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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.7.2a (Released) Patch Notes  (Read 355205 times)

Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #390 on: March 01, 2016, 11:32:38 AM »

@Sabotsas: Thanks for the vote of confidence :)

If that is indeed the goal I am 100% on board.

I don't know if that's the "goal", exactly, but the simplification here would certainly open the door to that kind of thing. As well as - and I think this can get lost in the shuffle sometimes - let me do more other things instead of fixing crew-level-related bugs, or it taking longer to add in something that works with crew, etc.

Just consider that there is more to crew than just the core
game mechanics. It is also about progress / accomplishment / rewards.

Yep, definitely aware of that. It doesn't have to come from crew, though - as more stuff opens up (say, outposts) it an come from that as well.


While that is true from a game mechanics standpoint I would like to have some kind of customizability (experience, weapons, gear).
Especially when thinking about outposts / planets I would imagine that we will see (boarding / invasion) troops much more often.

Honestly, that feels like an awful lot of work for what'd ultimately be treated as an abstacted resource. In a game where actions involving marines were played out as an actual game, sure, that might make sense.


At the moment patrols hunt me down all the time, but they never find anything, which makes them look rather silly and the whole thing less interesting than it could be. (Even if I had something illegal, I'd probably just dumb if before they catch up.)

If you have lots of cargo (even if it's legal), they'll find it "suspicous" and you'll get a rep hit. The chance of it being suspicious goes up with the amount of cargo you have relative to your capacity. So if you just buy a ship off the black market but don't carry around a lot of cargo, yeah, chances are they're not going to nail you for anything.

Agreed, I wouldn't miss the different ranks. I think more colorful crew varieties could help much more to "bring the world to life". I'm thinking rare specialist classes (medical, engineering, accounting) that change corresponding fleet stats. Here different pay grades would be make sense and be player controlled. Or passengers: refugees, diplomats and tourists that earn you money/rep but maybe consume certain goods. Basically, turn the vertical crew levels into a horizontal palette of interesting options.

Yeah, that could be very interesting! So long as it's things that avoid relying on a specific type of crew being on a specific ship - i.e., as you say, fleet effecs, not ship effects. (Man, thought something was wrong with my eyes for a second, with the colors. Well done.)

And, yes, just more people-types in general.


- Even though I trade both ways, suspicion level will steadily increase with no obvious impact to bring it back down. -> This should be more forgiving. As I understand it, once you're done trading and return to the market a second time, you can't decrease your 'old' suspicion level by fair trading. You should be able to.

Normal trade will make it go down, yes. It can just take a lot - if you've offloaded a bunch of drugs or organs, that "punches above its weight" in terms of cost, so you may need to sell several times the cost of normal goods. It also does go with with time.

If your suspicion level went up due to completing an illegal procurement mission, btw, the amount it goes up is based on the reward, so that can be even harder to shake.

Basically, the idea is that if you do serious smuggling, you're not going to be able to cover it up entirely.

- Black market trading and patrols are two very separate things. I assume only a tiny, tiny fraction of players will actually buy illegal goods.

Well, it's more about *selling* illegal goods and fulfilling illegal procurements - both make a lot of money, and I'd expect playes do both frequently.
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Megas

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #391 on: March 01, 2016, 12:49:24 PM »

Waited for the hotfix, and I got it.  I will play it soon.  (Maybe not today; I am in the middle of something else.)

As for removing crew levels, I like the idea.  One less stat to grind or cheat for.  Go for it!  No leveled crew means newbies are not punished early in the game by being stuck with green crew (because they cannot afford better) and having ships at malfunction level after one fight.

I used Black Market mostly to buy ships and weapons that are either rare and/or not available for my faction, and marines worth 250 credits in 0.7.1.  During 0.7.0, I bought organs from Black Market for Hegemony missions.  Not sure how missions will turn out in 0.7.2.

I suppose the Wolf was too fragile and the phase skimmer is too hard to use for new players. Thus, it got the AXE as a starter/restart option.
If I cannot select Wolf with starting options but can get it with respawn, I will suicide my character to get it, much like scuttling a Hermes(D) or Kite(D) I just bought and getting a Lasher or Wolf in return.
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Cycerin

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #392 on: March 01, 2016, 02:33:10 PM »

The more I think about removing crew levels, the more I like it. The only thing you'll really miss from that is the rare profit made from training and selling crew.
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Megas

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #393 on: March 01, 2016, 02:40:39 PM »

The more I think about removing crew levels, the more I like it. The only thing you'll really miss from that is the rare profit made from training and selling crew.
Yet another reason to eliminate crew levels.  I have considered maxing the crew XP skill precisely to enable this sort of revenue source.
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Megas

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #394 on: March 01, 2016, 03:18:15 PM »

Just thought of another reason to remove crew levels.  By endgame, I, and I suspect most everyone else who survives that long, have plenty of elite crew to fill all of your ships and then some.  Maybe not so many that you can sell as often as you want, but more than enough than you need.  At endgame, 80% CR is the baseline, not 50% or 60% when you start a new game.

The question for crew levels is do you like to grind crew when you start a new game?  The answer for some may be yes.  For me, the answer is a big "NO!"
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Schwartz

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #395 on: March 01, 2016, 04:00:36 PM »

I never even think of it, really. I just buy cheap crew once in a while and they tend to level up quicker than I space 'em. I don't sell Elites off either, I just stash excess crew for when I get bigger ships. Yeah, the mechanic doesn't really 'grab you'. So how can it be made into something cool? ..because just removing a thing is stripping yet another layer off the cake. I rather like the concept of crew. Of having to hire them, train them, pack them lunch and send them off into combat. D'aw.

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Wyvern

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #396 on: March 01, 2016, 04:14:29 PM »

True; removing crew feels a bit like removing the old hangar space stat.  I still miss that.  (Fighters within your hangar space limits don't count towards the current 25 ship fleet size limit?)
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Wyvern is 100% correct about the math.

Voyager I

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #397 on: March 01, 2016, 05:45:56 PM »

I never even think of it, really. I just buy cheap crew once in a while and they tend to level up quicker than I space 'em. I don't sell Elites off either, I just stash excess crew for when I get bigger ships. Yeah, the mechanic doesn't really 'grab you'. So how can it be made into something cool? ..because just removing a thing is stripping yet another layer off the cake. I rather like the concept of crew. Of having to hire them, train them, pack them lunch and send them off into combat. D'aw.



When it comes to game mechanics, simply adding more isn't better.  It's easy to add lots of complexity without adding any actual depth to the game, and that's a problem that developers actively work to avoid.

To continue with the metaphor, a bad mechanic is like a layer of Tabasco sauce on your chocolate cake.
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Toxcity

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #398 on: March 01, 2016, 06:03:58 PM »

I'd be okay with losing crew levels if it meant we got stuff like medics and engineers.
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Achataeon

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #399 on: March 01, 2016, 07:29:16 PM »

Not really a bug, but opening a comlink with a patrol that just scanned your fleet for contraband just cycles the "allow the scan or run away" options over and over again.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #400 on: March 01, 2016, 07:45:11 PM »

Not really a bug, but opening a comlink with a patrol that just scanned your fleet for contraband just cycles the "allow the scan or run away" options over and over again.

Can you get out if that happens, or are you stuck in that forever?

Edit: also, not able to reproduce this so far. Do you remember what the initial scan outcome was first time it happened?
« Last Edit: March 01, 2016, 07:49:44 PM by Alex »
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Achataeon

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #401 on: March 01, 2016, 08:28:38 PM »

No, I'm not stuck. The option to leave is still there.

Essentially, immediately after being scanned, pressing 1 would just cycle the Open Comlink, Allow Scan, Continue options without end. Although you could still exit if you wished to. And this is regardless of the scan result.

(Also, how do you put the images in the actual post and not as an attachment?)
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #402 on: March 01, 2016, 08:51:36 PM »

No, I'm not stuck. The option to leave is still there.

Essentially, immediately after being scanned, pressing 1 would just cycle the Open Comlink, Allow Scan, Continue options without end. Although you could still exit if you wished to. And this is regardless of the scan result.

Is this with the -RC2 hotfix, btw? IIRC I fixed something to do with cargo scans that might have been related.


(Also, how do you put the images in the actual post and not as an attachment?)

imgur or some such; there's no built-in forum support for that.
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Embolism

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #403 on: March 01, 2016, 09:05:40 PM »

Is it just me or is the Conquest's engines still a bit messed up? Some of the engine ports don't have exhaust.
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Achataeon

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #404 on: March 01, 2016, 09:06:24 PM »

Yep. RC2 release right here. So something in the dialogue tree was changed? That's all there is to it in here, actually.
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