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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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 on: Today at 09:09:25 AM 
Started by Dark.Revenant - Last post by Damienov
Is it certain that this mod doesn't affect combat results any way?
I have a strong feeling that i am fighting a lot more efficient on speedup, like i had more flux dissipation. I could be fooling myself though.
I think its the opposite, I hear it mentioned somewhere here in forum or maybe Discord that using SpeedUp actually makes your shot less accurate. Dunno if this was a bug that was fixed or not.

 on: Today at 08:40:26 AM 
Started by speedflyer123 - Last post by Megas
Low OP mods get more bonus XP when integrated.  Of course, not much help for those ships that will stay in your fleet forever who want the most expensive must-have mods for maximum effective OP.  My biggest gripe is it encourages me not to s-mod ships until later after I find those s-mods.  I do not want to waste s-mods on the likes of Blast Doors or Dedicated Targeting Core or other starters before I find the best mods to integrate, which often happens sometime between midgame and endgame.

It could have been more max OP instead of s-mods, but that did not happen.

 on: Today at 08:32:14 AM 
Started by Ericus - Last post by Yunru
There is evidently a bug that locks a ship into attacking a single ship. This can evidently be circumvented using 1) Direct Retreat, 2) wait until it disengages, and 3) give new order.
Nope on 3! It might not be so bad except 1 requires annoying micro, 2 can get the ship killed, and 3 would be an okay workaround, except for not working.

 on: Today at 08:19:25 AM 
Started by Ericus - Last post by FenMuir
The AI does what it thinks is best for the ship at any given time unless you override that with an eliminate order, which effectively removes other ships from consideration.

You may not realize it now, but a frigate that is kitted out properly can be an extreme threat to a capital that lacks an omni-shield. See Anti-Matter Blasters on Afflictors, for example.

There is evidently a bug that locks a ship into attacking a single ship. This can evidently be circumvented using 1) Direct Retreat, 2) wait until it disengages, and 3) give new order.

In warfare, orders are given, and the ordered's officers are allowed to best decide how to follow those instructions. If you need a single ship to stop pursuing A and instead pursue B, you may just want to field more ships. I recommend Afflictors with Anti-matter Blasters.

 on: Today at 08:18:55 AM 
Started by Tecrys - Last post by Tecrys
ah, i apologise then. the thing is just that some of the descriptions are either lackluster or...weird. it felt like the descriptions are supposed to have a certain meaning that however got lost during translation, such as that of the corporation's headquarters

Apart from the one for Anthozoa station, would you mind being more specific on which ones are weird, lackluster or their meaning got lost in translation?
That would be very helpful to me.

Sure, I am not a native speaker but I was kinda proud of some of those descriptions and I would really like to know how and where they don't hold up so I can improve them.
I'm used to reading english books and watch english tv shows/series so I'm really asking myself how I screwed up with these descriptions.

 on: Today at 08:04:27 AM 
Started by Cycerin - Last post by Originem
Is there any way to show custom confirm dialog without using interaction dialog in the campaign layer?
What I know is:
boolean showConfirmDialog(String message, String ok, String cancel, float width, float height, Script onOk, Script onCancel);
It's not customizable, so will it be some customized functions?

 on: Today at 07:27:14 AM 
Started by speedflyer123 - Last post by speedflyer123
Why not just increase the deployment point cost of the ship according to the OP built in?

That could work too, although it could just lead to a consensus on how many to build-in, which hullmods to build-in etc if that was added.

It seems now that the suggestion I made earlier is too complex to implement. I still feel like built-in hull-mods needs some changes though.

 on: Today at 07:12:24 AM 
Started by speedflyer123 - Last post by Sutopia
Why not just increase the deployment point cost of the ship according to the OP built in?

 on: Today at 07:08:41 AM 
Started by speedflyer123 - Last post by Evito
This would quickly spiral into a lot of make work to keep it "balanced".
Authentic feel also mandates that not all design follows a strict MMO gamified balance notion.
The ships and systems should feel consistent with tech theme, faction and fleet gameplay not individual ship minmaxing.

That said i am not perfectly at ease with the story point built-in mod system either, it feels a little like offloading the previous more focused skillsystem onto the ships.
Mind you that isnt a bad notion i kind of agree since it reduces pressure to absolutely minmax officers and instead gives a cost to specialized ships.

Personally i feel that the skills and hullmods could use another pass to make them more interesting instead and ensure higher quality NPC fleets also use sensible built-in mods.

 on: Today at 07:00:53 AM 
Started by Ericus - Last post by Amoebka
I really hate it when people say that you just need to adapt to the AI. No, you shouldn't. An ORDER should be considered an ORDER, not a suggestion. AI can be as cautious and self-reliant as it wants when left on autopilot, but if the player felt the need to issue an order, that order needs to be respected. If following said order gets the ship killed, THAT'S FINE. The player made a bad order and got punished. You don't like it - you don't use orders.

Right now, the game has "soft" and "hard" orders. The latter get your ships killed sometimes, the former don't. Search and destroy is soft, eliminate is hard. Retreat is soft, direct retreat is hard. The issue is, there are no hard alternatives to capture/hold and rally. You literally can't order a ship to move somewhere, you can only suggest it does so and watch it ignore you completely. Imo, the game would benefit from adding hard move and hard defend commands, and clearly marking soft and hard commands differently in the UI (soft is yellow buttons, hard is red, or something).

The player should have at least an OPTION of giving direct and indisputable orders, no matter how risky they are. If they don't want their ships blown up, they can always use softer orders or no orders at all.

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