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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 - StarScum

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16
Suggestions / Re: Planetary Invasion - It's war, not a battle
« on: February 19, 2020, 11:41:57 PM »
Nexelarine's invasions make no sense, I'll give you that. At least for planets that are bigger than size 5. Otherwise 1,000 marines after tactical bombardments are more than enough to conqueror even the largest colonies, and that's silly.

They could work like in Mount and Blade where you have to stay in place for a few hours or days while your raiding a village.

Frankly I think there should be more passage of time in general. You should be allowed to have shore leave at stations, for instance, to advance time without consuming supplies.

17
General Discussion / Re: Unique pilot portrait?
« on: February 15, 2020, 04:06:27 PM »
I think what would help is to have recolors of various portraits, especially those that belong to a faction. I like playing as the old Asian guy in Dictat colors, but want him to look independent. So it would be great if that portrait and others had option in generic and faction colors.

18
General Discussion / More Art!
« on: February 15, 2020, 03:58:03 PM »
There is something about the art in this game that I find ti be very satisfying. It's very detailed and really succeeds brings to life the gritty, industrial feel i think Star Sector is going for. I cant get enough of it!

My favourite piece is the picture you get preparing for an orbital bombardment.

I hope they'll be more art to flesh out the world. It really helps! And I hope an art book is released sometime down the line.

19
Suggestions / Re: Sleepers Spawn in Viable Systems
« on: February 15, 2020, 04:44:32 AM »
As far as I remember its already a plan.

Where'd you hear that?

20
General Discussion / Re: System Administrators
« on: February 15, 2020, 03:56:17 AM »
Is there a mod that allows the player or an Administrator or AI to administer all colonies in the same system without penalty? Is such a thing even possible?

When i colonize a system, I want to do it thoroughly as I take great pleasure at seeing a previously uninhabited system fill with traders, smugglers and patrols. However, I can't really do that with so few admins to work with. I think a solution like this would work quite elegantly.

If I understand,  you want increase your planet management cap?  It's pretty easy,  just an edit in the settings file I believe.

Admin cap is also in the same file.

Not exactly, more like I want admins to rule over systems and not individual planets. So if the player manages two colonies in the same  system the game only recognizes them as managing one colony. Administrators can be assigned to multiple planets as long as they are in the same system.

21
Suggestions / Sleepers Spawn in Viable Systems
« on: February 15, 2020, 12:31:11 AM »
Since there are only 2 sleeper ships set to spawn in the game, they should be located in systems that have planets that have actually worthwhile planets. Terran or at least terran-like planets should be present as well as at least 2 stable orbits for comms and such. Otherwise its just a waste of what is supposed to be a huge reward for exploration. It makes sense lore-wise seeing as such massive colonization ships should have been sent to only the best, most promising planets.

Alternatively, there should be a way to reap the benefits of sleeper ships outside of the system they are in.

22
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: February 14, 2020, 11:42:58 PM »
Is there any benefit to having a planet contain a complete production chain? for example, would you get a bonus if you had a planet have mining, refining and heavy industry? What about a production chain in a sector?

23
General Discussion / Re: Nachiketa's Fuel Core
« on: February 13, 2020, 04:16:53 PM »
It's strange you can't target specifically to take such artifacts. Given how much they boost production I'd say you're justified in organizing to raid a whole planet just to yoink a core or forge or core.

24
General Discussion / Re: System Administrators
« on: February 13, 2020, 04:14:48 PM »
Also using AI cores forces you to go to war ultimately with certain factions, limiting your options late game, every game.

About that, I took a more clandestine route and sabotaged the military to ruins, and that prevented them from organizing fleets entirely. So lawful factions won't discover you were using AI in colonies when they can't even send a fleet.

What do you mean by you sabotaged their military?

25
General Discussion / Re: How Much is a Credit Worth?
« on: February 13, 2020, 02:04:06 PM »
The question now is how exactly do credits keep their value?
Not very well. a player can actually pull credits out of CPUs that didn't " blow up quite enough " after a battle.

Yeah, I dint understand how an entirely virtual currency works. What's it backed up by?

26
General Discussion / Nachiketa's Fuel Core
« on: February 13, 2020, 03:27:35 AM »
Is it possible to take a fuel core needed for the advanced fuel industry from planets in raids?

I'm trying to knock out the Hegemony's fuel-making capacity by raiding Nachiketa and taking their fuel core, but I can't seem to get it...

27
General Discussion / Anti-Remnant Fleet Advice
« on: February 13, 2020, 12:48:33 AM »
What tips do you have for making a fleet specifically to counter Remnant forces?

Does it just have to be the best fleet you can make period or is there some specialization you can do?

28
General Discussion / Re: Who are the Remnant
« on: February 12, 2020, 11:13:24 PM »
Aren't Remnants the big, blocky unarmored ships while the REDACTED are the scary high-tech ones? I'm confused about terminology.

29
General Discussion / Re: How Much is a Credit Worth?
« on: February 12, 2020, 11:10:25 PM »
I'll join in as well, from another angle! Consider that in some of the bar interactions, you buy drinks. These drinks cost so much less than a credit that their price is, in gameplay terms, zero.

I'd imagine you buy drinks by using the money of whatever faction that bar is located in, which is worthless compared to credits. Its like the US dollar vs the Zimbabwean rupee.

The question now is how exactly do credits keep their value?

30
General Discussion / How Much is a Credit Worth?
« on: February 12, 2020, 01:48:41 PM »
In EVE the basic currency, ISK, is said to be worth as much as a middle-class family would make in a year. A skilled player can casually make millions of ISK in a single sitting and ships cost billions. I thought this was a really cool way to impart on the player the scale of the game and just how far above even a starting player is compared to the average joe.

It got me thinking about the credits in Star Sector and how much they are worth. The best way to gauge it, I think, is to look at the salary of an average crewman. 10 credits a month leads me to believe that 1 credit = $1000 which means a crewman earns $10,000 a month and $120,000 a year. That might seem high, but consider the risks involved with being in a players fleet and the specialized skills needed to keep a starship up and running. In EVE its mentioned that a crewmember of a players ship could be set for life after a few months of service.

It also makes more sense if you consider the 10 credits a month to be the average salary of crewmembers. The deck-swabber isnt making as much as the navigation officer or chief fighter pilot, and I bet the far future has seen many advances in Roomba tech meaning there are more specialists than general manuals to pay.

Am I overthinking this?

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