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Starsector 0.95a is out! (03/26/21)

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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 222317 times)

Shoat

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1575 on: April 08, 2021, 07:06:08 AM »

That is a pretty good point. It might even be preferrable if the enemy fleet which was tracking you would either be forced to fight you or to let you do your thing if they don't want to stop you with weapon fire.

Yeah I've always wondered why there isn't a "whatever, let them try to stop me" dialogue option there, where it either forces a fight with the offending fleet or they back down and you can do your salvaging.
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Chaos Blade

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1576 on: April 08, 2021, 07:32:31 AM »

Might have found a bug. Spoilers ahead for those who haven't completed story missions yet.

Spoiler

Finished the storyline up to a point where I unlocked gate access and went to the Aztlan system's ring gate.

Even though there is no nearby hegemony fleet nearby, I keep getting the message that a nearby hegemony fleet is blocking scanning attempts. Screenshot below.

https://i.imgur.com/95oFBft.png

[close]

god i actually hate that so much, the whole "a nearby hostile fleet is tracking your movements", as if ID CARE WITH MY 5 PARAGON FLEET THAT A FAST PICKET IS TRACKING ME WHEN SALVAGING

That is a pretty good point. It might even be preferrable if the enemy fleet which was tracking you would either be forced to fight you or to let you do your thing if they don't want to stop you with weapon fire.

especially when you have dedicated salvage ships that do the salvaging... youd imagine that your military ships would stand guard during the process... but apparently even those participate in the salvage ops

You know that could be a neat battle, you have your ships with the salvage vessels deployed (freely) behind you doing their thing and the enemy fleet coming towards your battleline

it would be a neat sort of battle (and as much as I hate escort missions, it would be neat to have some of that, if anything for mission variety)
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Soban

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1577 on: April 08, 2021, 07:33:33 AM »

Might have found a possible oversight

Spoiler

When using a gate to travel to a claimed system, there is no pop-up "Would you like to turn on your transmitter" as there is when travelling trough a jump point. This may lead to players receiving unsolicited visitations by system patrols of other factions, simply due to the player not possibly remembering to turn it on. Hence why I imagine the pop-up exists with jump points to begin with.

[close]
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Maethendias

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1578 on: April 08, 2021, 07:36:30 AM »

Might have found a bug. Spoilers ahead for those who haven't completed story missions yet.

Spoiler

Finished the storyline up to a point where I unlocked gate access and went to the Aztlan system's ring gate.

Even though there is no nearby hegemony fleet nearby, I keep getting the message that a nearby hegemony fleet is blocking scanning attempts. Screenshot below.

https://i.imgur.com/95oFBft.png

[close]

god i actually hate that so much, the whole "a nearby hostile fleet is tracking your movements", as if ID CARE WITH MY 5 PARAGON FLEET THAT A FAST PICKET IS TRACKING ME WHEN SALVAGING

That is a pretty good point. It might even be preferrable if the enemy fleet which was tracking you would either be forced to fight you or to let you do your thing if they don't want to stop you with weapon fire.

especially when you have dedicated salvage ships that do the salvaging... youd imagine that your military ships would stand guard during the process... but apparently even those participate in the salvage ops

You know that could be a neat battle, you have your ships with the salvage vessels deployed (freely) behind you doing their thing and the enemy fleet coming towards your battleline

it would be a neat sort of battle (and as much as I hate escort missions, it would be neat to have some of that, if anything for mission variety)

would also give an actual reason to... you know, outfit your logistics ships for once
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TerranEmpire

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1579 on: April 08, 2021, 12:36:50 PM »

Another piece of feedback.
Since we no longer have the OP boosting skill, but instead we have the built-in hull mods some ships became more potent while others somewhat lost their appeal.
One particularly striking example is the Legion. At first glance, you might think that having 260 OP + 3 built-in hull mods is a big step forward. However, the improvement is less game-changing compared to the Onslaught. One reason might be, that the Legion has 4 fighter wings and a similar amount of hardpoints but only 260 OP. So giving 3 built-in hull mods can still leave the Legion to feel OP starved, while giving +26 Op might make the ship less OP starved as a battle carrier, without the hull mods.
It's not a complaint at all, it's just an impression. Legion is a big loser of this update, and other ships might get better or worse, with this new system.
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RustyCabbage

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #1580 on: April 08, 2021, 02:11:47 PM »

Also: the Gemini is getting Civilian-based Hull, so is its base burn being reduced to 8 as well?
Noticed that the base burn speed is still 9, so Militarized Subsystems puts it at 10 / frigate burn speed. Just wanna double check if that is intended?

GenericGoose

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1581 on: April 08, 2021, 02:30:07 PM »

some guy at a bar asked me to produce 9 units of organs at a colony, is that even plausible?
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Maethendias

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1582 on: April 08, 2021, 02:36:49 PM »

some guy at a bar asked me to produce 9 units of organs at a colony, is that even plausible?

i was about to say "yes with vpc' chips", but then i realized thats a mod

iirc the only way you could "produce" organs was with the cryo building from cryosleepers

could be wrong tho
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Volfgarix

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1583 on: April 08, 2021, 02:40:37 PM »

I wonder if it's okay to have storyline give you Transverse Jump for free. It kinda makes it feel mandatory to start the storyline for it if you haven't picked it as first choice in technology skill line. Seems to let you cheese the game without much of investment.

Bulk transport skill kinda doesn't make sense considering trading isn't supposed to be a main focus of the game (at least from what I gathered). More sense for me it would make first tier have you choose between increase in common goods scavenge + storage increases OR increased chance for rare finds. It would let player focus on either scavenging wreckage in safer areas and go for the bulk transport/sale of scrap (thus letting for more sustainable existence if someone wants to play as space hobo) OR to become an artifact hunter delving deep into wild parts of the Sector, going for high risk/high reward play.

Derelict Contingent needs fixing, that's obvious. D-modded ships are supposed to be a cheaper way to field ships, a trade-off. Give up quality for lower cost/higher availability. Turning them into tanks seems pointless.

Smuggling still OP, just sayian.
Edit: It should be more profitable to sell drugs in well patrolled places like Aztlan system due to high population and high amount of patrols making smuggling difficult. Otherwise players will just run drugs to easily reachable pirate/pather markets.

Some jobs/contracts are totally not worth it, could be intended, so player couldn't get too comfortable, but it essentially makes screwing around large markets unprofitable.
« Last Edit: April 08, 2021, 03:05:21 PM by Volfgarix »
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1584 on: April 08, 2021, 02:51:58 PM »

Minor question: are the offers of 'discount' ships from contacts based upon what the player has in their fleet or what they'd purchased last? I ask because last time, my hegemony contact offered me a gryphon right after I'd bought one on the market, and then kept offering my dominator XIVs (most common ship in my fleet thanks to him). In this one, a bar event is offering a drover right after another bar event let me get one on the cheap, and my most common ship type is carriers. Just confirmation bias, or is there some behind the scenes logic at play? Either way, they keep offering me useful ships so its good!
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Megas

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1585 on: April 08, 2021, 04:23:05 PM »

Bulk transport skill kinda doesn't make sense considering trading isn't supposed to be a main focus of the game (at least from what I gathered). More sense for me it would make first tier have you choose between increase in common goods scavenge + storage increases OR increased chance for rare finds. It would let player focus on either scavenging wreckage in safer areas and go for the bulk transport/sale of scrap (thus letting for more sustainable existence if someone wants to play as space hobo) OR to become an artifact hunter delving deep into wild parts of the Sector, going for high risk/high reward play.
With that, I want the rare item skill until I do not need more rare items, then respec to the bag of holding skill.

Bulk Transport is nice for 1) absorbing loot bombs (from ruins or big fights) with fewer ships and 2) no need for Militarized Subsystems on civilians for +1 burn alone.

Even if player does not care to trade, he may want room to loot if he plays (tomb) raider.
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Maethendias

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1586 on: April 08, 2021, 04:27:13 PM »

Bulk transport skill kinda doesn't make sense considering trading isn't supposed to be a main focus of the game (at least from what I gathered). More sense for me it would make first tier have you choose between increase in common goods scavenge + storage increases OR increased chance for rare finds. It would let player focus on either scavenging wreckage in safer areas and go for the bulk transport/sale of scrap (thus letting for more sustainable existence if someone wants to play as space hobo) OR to become an artifact hunter delving deep into wild parts of the Sector, going for high risk/high reward play.
With that, I want the rare item skill until I do not need more rare items, then respec to the bag of holding skill.

Bulk Transport is nice for 1) absorbing loot bombs (from ruins or big fights) with fewer ships and 2) no need for Militarized Subsystems on civilians for +1 burn alone.

Even if player does not care to trade, he may want room to loot if he plays (tomb) raider.

OR, just be an absolute chad and yoink random atlas in pristine during your expedition runs

or be me, and do it twice
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Alex

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #1587 on: April 08, 2021, 04:42:37 PM »

(The usual thank you, made a couple of notes, etc!)

A few specific responses real quick:

Noticed that the base burn speed is still 9, so Militarized Subsystems puts it at 10 / frigate burn speed. Just wanna double check if that is intended?

Made a note; that doesn't seem right!

Minor question: are the offers of 'discount' ships from contacts based upon what the player has in their fleet or what they'd purchased last? I ask because last time, my hegemony contact offered me a gryphon right after I'd bought one on the market, and then kept offering my dominator XIVs (most common ship in my fleet thanks to him). In this one, a bar event is offering a drover right after another bar event let me get one on the cheap, and my most common ship type is carriers. Just confirmation bias, or is there some behind the scenes logic at play? Either way, they keep offering me useful ships so its good!

Either confirmation bias or some kind of extra-esoteric bug :)
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Maethendias

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #1588 on: April 08, 2021, 05:06:20 PM »

extra-esoteric bug

those are the best kind of bugs :y
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1589 on: April 08, 2021, 05:16:50 PM »

Heh confirmation bias is real!
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