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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - CrashToDesktop

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But anyway, going off on a tangent here. The main point is I felt zero pressure to change it from that aspect of it (if anything, negative pressure, to avoid it looking like changes were made because of it), but alongside all that stuff there were also some good points.

More on-topic, the LG ships are still generally speaking worse than baseline, though not by a lot (which I mean they never were), but now they have a bit of sidegrade potential for some possible niche uses (a ballistic slot converted to hybrid here, a built-in hullmod there).
Good to hear on both points. Whatever happens, I'm sure it'll be good.

I really liked the idea that the Lion's Guard were supposed to be a parade ground branch of the military with less-flexible ships lead by political officers rather than career captains - it speaks to the manner that Andrada runs his empire. Not every ship has to be necessarily good or have a niche in the player fleet, so I've no problem with the at-cost Solar Shielding or the Special Modifications D-Mod (the latter of which can be removed anyway).

I'm a bit disappointed that the forums bit Alex quite harshly for what, in the end, will probably be a relatively minor aspect of the game that most players won't even use themselves, and will probably influence Alex's decision-making in the future - in fact, it's already made Alex less-forthcoming in sharing his ideas. I'm also a bit disappointed that Alex bent to it instead of sticking to his guns like he has with other design decisions. In any case, something as small as this won't stop me from enjoying the game.

Bug Reports & Support / Re: Militarized subsystem
« on: July 04, 2022, 02:44:43 AM »
It very specifically says "Increases the burn level of all non-militarized civilian-grade ships by 2" in the skill description already.

Bug Reports & Support / Re: Militarized subsystem
« on: July 03, 2022, 10:26:14 PM »
You have the Bulk Transport skill, which increases the burn speed of all non-militarized civilian ships by 2. Militarized Subsystems increases burn by 1, but since it's now a militarized civilian ship, it loses the Bulk Transport burn speed bonus, reducing it's overall burn by 1.

General Discussion / Re: One mining can supply 20 colonies?
« on: July 03, 2022, 07:34:29 PM »
If a colony produces say, 6 units of Food, they can fully support any number of other colonies that require 6 Food or less. That also covers exporting to any number of other colonies, including ones you don't own. I believe idea behind supply & demand is the amount produced is logarithmic, meaning each level is 10x more than the last, so anything that requires fewer materials would make a negligible dent in the overall export amount.

Someone with more in-depth knowledge of how the economy works can fill in the nitty-gritty details, though this blog post should fill in some details.

I've noticed this happens if the civilian portion of the combined fleets is large enough for the game to prevent them from disengaging, therefore they get sent into the meatgrinder.

Suggestions / Re: Add more escort-only fighters
« on: June 12, 2022, 02:51:26 PM »
I'll always say yes to more Support fighters. Also wish we had more granular control over how they behave - for example, when set to Engage they'll move ahead of the carrier to bodyblock for it, etc.

General Discussion / Re: Sector map placement
« on: June 08, 2022, 03:48:22 PM »
This has always agitated me. The center of the Sector should be Askonia, not Hybrasil! Plus, as you said, it leaves a rather pointless gap of completely empty space on the north and east edges of the Core.

Did you finish the tutorial? You're deliberately prevented from using Transverse Jump in the tutorial.

Also, you may have to manually add the Transverse Jump ability to the bar. Right click any of the slots 1-9, then pick Transverse Jump. Sometimes it can get bumped out if you start with certain mods that add more abilities, or the game had a hiccup.

General Discussion / Re: Orbital Fusion Lamp - question
« on: May 23, 2022, 12:45:20 PM »

Suggestions / Re: Borderless Window mode?
« on: May 20, 2022, 10:26:25 AM »
Open up settings.json, set alwaysUndecoratedAtFullscreen to true if it isn't already, and uncomment the line with resolutionOverride and set your own resolution. I've got mine set to 1918x1078 (2 pixels less than my full resolution), and it works fine for all intents and purposes as borderless fullscreen.

Blog Posts / Re: Uniquifying the Factions, Part 1
« on: May 19, 2022, 12:27:05 AM »
Do we know the details of the Distributed Fire Control hullmod found on the Invictus and Retribution? The only solid thing so far that's been stated in the blog post is it blocks DTC and ITU from being installed, and that it increases weapon health. Does it increase weapon range at all, speed up repairs, or anything else?

Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 11, 2022, 04:34:16 PM »
Are people more offended by the lore implications of the Lion's Guard "Special Modifications" hullmod, or it's actual gameplay effects? What about the at-cost Solar Shielding?

General Discussion / Re: Sindrian Diktat Changes
« on: May 09, 2022, 02:23:17 AM »
If you want to draw a parallel to Skyrim, imagine one weapon class, say two-handed swords. Now imagine there comes a new set of weapons, looking different and being called differently, only to find they're the exact same two-handed swords that just deal less damage compared to the originals, without any other benefit or perk of any kind. Tell me that's good game design.
I think there's a chance for a meaningful discussion here and an opportunity for you to understand game design. It's not that the LG ships "deal less damage", they do something else. Take the sword analogy - your regular Eagle-shaped sword might deal 100 physical damage per swing. But, the Lion's Guard version of the sword has a rune which converts 20% of it's damage to fire damage - so, 80 physical and 20 fire. Some enemies might be resistant to fire damage (say, low-tech enemies), others might be more vulnerable to it (say, high tech enemies). The only difference between the regular sword and the Lion's Guard version is you can remove the fire damage conversion rune on the regular one, and it's permanent on the Lion's Guard one, eating up one of your rune slots but otherwise functioning normally. Less flexible, but perfectly usable once you polish off that pesky Special Modifications-shaped rust.

That, is perfectly fine.

General Discussion / Re: Sindrian Diktat Changes
« on: May 09, 2022, 01:41:07 AM »
If you don't like snarky posts then please look up the information you're arguing on a forum.
Yes, a completely gimped frigate costing 4 DP instead of 5 DP totally makes it interesting and worthwhile. Semantics won't save your side of the argument. Not an excuse for aggression either.

Also, in case you aren't really able to judge balance, the Lion's Guard ships, once restored, is no longer worse off than other ships of the same type. Yes, Solar Shielding is built-in at cost, but it has no downsides. It is merely less flexible. If you had a restored Lion's Guard Falcon and a regular Falcon, both with the same loadout, both would perform identically.

If the answer is "worldbuilding" or "for the lulz" I give up on this discussion.
What I find funny is that this is exactly what Alex wanted. And I think it's fine too. It builds up the story of the game, though you've already made it clear you don't value that very much. With that mindset, you should be absolutely shocked and appalled to know what the Princess of Persia quest contains.

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