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Starsector 0.98a is out! (03/27/25)

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Author Topic: Wormholes and Sundry - Getting Around the Sector  (Read 39703 times)

PizzaInSpace

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #135 on: September 22, 2023, 06:00:14 AM »

COMSEC has intercepted invaluable information. Would gargoyle happen to help reclaim this lost knowledge for a fee? I hope that the characters used in the "At the Gates" questline return soon. despite me playing this game for a couple of months now it feels like forever that I haven't seen or interacted with them in my several playthroughs.
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

MightyChristian

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #136 on: September 22, 2023, 05:56:34 PM »

is this info about an upcoming update or about the present release of StarSector?
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Soli Deo gloria.
And have a nice day :D

(PS: My profile icon was taken from a meme edited into a christian meme and then cropped to his face which I then added the words repent to. Just to satisfy your curiosity.)

Worldtraveller

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #137 on: September 22, 2023, 07:12:51 PM »

Upcoming. It's stuff the dev team is working on.
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2_Wycked

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #138 on: October 18, 2023, 06:34:02 PM »

Next update is at least 1 year away, blog posts like this are very early development.
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Grievous69

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #139 on: October 18, 2023, 11:59:22 PM »

Actually Alex said the next one is a polish update, which honestly shouldn't take 1 year, and 5 months already passed. From what we know it's mostly focused on sprucing up the Hostile activity mechanics.
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SpaceDrake

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #140 on: October 19, 2023, 04:16:19 AM »

By way of comparison, the time between .95 and .95.1 was ~9 months; .95 was in March 2021, and .95.1 was in December of that year.

That said, updates aren't entirely comparable with each other... but I wouldn't be surprised to see this out in a roughly early 2024 timeframe. Maybe slightly earlier if we get lucky.
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Nettle

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #141 on: October 19, 2023, 04:54:26 PM »

Actually Alex said the next one is a polish update, which honestly shouldn't take 1 year, and 5 months already passed. From what we know it's mostly focused on sprucing up the Hostile activity mechanics.

About time Poles got their own update. By the way, the blog post seems to be exclusively about  hyperspace content and tools. Doesn't look like "just polishing" update so far? Well the entirely new region of hyperspace does sound pretty big.
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PizzaInSpace

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #142 on: October 25, 2023, 05:47:39 AM »

so long as the update gives me a challenge in starsector. I can wait a year or 2. Here's hoping that next year we get more ships added to the game to make it more lively.
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

Grievous69

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #143 on: October 25, 2023, 06:08:56 AM »

This patch was very meaty with both ship and weapon content, don't see it happening again except for maybe a ship or two here and there. Where I do expect new ships is whenever true endgame gets implemented, but I doubt those are going to be playable.
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PizzaInSpace

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #144 on: October 27, 2023, 05:02:17 AM »

best it's non-playable. I did ask for a challenge and we still have not seen an omega capital or an omega station yet. Plus I still hope they expand on the whole different battlegroups like the 6th battlegroup. I would like a more narrative update since that's what got me hooked into the game besides ships.
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

Nuuki

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #145 on: October 28, 2023, 01:23:29 AM »

Quote
To fix this, when the Generate Slipsurge ability is activated, the game will – for a few seconds – fast-forward the storm simulation in a larger radius.
Won't this lag the game? I already have a problem with going above 30FPS when playing with the Adjusted Sector mod at 1.5x the vanilla size without any additional rendering, so I'm worried that having the game render huge chunks of hyperspace at a time will lag the game out, even without the extra sector size. I'm curious how you actually decide the size and shape of the rendered area. Do you just generate a narrow corridor from point A to point B or is it just a big square around the player? (not a developer or coder or modder btw, barely even knows how computers work)

Quote
Abyssal hyperspace
So! You might have noticed the “Orion-Perseus Abyss” label in the lower left corner of the Sector map

Movement is 4x slower, and sensor/detection ranges are reduced by a like amount – basically, it’s as if the area was 4x larger, without it actually being that. Utilizing the map space more efficiently!

It’s very, very dark. As you get deeper into the abyss, the background fades out, and so do the other things you might normally see such as the deep hyperspace clouds outside it.

Gravity wells and jump-points are only visible at close range, though star gravity wells are visible as normal – you can see them on the map, anyway.

Oh nice, I was always wondering why someone from the Persian sector didn't get a fleet or two of drams with some buffalos and just tried to fly back to the core worlds. This is a very neat explanation for why nobody ever tried to organize a voyage back to the core.
I'm not so sure about the inclusion of void creatures though. Whilst it seems like an interesting idea, and would make sense with the sensor ghosts, it also seems like a departure from the theme of man-made horrors beyond human control. That's kind of a waste, since as far as I'm aware even the most alien creatures in this game are still descended from Man's hubris.
I'm not the one working on the game though, so I'm not gonna backseat you too hard. I'm sure that whatever you do, it'll work out well
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Nuuki

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #146 on: October 28, 2023, 01:44:37 AM »

And more to the point, anything in the skills can be done by other captains. You explicitly get both of the first-tier science active abilities outside of their skills as part of the storyline (and can even surprise people by being stupidbrave enough to try Transversing on your own without software assistance) and you see others using those actives. Enemy fleet commanders can even have capstone fleet-altering skills (and in fact can go beyond their actual stated level in skills). We're not comparatively that "super-human". We just get a few extra skills from high-end levels, and at least one of those skills involves us just deciding to Break Da Law™ and figuring out how to do that (which, as a side note, I wish got more acknowledgment from patrol NPCs in various polities). This is actually the first instance of us getting to do things the non-player can't, and at least one of these will be tied deeply to the progression of the main story. It would, again, be neat to see the occasional yeeting NPC, but clearly being able to do that involves a lot of research and mapping on your part, and anyone else who's done it is likely keeping their cards close to their chest.

I do somewhat understand where Helldiver's coming from (the game up till now has been pretty good about the player not having any truly outlandish abilities that the wider Sector couldn't do, at least not without a well-rationalized explanation for why that is), but I think it's a bit of an over-reaction.

You say that, but I have yet to see an officer actually spawn with something like Salvaging or Bulk Freight. I'm sure it's been said a dozen times before, but getting specialized officers who contribute fleet-wide bonuses would be really nice and would let you actually focus on combat skills. Want Hull restoration AND Leadership skills AND some combat on top? Well worry not, because one of the officers you hired is a logistician, the other is a wrench monkey and the last one is a former drill sergeant. I'm not sure how you'd level the non-combat specialized officers up though. Maybe certain actions like scrapping or sensor pinging could let them gain experience? Having someone blow up ships to learn about phase coil tuning seems a bit ridiculous, but having to salvage a dozen research labs or remnant fleets also seems a bit funky. You'll almost certainly do that over the course of a playthrough though, so who knows.
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2_Wycked

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #147 on: November 08, 2023, 02:17:10 PM »

Wait, I've only played a bit in the current version but do officers really not spawn with industry/logistics skills? Come to think of it I've only ever seen them with combat/energy/tech in my playthrough so far.
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Nettle

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #148 on: November 08, 2023, 04:00:30 PM »

Officers are limited to "Piloted ship" skills only, they are not meant to do anything other than piloting one ship at a time for improved combat performance. The only two industry skills officers have access to is Ordnance Expertise and Polarized Armor.
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I can't wait to get curb-stomped.

(Honestly, I'm really looking forward to this.)

PizzaInSpace

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #149 on: November 22, 2023, 11:16:34 PM »

True. if they had the ability to gain logistics or any of the passive skills it could make the game too easy for the player unless the devs can find a workaround where both the AI and the player can use them without compromising the challenge the game offers. i mean seeing the remnant fleet have the carrier skills-

On second thought I'd leave it at that until they start adding new skills to the game
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.
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