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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Amoebka

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1321
General Discussion / Re: High-tech warships
« on: April 19, 2020, 03:19:06 AM »
I mean, I can't follow rule 4 because I don't know of a way to make load-outs outside of the game and without starting up yet another 100 hour long save file just to do so.
Just leave the extra OP unused and don't go over the usual cap/vent limits?

1322
General Discussion / High-tech warships
« on: April 19, 2020, 02:47:42 AM »
It has come to my attention that a concerning amount of people here believes that there's nothing wrong with the current balance of medium energy weapons. As such, I would like to ask everyone to post what they believe to be viable loadouts for the following high-tech warships that rely on medium energy as their main (only) source of damage.

List of ships:

Wolf, Brawler (TT), Medusa.
Optionally: Shrike(HT) and Aurora builds that still remain even remotely useful after they run out of sabots.

Rules are as follows:

1) Ship is optimized for large scale fleet vs fleet combat typical of the campaign layer of the game, NOT the usual "1v1 sim vs skillless Onslaught" or anything equally ridiculous.

2) Ship is meant for general combat, not utility/support and playing second fiddle for ballistic ships. A high-tech fleet should do fine on its own.

3) Either AI or player flagship is fine.

4) No loadout design 3.

Optional hardmode: your Medusa loadout has to be at least as useful as meta Hammerhead builds. Not even 20% better as DP implies, just as useful.

Give me your worst.  :D

1323
Discussions / Re: functional ship class definitions
« on: April 16, 2020, 11:44:08 AM »
Actually, since this thread is off meds anyway...  ;D

Can military history people explain why modern ships even have guns? Aren't missiles just better for everything? Is it simple cost efficiency?

If yes, then space combat might also use some railguns/guns to cut costs.

1324
General Discussion / Re: Civilian Transports
« on: April 15, 2020, 01:45:33 AM »
They become very useful when you need a lot of spare crew around. So, running mostly low-tech D-modded clunkers, salvaging a lot of ships and taking risky battles with losses.

The worst feeling in the world is salvaging a trophy Onslaught after a heated battle and having to mothball it and run back to core because you don't enough people to crew it.

1325
General Discussion / Re: Sapphire Earth
« on: April 14, 2020, 09:54:14 AM »
It's rare to find planets with no negatives, but it's easy to find 100% "suboptimal" worlds (habitable + one 25% negative). In practice the best planets tend to be 75% (habitable + mild + one negative / habitable + no negatives), the fabled 50% worlds are extremely uncommon.

1326
General Discussion / Re: Which ship do you think is the ugliest?
« on: April 14, 2020, 09:44:42 AM »
Doom (the ugliest one), Aurora, Apogee, Hammerhead, Drover, Conquest, all tankers.

The prettiest ones are Shrike(HT), Odyssey and Legion.

1327
Blog Posts / Re: GIF Roundup
« on: April 13, 2020, 12:31:51 AM »
Just to clarify, by "limited availability", do you mean they will be rare drops from rare enemies, or is the absolute number of these weapons in the sector limited? Do these weapons have limited amount of uses in player's hands before they disintegrate? Can I expect to find at least one of each kind in a single playthrough?

1328
Blog Posts / Re: GIF Roundup
« on: April 12, 2020, 06:10:34 AM »
Mixed feelings, to be honest. Some of these look really over the top and super distracting. I mean, those trails on torpedos are wider than most cruisers.

Really love the ice-themed ones. That smaller one with the Hound, especially. Just the right amount of cosmetic effects for me. And hey, it looks like it might be a medium energy weapon that doesn't feel miserable to use, so that's new!  ::)

And those purple wisp things, too. Look eery.

1329
General Discussion / Re: The worst Sunder in the galaxy.
« on: April 09, 2020, 04:18:24 AM »
I don't have the save anymore, but the variant certainly exists in the game files (starsector-core/data/hulls/skins/sunder_d). Galatian rogue miners is where I've seen it in-game myself.

1330
General Discussion / The worst Sunder in the galaxy.
« on: April 09, 2020, 03:28:23 AM »
A very minor and entertaining "bug" that might not even need fixing, but still.

Galatia has all the tutorial wrecks and fleets in it, even if the player decides to skip the tutorial proper. This includes a few rogue miner fleets with overdriven Sunders in them. It is possible to recover them after battle, and at least one of these Sunders is... different. It has 3 medium energy mounts instead of the usual 2 medium 1 large. This isn't a D-mod, it's just an older version of the defective hull. To the best of my knowledge, it is the only Sunder like that in the sector. A true collectible, indeed.  :D

[attachment deleted by admin]

1331
Suggestions / Outsourcing exploration
« on: April 09, 2020, 02:10:38 AM »
With colonies becoming more and more essential as the game nears release, extensive exploration becomes virtually mandatory. It takes several hours of gameplay just to scout enough systems to find good planets, and locating cryosleepers is an even worse grind. While some players enjoy it, some don't.

Personally, I prefer playing with the combat parts of the game more, doing bounties and hunting remnants. However, I eventually outgrow starting bounties, and need bigger and bigger fleets. Large fleets are expensive to maintain, and colonies are the only source of income that can reasonably sustain them. This means that I have to stop doing what I enjoy doing, stash all my battleships at Asharu/Mayasura, dust off my Ventures and spend 5+ hours staring at hyperstorms. There should be a better way.

We already have prospector fleets in the game, so why not allow players to hire them to look for colonizeable planets in bar events? Or, even simpler, allow them to sell full survey data on interesting planets for a price. This way, players who don't enjoy exploration can use their bounty money to bypass the part of the game they resent, and the ones who enjoy exploration don't miss on anything.

1332
Suggestions / Re: Global events
« on: April 09, 2020, 01:17:45 AM »
Half of these sound like you want to make the game completely unenjoyable for people who don't level transverse jumping. The other half is pretty cool.

1333
Suggestions / Re: Bottomless Reputation Score
« on: April 07, 2020, 01:44:15 AM »
One thing that bothers me with this suggestion is that it makes the game even more asymmetric between the player faction and default factions. Default factions will declare war between each other at random, but they will also just as casually declare peace and go back to neutral. Having bottomless reputation will mean that the player will be the only non-pirate faction everyone eventually hates permanently.

Honestly, it might be interesting to simply decouple player's personal reputation from their faction's reputation.

1334
Blog Posts / Re: Skills and Story Points
« on: April 07, 2020, 12:53:24 AM »
So, let's say it takes 1000 xp to gain a point. I then use it on something with a 100% return rate. This means I now have 1000 bonus xp "stored" and every time I gain experience normally I also take the same amount again from the storage until it's empty, right? So I gain 500 xp, gain another 500 from the bank, and now I have another point already. I use it with 100% return again. Now I have 1500 bonus xp stored. I gain another 500+500, spend another 100% point, and end up with 2000 xp stored.

In other words, I keep generating bonus experience faster than I can spend it every time I use anything with 75% or 100% return rate. This means that unless I spend one 0% point for each one 100% point (and one 25% for each 75% one, or any combination of the two that averages at 50% total), I'm never actually gaining it all back.

I guess if permanent story point sinks are so good I will want to use them all the time this isn't an issue, but it might be. Just going by the blog post, I would probably want to spend most my points on hullmods for destroyers, which is 100% return rate. This means I either have to use 0% points on things I don't like that much or accept that I'm losing effieciency. If I only ever spend story points on 100% returns and nothing else they are effectively 50% returns instead.

1335
Blog Posts / Re: Skills and Story Points
« on: April 06, 2020, 01:58:09 PM »
The bonus experience system seems somewhat counterintuitive. I am allowed to hoard my story points and then use them all at once, right? What happens if I use two 100% return points at once, then. Do I get triple experience or double experience for double the amount of time? If it's the latter, then won't this make the whole system a giant trap? If I keep using all my points only/mostly on refundable things I will end up with years of double experience in the queue but still limited by the double-and-no-higher rate, effectively making the points "free in the infinite term", i.e. not really free at all.

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