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Messages - Agile

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151
General Discussion / Re: how trading actually works
« on: August 24, 2019, 03:16:10 PM »
Legal trade being unprofitable is completely reasonable given what we know of the universe, and from a gameplay design perspective.

In a lore prospective, /all/ of the major factions have their OWN trading convoys to supply their demands. They don't need you, the player, supplying them unless its a dire emergency (due to, say, a strong pirate fleet attacking their convoy). Thats why you don't see a lot of /normal/ trading fleets in the game; you usually see smugglers, scavengers, privateers, bounty hunters, and the occasional independent trading convoy.

They don't trust you, they don't need you, and they need to feed their own before you. So they put up tariffs to get profit for themselves while still giving you the "illusion" that they care about you and your goods. This is why you can only make real money if you either create opportunities (killing convoys with transponder off then "coincidentally" coming in with transponder on with the same goods and trading to them for a trading bonus rep and lots of mad stacks of cash) or taking advantage of opportunities (pirate activity, convoy attacked by pirates / hostile faction, procurement missions due to shortages both manmade and events periodically made because an accountant rounded a 0 in the wrong spot).

This is understandable both in real life and in the game, considering the game's economy is more based around war time economy, which would absolutely cut out the middle man (private corporations / private individuals trading) in favor of their own military doing the trading / protecting of goods and logistics unless they are desperate (which is when the criminal elements ((you)) step in to help soak up the shortages).

In a gameplay design element, as stated by Alex himself, the entire point of Starsector is COMBAT, not money. Making money is important, yes, but you make money because it leads to combat. You take the procurement mission because there is combat to be had (pirates, hostile factions, luddics, etc). You take a bounty because it pays for your expenses that you incur in combat with some money left over to buy another combat ship to do better bounties. You explore because it lets you get the endgame content you need for colonies (blueprints, pristine nanoforge, synchotron) so you can afford the best ships in the game without bankrupting yourself, which lets you fight the best fights (Ordos red system fights, capital and star fortress slug fests in core worlds, etc).

Making trading profitable when legal wouldn't make you enemies with the factions, which would lead to less combat. It would be a point and click adventure and relatively simple with no drawbacks with the right setup. That doesn't sit well both gameplay design wise and in lore wise considering the rapid decay of the sector.

On the topic of making money, if you are having a rough time doing it, here's a guide how that can be done even if you do the hardest scavenger start (wayfarer + shepard):

- Immediately put militarized subsystems on your ships.
- Put points into navigation and loadout design (so you can later get 10 + OP and + 1 free burn, which is important).
- Rush to a Tri Tachyon planet to get investment credits (check Tri Tachyon planet bars till you find a man/woman you can ask for investment credits). This will give you about 200-250K in initial credits + what you started with (around 32K unless you bought extra supplies and fuel before going to a Tri Tachyon planet).
- Rush to a Luddic Path planet.
- Buy every single LP frigate in this order: Hound, Cerberus, Lasher.
- Hounds will be cheap and carry a decent cargo hold, and have inbuilt shielded cargo holds (smuggling) AND Safety Overrides (important!).
- RESTORE ALL OF THEM. The cost is big, but the investment in restoring them NOW will pay off a lot LATER.
- Put expanded cargo holds and erratic fuel injector onto all of them. This ups your cargo so you use less ships for more cargo, shields more of your contraband, and erratic fuel injector makes you even FASTER in combat (with safety override already making you pretty fast).
- Buy at least one dram and put Safety Override and Eratic fuel injector on it (you can't afford more fuel carrying hull mod till you get the + 10 OP from level 3 loadout design).
- Buy HIGH VALUE items, since you have a small cargo hold. The less items you hold that are valued for more, the better. Basically, avoid ores, metal, food. Buy organs, drugs, heavy armaments, supplies.
- Hang around pirate planets and luddic path planets; they almost always have shortages because their convoys get intercepted /all the time/. And they are usually weak as *** compared to all the factions, so you can either kill them or avoid them.
- If you get stopped by a big fleet (pirate armada, big faction fleet / picket you can't escape), and you don't want to get scanned / can't get scanned, then immediately try to disengage from combat. Its a small hit to rep that you can easily make back, and because you have safety overrides on very small and fast frigates (which makes them even faster), drams with SO (which makes them super fast) and erratic fuel injector hull mod (which makes you even FASTER), you will escape unharmed 99% of the time unless you get hit by a death fleet. And this early in the game, unless you literally sleep walk into Chrzomatic or whatever its called, the level 8 hegemony military base, you won't get hit by a death fleet this early.

Congratulations, you are now a professional smuggler who can run away from unfavorable fights, engage in favourable fights against small time smugglers (since safety overrided luddic path lashers are amazing against almost all small fleets and a decent amount of medium sized fleets), and can make huge profits due to your low sensor profile, allowing you to go dark right under the noses of almost every faction.

There are different methods to making money, such as Buffalo augmented drive field + militarized subsystems + navigation lv 3 speed running, speed running fast cruisers and destroyers and blowing up faction convoys then selling their shortages right back to them for HUGE cash, mass raiding weak planets then taking the procurement missions to feed back the supplies they lost, etc.

There are many different ways to make money, but they are all spawned because legal ways of making cash is no fun and not profitable. Just get creative and play around with the economy system and you will figure out the method that works best for you.

152
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: August 24, 2019, 02:34:50 PM »
So I accepted a mission to find and scan a derelict ship in a system, is it supposed to be so god damn frustrating? I've been scanning everywhere top to bottom left to right for the thing for the past hour but absolutely nothing. All I'm being told it that it's "some" distance away from the center of the system. This is maddening.

EDIT: Nevermind. Found it.

Go to the technology skill tab, invest at least 1 point into it, then invest 1 point into the Scanning tech skill.

This will give you Neutrino detector, which creates a bubble around you and then creates small "arrows" towards anything of interest thats big enough to be caught on sensors (this includes big objects like the star(s) in a system, planets, and of course, orbital habitats / pods / research stations).

This, as well as the tool tip that tells you the approximate location of a exploration item (survey ship / drone) will help you find what your looking for.

Hope that helped, despite you finding it, so you have a better chance finding the next one your looking for if you get another mission.

153
General Discussion / Re: Sindrian Diktat looking stronk
« on: August 24, 2019, 02:27:00 PM »
Lots of capital spam.

Lots and lots and lots of capital spam.

And a capital or two, lots of carriers, 8 level 20 maxed out carrier commanders, 2 capital full combat skills maxed out commanders, and yourself having max personal skills or max industrial skills so you repair fast and can fight a lot.

Thats about it.

154
General Discussion / Re: Overrated (overpriced) ships
« on: August 21, 2019, 06:57:20 AM »
Condor is only good if you set it up with either spark/spark or talon/spark, and put only missles, expanded missle racks, and expanded hangar crew into it. Maybe reinforced bulkhead because if your facing a death fleet you will lost at least a quarter of your Condors to suicide rushers on the enemy side.

Usually, however, you will win with this setup if you have 9 officers with maximum carrier and combat skills and one officer with JUST combat skills placed in a capital like a Onslaught that takes all the attention / damage.

Every other setup means you just lose too many Condors for it to be useful (considering bombers don't protect Condors very well). And its not the best against [REDACTED] because of their mobility, aka phase skimming right past your capital to target your carriers.

155
Especially since it perfectly scales with you in the beginning and doesn't cost anything but time. Hit the tavern a->b profit. Buy additional freighter and your profit increases.

Without any risk attached to it a quick 100-200k for going 5 lightyears is a bit much and basically vaporizes any chances of an early game or smuggling being interesting.

Depends.

Ive taken a 250K recreational drugs bar mission once, thinking it was easy money.

I dropped into hyperspace, was 2 light years away from hitting the hyerspace point into the drop off system, and then get ambushed by a pirate armada that had only 1 dmod for all the enemy ships, and they had everything but a capital.

Needless to say, I died in seconds (this was early game so I only had 2 destroyers, 2 freighters, 3 sheperds, and 1 dram).

The missions you take have pirate activity, which means if your dropping off at a system with -2 stability or worse, it means the pirates are fairly decent and their base is almost upgraded. At -3 stability on all colonies due to pirate activity and the pirate base is almost if not fully upgraded, and the pirate raids being sent to the colony you have to drop off at are fairly strong with few dmods.

TL;DR RNJesus dictates the missions.

Usually, the bigger the shipments, the more threat there is of a pirate owning your ass. These missions, however, are easy at mid to late game as you can either dodge or kill most pirates at that point.
Your mistake was running into a pirate armada, and/or not having ships able to avoid a pirate armada, just because most of the time you never have to worry about such. Now imagine trying for system bounties, where you have to always have to be aware of your surroundings and judge whether you can fight or flee, and all for a pittance. And/or personal bounties where you can lose enough value in ships to make a net loss. And you spend more time for less money. With trade missions you only have save after each mission and reload a minute worht of time. It is easy money.

System bounties are actually better than personal bounties, especially at colonies with -2 or more stability from pirate activity. Lots of pirates go to these locations, so you get very good cash drops (especially when you have a mid game fleet) and huge rep boosts. I agree, though, that bounties are broken for the time and effort you have to spend on them and don't incentivize players to go after them unless thats your main playstyle, especially considering milk runs and procurement missions exist.

156
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: August 18, 2019, 10:33:28 AM »
A good compromise is making the Gate mod part of the default game.

The gate mod lets you restart gates and use them to travel from point A to B. Early game you don't need this as you stick around core or go around exploring for credits / loot, but mid to late game when you got colonies and you really need fast travel, being able to use gates locally if they are restarted is a godsend.

157
General Discussion / Re: How i can fire administrators?
« on: August 18, 2019, 10:31:29 AM »
ahh thanks
I was done this before but still in income tab i got -2500 per admin. Waiting 1 month this reduced to -250 and another month they disappeared

Yeah because you still employed them during that month, so you have to pay their employment fee.

After that they are gone.

158
Especially since it perfectly scales with you in the beginning and doesn't cost anything but time. Hit the tavern a->b profit. Buy additional freighter and your profit increases.

Without any risk attached to it a quick 100-200k for going 5 lightyears is a bit much and basically vaporizes any chances of an early game or smuggling being interesting.

Depends.

Ive taken a 250K recreational drugs bar mission once, thinking it was easy money.

I dropped into hyperspace, was 2 light years away from hitting the hyerspace point into the drop off system, and then get ambushed by a pirate armada that had only 1 dmod for all the enemy ships, and they had everything but a capital.

Needless to say, I died in seconds (this was early game so I only had 2 destroyers, 2 freighters, 3 sheperds, and 1 dram).

The missions you take have pirate activity, which means if your dropping off at a system with -2 stability or worse, it means the pirates are fairly decent and their base is almost upgraded. At -3 stability on all colonies due to pirate activity and the pirate base is almost if not fully upgraded, and the pirate raids being sent to the colony you have to drop off at are fairly strong with few dmods.

TL;DR RNJesus dictates the missions.

Usually, the bigger the shipments, the more threat there is of a pirate owning your ass. These missions, however, are easy at mid to late game as you can either dodge or kill most pirates at that point.

159
Or be a chad and never kill pirate bases.

Unless you make a colony, pirates are a NET BENEFIT to you, because they destabilize the core. This, in turn, creates more procurement missions because of trade convoys being raided (hence shortages) and overall all the colonies will buy your goods at way over asking price because of shortages.

Always sell on the black market, there is literally no consequence. Always do the system bounties; they give you rep very fast (to supplement lost rep from blackmarket trade and to also give you enough rep so casual patrols will "not find anything suspicious" on you when you start dealing in heavy armaments, organs, and drugs), and give you some booster cash. They are also a good indicator of if you can survive the current system; if you can't do system bounties, it means pirates have grown large enough to threaten you (which usually means it can heavily threaten the colonies in that system unless its a military world with high colony level).

PAY ATTENTION TO "PIRATE ACTIVITY" WARNINGS.

These are GOLD MINES waiting to be tapped into; the longer this exists and isn't dealt with, the more desperate targeted colonies get, the more credits you get from just simply selling (and you also get huge procurement contracts that pay out a LOT as well as give rep bonuses).

TL;DR be an *** back to the Hegemony and make mad cash off of their destabilized worlds.

160
General Discussion / Re: Alpha AI cores (spoilers, kind of)
« on: August 18, 2019, 06:56:28 AM »
You don't even need to bribe hegemony if you put your Alpha Core's onto a system with several colonies.

If you have Orbital Works with a Pristine Nanoforge, one alpha core on it, and several colonies nearby (that are at least Colony Level 5 or above) with High Command on each one, the resulting patrols will crush almost all aggression against you. A star fortress and heavy batteries on all Alpha Core colonies will finish off anyone who gets past your armada. Even if, on the OFF CHANCE, the Hegemony somehow plows through your armada and disables your starfortress(s), unless your colony is below 6, your AI cores modifies on top of heavy batteries and the population of your colony itself will stop the ground invasion.

TL;DR just re-invest colony profits into massive defenses at the start and bribe hegemony then you will have goldmines after you declare war.

161
General Discussion / Re: Just here to brag, no biggie
« on: August 18, 2019, 06:51:54 AM »
Your supply count is making me worry.

Hope you got a colony nearby cause otherwise you are boned.

162
General Discussion / Re: Missions Proximity
« on: August 18, 2019, 06:50:36 AM »
So, to clarify because there seems to be some confusion, this thread is about the unfocused nature of the mission system in game. It's about the fact that missions on offer seem arbitrary and unfocused, with faction offering the mission and location being apparently completely random

The unfocused nature does several things:

1) Replayability. Its a simple "go here and pickup data, or survey". There is no deep lore or hidden meaning behind these "fetch quests" so they can be issued several times throughout the game. This is good for both something to do (cash wise) and if you hit rock bottom and get wiped by a surprise pirate / enemy faction raid and need a way to get back into the game reliably.
2) Unlock future content. You can get high level stuff like blueprints, synchrotrons, and nanoforges, all of them good for cash now so you can buy cool ships, or keep them for the mid-late game colonies.
3) Same as above, allows you to find a good place for a colony should you ever want to go that route.
4) Conflict. A lot of the survey missions have you run into pirates, desperate scavengers down on their luck, and [REDACTED]. This game is all about conflict and space battles foremost, so this point is important.

If your looking for lore, unfortunately the best your going to get in exploration missions is the colonies you find yourself, and Unknown Skies (a mod) expands on that by adding new and interesting planet types with some cool features to some of the planets (like them being religions landmarks so you get better stability).

If your looking for a purpose, well. Vanilla doesn't add that, but in Nexerelin (mod), the planets you survey usually get colonized by the faction that put you up to the survey mission. Something that, I argue, should be in the base game to make survey missions more impactful other than "get cash and go home for more cash through survey selling".

A lot of the systems in the game could be further fleshed out but are made more "simplified" to make the main focus of the game, combat, more relevant hence why it seems kinda "empty" persay.

163
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 18, 2019, 06:42:26 AM »
I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.

This happens to me too.

I was getting contracts for 6000 + cargo space, and I only had 4500. So I bought a massive super freighter that gave me 3500 cargo space, so I now have 8000 space.

I did that contract, and the MOMENT I finished the contract, I was getting 10000 + cargo space contracts.

I just stopped doing those contracts at that point and made profitable colonies instead.

164
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 17, 2019, 11:38:03 AM »
So there's a big bug with "milk run" missions you get from the bar interactions in Derelict Empire mode.

If the location they want you to drop something off to is at a Derelict station, DO NOT ACCEPT THE CONTRACT UNLESS YOU ARE READY TO INVADE SAID PLACE.

Derelict stations do not talk / interact with humans, so when you get to the location, you will be denied the ability to hand in your contract, hence the only way around this is invading the station which will allow you to finalize the contract.

Nearly died to bounty hunters this way because I couldn't complete a early game contract since it lead to a Derelict station with a BATTLESTATION when all I had was freighters, a frigate or two, and one destroyer.

165
General Discussion / Re: Game balance and grind
« on: August 16, 2019, 10:20:45 AM »
One thing that I have noticed is that when I started the early game, most bounties are around 50k or 140k... And now that I have a colony established and some destroyers, 5 out of 6 bounties are 250k+ with many battleship/cruisers, the the remaining 1 or 2 are 50k. What happened to the 140k ones? I can finally do them but they don't show up...

I wish the game did a check on the players fleet when generating bounties. One or two can be out of range, but it's nice having a few of them being ones my fleet can handle!

Yeah its a little strange that bounties scale based on how good you are at doing them instead of both that AND fleet composition.

The code is there, considering procurement events and the bar resource runs are scaled based on reputation, how much you can carry, and a little bit of RNG I believe.

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