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Author Topic: Starsector 0.6.2a (Released) Patch Notes  (Read 227234 times)

PCCL

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #285 on: January 21, 2014, 10:25:41 AM »

Quote
The Cerberus will probably see some changes, but I'd like to avoid a kneejerk reaction. One of the bigger issues is price, too. It just shouldn't be that expensive.

eh, I kinda like the Warhound to be that expensive (as long as she's powerful enough to match), more for diversity's sake than anything else

I mean, I think of the Warhound as a counterpart to tritach's Tempest - the premium frigate that projects firepower well above her size. Whereas the Tempest relies on efficient shields and maneuverability, as well as precision strike capability provided by her single missile slot (like a tri-tach ship surely should), the Warhound relies on sheer armor and firepower as befitting a member of the Hegemony fleet.

As it stands (vanilla), the Warhound is about half way between a hound and a lasher - a fast attack frigate that's not quite fast enough and a line escort without the endurance provided by shields. Even if the price is brought down and stats balanced a bit, she just doesn't quite fill a role that can't be filled by hounds or lashers.

IMHO, ofc, I'm sure alex will think of something good. And if I happen to disagree, well, refer to sig below
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Alex

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #286 on: January 21, 2014, 10:48:03 AM »

The thing is, it's meant to be a mostly civilian ship - just one capable of operating in a warzone. Think of it as a frigate-sized Mule equivalent. As the campaign develops, I'd expect those types of ships to have much more of a role than they do now.
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PCCL

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #287 on: January 21, 2014, 11:03:56 AM »

well, there's my preconception of the warhound cerberus (sorry) out of the window

I just kinda saw it and thought "EPICHEGEMONYBEASTTANK"

meh, I'll keep it, I like the "firefly off to war" feel it's got right now
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xenoargh

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #288 on: January 21, 2014, 12:16:30 PM »

I don't think it's a knee-jerk reaction, though :) 

Note that nobody's complaining about the Heron and I'm pretty much out on a limb in my critique of the Monitor (although I stand by that and I think once the novelty has worn off, we'll see I'm right) :) 

We have been playing the game for a couple of years, after all.  Gunnyfreak pretty much nailed it and gave it a special role, which is something ships need, while being fairly priced- as it is, if the price dropped to $8000, it's irrelevant, because money is largely irrelevant, if you're even halfway competent.  If, in the future, money is much tighter and that extra $10K matters... I'm still not buying it, even if the price comes down to earth; if money matters, then buying a ship that may become a flying cinder if the LRM Gods decide it's time to die just won't make sense, unless there's literally nothing else to buy.

There are lots of better alternatives, if one is looking for a freighter, at or below that price point.  If it held another 50 Cargo, it might be vaguely competitive as a freighter that we'd drag into combat with the greatest reluctance (since it doesn't provide a flight deck or have drones), but as-is, no, not even with full OPs and the armor / hull buffs, since those make a lot of merely good ships great, whereas the Cerebus would just become vaguely competent against zero-level Admirals.  But once we have Admirals to compete against... well, that kind of pushes back the value of the buffs and all that, and the Cerebus becomes a weak link.
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Alex

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #289 on: January 21, 2014, 12:41:23 PM »

I don't think it's a knee-jerk reaction, though :) 

I meant a knee-jerk reaction on *my* part :)
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Gothars

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #290 on: January 21, 2014, 12:51:30 PM »

You see how much we all really want to love that little bugger?  ;)
If it's supposed to stay civilian, maybe increasing it's fuel capacity could open the niche of a combined fast freighter/tanker.  


Something I wanted to mention: The Media section on the main page still has a big 2012 date at the top. That might give new visitors on the side a wrong impression that no major updates have happened since then. To put a few new pictures up just to have a 2014 date there wouldn't be a bad idea, would it?
« Last Edit: January 21, 2014, 12:53:44 PM by Gothars »
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Alex

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #291 on: January 21, 2014, 01:03:10 PM »

If it's supposed to stay civilian, maybe increasing it's fuel capacity could open the niche of a combined fast freighter/tanker.  

I have a feeling that cargo capacities will need to be adjusted a lot, for most/all ships, before it's all said and done.

Something I wanted to mention: The Media section on the main page still has a big 2012 date at the top. That might give new visitors on the side a wrong impression that no major updates have happened since then. To put a few new pictures up just to have a 2014 date there wouldn't be a bad idea, would it?

Oh, thanks - yeah that page... yeah. I just put the trailer up at the top so it doesn't look so neglected.
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Megas

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #292 on: January 21, 2014, 01:50:37 PM »

Quote from: Alex
I have a feeling that cargo capacities will need to be adjusted a lot, for most/all ships, before it's all said and done.
I completely agree with this!  It is so wrong that I need two Atlas superfreighters to salvage loot from one or two big fights without exceeding capacity.

I will post my experiences with the new update in more detail after I finish grinding.
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AllTogetherAndrews

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #293 on: January 21, 2014, 07:04:42 PM »

I have a question related to the way that logistics is calculated. I was wondering if crew were supposed to take up logistics even when within the maximum crew capacity of the fleet. I wondered about this because fuel and supplies don't take up additional logistics unless you run over your fleet capacity.  Crew, on the other hand seems to take exactly 1 logistics per 100 crew regardless of whether that 100 is under capacity. This results in large capital ships requiring somewhat more logistics to field than the actual cost of the ship itself (Odyssey class for example actually takes 21 to field instead of the 15 listed). I was just wondering if this was intentional.
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Voyager I

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #294 on: January 21, 2014, 07:12:10 PM »

You can throw my hat in there with the other people who were wondering why what is basically a Hound with an extended cab costs more than combat-grade Destroyer.
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Histidine

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #295 on: January 23, 2014, 08:22:12 PM »

Question for the wiki: Do fighters suffer any negative CR effects, other than running out of replacement chassis?
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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #296 on: January 23, 2014, 11:31:29 PM »

Question for the wiki: Do fighters suffer any negative CR effects, other than running out of replacement chassis?
If you are talking about stuff like malfunctions, then yeah I'm pretty sure they do. I know that I have at least seen engine malfunctions
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Gothars

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #297 on: January 24, 2014, 02:25:17 AM »

I have a question related to the way that logistics is calculated. I was wondering if crew were supposed to take up logistics even when within the maximum crew capacity of the fleet. I wondered about this because fuel and supplies don't take up additional logistics unless you run over your fleet capacity.  Crew, on the other hand seems to take exactly 1 logistics per 100 crew regardless of whether that 100 is under capacity. This results in large capital ships requiring somewhat more logistics to field than the actual cost of the ship itself (Odyssey class for example actually takes 21 to field instead of the 15 listed). I was just wondering if this was intentional.

Hi :)  Sorry for the late answer!

You are right, crew does consume supplies, as do marines. The Odyssey should only consume 19 supplies/day with skeleton crew, though. It's not listed because crew count can vary quite a bit, but I think you've got something here; It would be very helpful for new players if the supply consumption of the minimum crew would be listed.

Maybe like this:

Logistics (supplies/day)          15 (+4)

wherein the green is the color of the other crew related entries.



Question for the wiki: Do fighters suffer any negative CR effects, other than running out of replacement chassis?

With this update they should be free of malfunctions. Not sure about degraded performance, though.
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ValkyriaL

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #298 on: January 24, 2014, 02:49:28 AM »

that would have to be

Logistics (supplies/day) 15(+4) = 19 (Supplies/day)

otherwise you would be confused, is 15 the supplies per day in total? or is it 19 with the +4?
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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #299 on: January 26, 2014, 07:06:20 AM »

May I ask a question without opening a new thread? Thank you for the great new patch; is there any way to get the Monitor class without starting a new game? That ship is awesome (even without those flaks) and i really don't want a new game.
All the other ships have already been delivered, so, all what i am doing actually is waiting, travelling and looking for the ship, like a fanatic person...
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