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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 - Amoebka

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976
General Discussion / Re: yay or nay (tip for my first colony...)
« on: May 23, 2021, 07:16:17 AM »
It's alright, but far from ideal in the current meta. The terran world can't use soil nanites, the barren and volcanic ones are terribly high hazard.

What you want is essentially:

1) Low hazard habitable with food and no volatiles/transplutonics for your farming, light industry and commerce.

2) 150% hazard barren with no atmosphere for fuel and ship production, and refining. If it's hot, higher hazard is fine, stick a military base here.

3) Volcanic/toxic with crazy ores for mining with mantle bore. If volcanic, also a military base. Toxic only if it also has organics.

4) Gas giant with exactly +2 volatiles for plasma dynamo.

The closer the system is to this ideal, the better. Yours isn't very close. I'd say keep looking.

977
Suggestions / Re: Tesseracts
« on: May 17, 2021, 02:45:10 AM »
Well, first of all, most modern roguelikes (DCSS, Brogue, DRL, etc) allow you to see very detailed descriptions of enemies you encounter and their abilities, and some outright give you a difficulty estimation. The old ones are just badly designed games nobody should copy, sorry.  :)

Even more importantly, however, roguelikes have permadeath and are typically short games. It takes more real-life time to replace a fleet in starsector than to play an entire roguelike run start to finish. "Punishing" the player with hours of tedious grind for daring to engage a fleet they had no way of knowing was too difficult for them is garbage design.

My frustrations come from the fact that the game is allegedly ironman-friendly, but it keeps being desinged in a way that fundamentally contradicts this idea. Secret enemies you have to figure out by trial and error work in a classic RPG with savescumming, not so much without it.

978
General Discussion / Re: Is tech-mining still worth it somehow?
« on: May 16, 2021, 11:16:29 PM »
It is possible to get new items, but the loot table is incredibly biased towards the old ones. Someone made a thread about it in bug reports, it was like 100 synchrotrons for each 1 new item or something silly like that.

979
Suggestions / Re: Tesseracts
« on: May 16, 2021, 10:23:09 PM »
I'm not talking about saying "this thing is dangerous". That much is obvious. I'm talking about an actual difficulty indicator, which estimates how difficult the fight will be for your current fleet.

Except for unique enemies like tesseracts such an estimation would be impossible to get right, so the player should be allowed to see their stats and decide for themselves.

Alternatively, change the guards on the alpha site cache from fulgents to omega destroyers, so players can get a warning on the splitting aspect of the fight beforehand. (and point players towards that one instead of leaving it as a manual-only thing)

980
Suggestions / Re: Tesseracts
« on: May 16, 2021, 09:54:49 PM »
I don't have any issue with the difficulty of the fight, but I hate how it comes with no indication. I know people here love screaming [REDACTED] like it's the funniest word in the universe, but for a game that's "supposed to be played ironman", obscuring difficulty indicators, disallowing hull inspection AND having a surprise split mechanic is just bullcrap. If the player can't reload, they should have the ability to know how difficult the fight is before they take it. I'm a cautious player, so I waited all the way to super late-game and steamrolled them, which was no fun at all. Wiping and grinding credits for 4 hours would have been even less fun, though.

981
There's a guy on Coatl who's a guaranteed contact. Did you drink with him in the bar? Try adding and removig him from contacts?

982
General Discussion / Re: "Free" raids
« on: May 14, 2021, 03:07:48 AM »
Donn, Epiphany, Kanta's Den, Kapteyn's and Agreus all have garbage defenses and can't ever decivilize.

983
General Discussion / Re: Bounty Balance
« on: May 13, 2021, 03:23:43 PM »
Bounty payouts are just all over the place.

A 3-module orbital station with defending fleets is 50k.

A d-modded Mule with 3 frigates is 50k.

A 20 ship cruiser ball is 150k.

An underworld system patrol bounty of 3 lashers is 150k.

There are bounty types that are worth doing, and ones that aren't.

984
reloadable missiles too, I personally avoid them in vanilla game, because they are limited, and for myself seems more logical add some hullmod or vents/capacitors rather than have limited weapon which AI probable will waste anyway

Not to dismiss everything you said, but you underusing missiles is the main reason you think low-tech is underwhelming. It relies very heavily on missile use, and is quite decent when done right. The problem is less that it's bad, stat-wise, and more that it's boring.

985
I don't agree with this argument. Do we just remove all RNG from sectorgen to prevent people from "playing only good seeds"? Most people don't care, they roll the dice and take the result. Sometimes you get a really exciting one and it's fun. Sometimes you don't and it's still fine.

The better solution would be to add more unique things like cryosleepers and hypershunts, so that you will always find something nice in a convenient location, but it might be a different thing depending on the seed.

986
I don't know if size 7 is the right reward, but something has to change. With the lower limit AND the crazy organic requirements the things aren't worth using at all.

987
"The issue" with low-tech is that slow stat-check bricks create fundamentally boring gameplay. High-tech, and to some extent midline, ships have clear moments of power and weakness. Shields might be strong, but if you overload one, you can melt the hull in seconds. Ship systems might be strong, but once they run out of charges or go on cooldown, you can punish the ship. This creates windows of opportunity a player can exploit, and it's fun and engaging. Low-tech, by contrast, is too consistent. It hardly even matters when you overload a dominator - you still won't pop it. You either have enough damage to get through the armor/hull in reasonable time, or you don't. Don't you all just love wailing at a low-tech brick with all weapons disabled for 2 minutes because all your weapons do no damage to it?

988
Suggestions / Re: Quality of Life Suggestions
« on: May 13, 2021, 06:18:44 AM »
Strongly agree on combat replicator removing deciv population. It provides an extremely minor benefit and costs +4 pather interest.

Somewhat agree about the habitable requirements. It's nice that non-habitable worlds are useful now, but it's not nice that habitable ones became the useless ones instead. Unless I have biofactory, I don't even bother colonizing habitable planets, which feels very backwards.

Strongly agree on the cryosleeper. 10 organics is just a ridiculous requirement for mere pop growth. If you can produce that much, you already have size 6 planets, so you don't even need the cryo anymore.

989
General Discussion / Re: Is tech-mining still worth it somehow?
« on: May 13, 2021, 05:07:12 AM »
The only pull that matters with tech-mining is the guaranteed first month loot, which doesn't benefit from cores/SP. Anything after is irrelevant even for vast ruins.

990
The worse low-tech is, the happier I am.  ::)

The last thing I want is slow lumbering ships that take forever to do anything or kill becoming the "meta".

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