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

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Author Topic: do junk ships not have enough armour?  (Read 959 times)

Euphytose

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Re: do junk ships not have enough armour?
« Reply #15 on: Today at 01:18:37 AM »

Not ever ship needs to be end game viable. I cannot fly a Buffalo mk2 into the threat  let alone a mark 1. It’s OK for ships to be used early and phased out later

This is how it is right now yeah, some ships become bad after the early game.

I would love for every ship to be end game viable, but doing this would make pirates significantly more powerful than they are currently.
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Sarissofoi

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Re: do junk ships not have enough armour?
« Reply #16 on: Today at 06:21:03 AM »

The problem is lackluster progression. It's too easy to get cash and good ships. Game allow you easily skip whole early phase. So why bother with early ships?
The whole game progression is honestly a joke. Too much fixated on end game. So much that the journey to it started disappear.

Megas

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Re: do junk ships not have enough armour?
« Reply #17 on: Today at 06:45:02 AM »

The problem is lackluster progression. It's too easy to get cash and good ships. Game allow you easily skip whole early phase. So why bother with early ships?
The whole game progression is honestly a joke. Too much fixated on end game. So much that the journey to it started disappear.
And even easier for the enemy to grow their bounty fleets bigger and faster than the player can upgrade naturally early in the game.  So even if player wants to progress slower, he should not because the world generates nothing but massive late-game sized fleets after completing more than a few bounties, except for the rare single 50k bounty that appears occasionally.  Also, later on, system bounties tend to appear after massive pirate raids, and pirates raid with massive fleets.

So, player needs easy money and access to good ships and weapons to keep up with the world.

Also, the stipend runs out after two years, so player needs to income from somewhere, and it if it is colonies, then he needs near endgame fleet to defend against crises.

Older releases did a better job prolonging the early game (if the player wanted), and weaker ships were more useful provided they were not too rare.  (Some ships in older releases like Tempests were too rare for the player despite NPCs using lots of them, and ship boarding was random and difficult.)

Today, player is pushed toward endgame quickly by the world.  If player cannot keep up, he will not be able to fight anyone except the occasional 50k bounty that is not worth chasing.
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Sarissofoi

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Re: do junk ships not have enough armour?
« Reply #18 on: Today at 07:42:30 AM »

How bounties even scale? It's with player level or fleet or time?

Killer of Fate

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Re: do junk ships not have enough armour?
« Reply #19 on: Today at 07:56:41 AM »

How bounties even scale? It's with player level or fleet or time?
if you defeat them, they start increasing

but you are not restricted to stellar bounties given passively by factions
you should instead create a contact by taking missions from bars and then ask what's available on the bounty docket from them

high contacts like Arroyo will give you stronger bounties
whilst lower ones will give you bounties more reasonable for the early and mid game

edit: ghost stories profile pic
« Last Edit: Today at 08:29:04 AM by Killer of Fate »
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off to write another nightmare

Goumindong

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Re: do junk ships not have enough armour?
« Reply #20 on: Today at 11:26:31 AM »

.

But I have never really noticed that it’s super hard to upgrade naturally and scale into middle and large sized bounties. Maybe this is because I am a knowledgeable and experienced player but it is generally not hard to go from “I have a wolf” to “I have a wolf pack” and use that to clean up decent sized bounties.

Nor have I found that you need to “skip” the middle game. Get a couple hundred K and buy a new ship. Scavenge ships as you go.

So in my last game this is what I did.  I had done some testing on the astral and knew I wanted to make a go at making it work. So I started a new game with the wolf and officer but skipped the tutorial.  I killed the early pirates in Corvus, scavenged a hound or two. Went to TT to get some rep there. Did some proper 50k bounties. Bought a destroyer. Did some bigger bounties with my destroyer and hounds and scavenged condors… bought an Anubis… found a revenant. Did some bigger bounties with my Anubis and hounds and condors. Bought a Heron (not terribly impressed with the heron). And started to scale down the hounds and condors as I have gotten larger ships into the fleet.

I started a colony earlier than I normally do because I found quite possibly the best colony world I have ever seen in a game* but this wasn’t really on the plan. Got a few years before this is an issue (and just made a deal with a local pirate because the colony is not really about income, TT fights too much, but the margin on accessibility is not worth losing the commission bonus)

I have not really felt that I needed to skip the mid game. Nor did I feel like my scavenging ships wasn’t valuable. I suppose I could grid out 100k bounties from my contacts until I had 2 million credits and an astral. Or I could do some light privateering when TT decides it’s time to shoot the hegemony. ..

Now again, maybe this is because I am knowledgeable. I know how all the systems work and choose to engage with them in a way that is “optimal”. Buut I also kind of get the idea that this is the “intended” and “natural” way that the game is supposed to be played. I am not buying ships/upgrading at around a 1 million credits point. I can drop down to 500k and maintain a cushion in case I need to make sudden purchases/have losses. This gives me 2-3 bounties per upgrade cycle. My income is about 50k/month due to the commission, a 120k bounty also gives and other 20-30k in commission/scavenge income. I am not quite to the point where my fleet is large enough/things are fully scavenged out that I need a colony to provide supplies and fuel (but it’s there!)

I almost have enough money and rep for the Astral now. But will probably hold off on it for a bit in order to bolster my support fleet a bit. (I am looking for guardians to outfit my second Anubis and I am not ready for the shock of burn 6). But like. This seems like a very clean progression


*triple stable point with domain nav and sensors already built. 100% habitability +2 organics + 2 food! Hot! Vast Ruins! Only downside is deciv! Like…. Just absurd.
« Last Edit: Today at 11:28:31 AM by Goumindong »
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TK3600

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Re: do junk ships not have enough armour?
« Reply #21 on: Today at 01:26:19 PM »

Eradicators are in the fleet of pathers, pirates, including prestine ships in their market not needing commision. There is no point getting bad ships for place holders. Right after tutorial, you do 1 weapon smuggle and you can afford eradicators.
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Nettle

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Re: do junk ships not have enough armour?
« Reply #22 on: Today at 01:38:05 PM »

Pirates specifically field only the P Eradicator variant, it's 18 DP while the base is 22, but the AAF is replaced with burn drive. Better than not having a proper cruiser altogether, but not as impressive as base variant.
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I can't wait to get curb-stomped.

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

TheMeInTeam

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Re: do junk ships not have enough armour?
« Reply #23 on: Today at 03:57:09 PM »

Why spend 100k+ on a ship when you can cycle salvage into stronger stuff?  There's no way the supply costs to bring the temps into a few fights are anywhere near that.
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Phenir

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Re: do junk ships not have enough armour?
« Reply #24 on: Today at 07:07:09 PM »

Why spend 100k+ on a ship when you can cycle salvage into stronger stuff?  There's no way the supply costs to bring the temps into a few fights are anywhere near that.
ocd on dmods
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