but let me say that your event system is excellent Alex, very well done.  It gives you tons of information about what is going on everywhere, but it's very easy to sort through and keep track of things.  It gives you the information you need to set your own course, which is exactly what I had hoped it would do. 

The flavor text and named bounties (it seems like such a simple feature right?) also adds something great for the player who is prone to imagining their own story as they go.

For example, I was exploiting a food shortage for profit bringing relief food supplies to Voltun (sp?) when I see a bounty come in for a certain Guy Chambers, issued by the Dictat.  Who is Guy Chambers and why do they want him dead?  I'm not sure, but there is tons of room for the imagination to fill in those gaps.  Maybe he was involved in causing the food shortage on Voltun, as it is under Dictat control.  Perhaps they want him dead for political reasons as the Dictat doesn't seem too accommodating towards dissenters.  What if he is actually in the right but has had a price set on his head and been labeled a pirate simply for opposing the Lion of Sindria?  Eager for answers (and bounty money) I finally tack him down at the other end of the sector, using my food shortage profits to buy fuel along the way.  Finally, I find him half dead and alone, not at all what I was expecting, his seemingly lifeless ship stuck orbiting a planet in the middle of nowhere.  What happened to the once great Guy Chambers, the 10,000 credit man, to leave him in such a state as this?  Who was able to reduce him to this burned out husk of his former nefarious self?  More importantly, what did HE do to them, as they are no longer anywhere to be seen?  He must have been dangerous to have thwarted at least one previous attempt on his life, but there isn't much left of him now.  He does not try to flee as I approach, instead adopting a neutral stance, as if he just doesn't care anymore.  His half destroyed Hound is no match for my state of the art Wolf and he surely knows it, yet there are no signs of alarm on his part.  Does he just want it all to end?  Perhaps he is hoping for clemency?  Is he critically wounded and unable to take command? 

Our ships come into visual range, and his already critically damaged hound fires a few defiant, but obviously tired, shots from its auto cannon.  As they impact harmlessly on my shields, I focus all weapons on his poor ship and quickly disable it. The disabled hound slowly spins to a halt, all signs of life having vanished from the exterior, Guy Chamber's halfhearted last hurrah having amounted to nothing.  Eager for answers, we pull into boarding range of the once great Guy Chambers' hound, now motionless and soon to be looted.

Suddenly alarms pierce the otherwise silent approach; scanners have detected there are still 2 life signs on board!  Guy Chambers MUST be one of them; he is STILL alive! He's surely crawling through the tortured and debris strewn bridge of his hound, his bloodied and broken body bathed in the glow of red warning lights and periodically sparking consoles, no doubt inching towards the self destruct button with a wild gleam in his eye.  He intends to take me down with him!  But perhaps he is bravely limping to an escape pod, hoping to continue his campaign for freedom against the Dictat.  I would be monster to do anything more than I've already done if that is the case.  The seconds tick by as I remember the fate of the previous bounty hunters. Guy Chambers proved he would kill once and, being backed into the corner he is, he no doubt intends to do it again!  Out of fear for my own life at the thought of Guy Chambers detonating his ship at point blank range, I frantically open fire and reduce his already disable ship to dust.  The alarms cease, as Guy Chambers is finally sent to his rest.  Any hope for answers as to who Guy Chambers really was vanishes with the fragmented remains of his ship into the cold dark void of space.

Now, I am sick with a head cold, forget the other points I was going to make, and need to go to bed.  So:

TLDR:

 -Excellent update Alex!  The event system, even in this early stage is really well done and, in conjunction with the way other factions react to these events, leaves tons of room for emergent player story telling through even the simplest events (like "Collect a bounty on Guy Chambers"). 
         
-If you run into Guy Chambers in your game...watch out. 

Looking forward to playing some more tomorrow. 

9
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 20, 2014, 05:10:24 PM »
Engage download immediately, maximum speed.

10
Still the best ship mod imo.

11
General Discussion / Re: Fallen in love with Vulcan cannons of all things!
« on: February 27, 2014, 03:53:51 PM »
I always found dual LMGS better in every way, but I don't think I have played .6 yet (I'm playing other games in the meantime and intend to triumphantly return after many new features have been implemented).  How do they perform vs DLMGS?  I was able to skip flak completely on my Onslaught and mount 2 more heavy maulers where you put your forward facing flak by placing the DLMGS in the small slots.  Other than that my setup is the same as yours.  Can Vulcans reliably take down missiles now like DLMGS?

12
General Discussion / Re: Time limit on frigates is bad.
« on: February 11, 2014, 10:48:02 AM »
Before frigates had a limit there wasn't much of a reason to use anything else.  Frigates are very very good, and this limit is necessary to keep them balanced I think. 

13
In my experience, beam weapons are best deployed en mass on a ship that has been set up specifically to make use of beam weapons.  In that context I find them quite devastating.  Slower acting than a ballistic kinetic/HE mix yes, but no less effective.  They are to me an all or nothing weapon; either use a ship with all beams or a ship with none at all (graviton and PD being an exception, as they both have uses in their own right).

14
General Discussion / Re: Combat Readyness isn't fun..
« on: September 25, 2013, 02:09:16 PM »

This is a hardcore type of games, and really don't like those... I don't know maybe thats because im really am a softcore player...
 

There isn't anything wrong with that, but that doesn't mean the game needs to be changed to suit your needs.  There are plenty of other "softcore" games out there.  Don't take this as an insult either, I am being genuine when I say there is nothing wrong with enjoying softer games.  Just think though, I am sure if you persevere at this game you will be able to enjoy the rewarding feeling of overcoming a rather challenging game!

15
General Discussion / Re: Combat Readyness isn't fun..
« on: September 25, 2013, 02:03:45 PM »
I have been playing this game for a long time, and as a result I am quite good at it.  Not only do I find CR to be a great mechanic that really helps to integrate the campaign map with the battle map, as well as making which ships I choose to deploy a meaningful decision, I find this version to be EASIER than previous version because I am absolutely rolling in money from all the extra supplies I am selling.  Managing your fleet well is rewarded; rolling around with a deathball with no cargo capacity and flinging every ship into every battle isn't.  As I see it, that is a good thing.  

Edit: Ironman mode is only mode!

Also, I've read more of the thread and I have to say much of this analysis is just pointless.  That isn't meant as an insult, but really, when you find yourself getting better at the game you won't have problems with CR.  I just hope the availability of supplies that can be looted from enemies is toned down because otherwise I think cash will be far too abundant. 

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