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

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Author Topic: Starsector 0.65.2a (Released) Patch Notes  (Read 375451 times)

MesoTroniK

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #690 on: February 26, 2015, 10:56:16 PM »

It will be sold on Steam when it is ready.

SafariJohn

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #691 on: February 27, 2015, 05:20:25 AM »

@ Hartlord:  I had a no-skills version but decided not to post it at the time because it was not necessary and tried to avoid bloating the wall of text even more (plus I dislike no +OP and no skills configurations), but since you brought it up...

Spoilers are magic. ;)

Probably the best set-up for a no-skills Conquest (especially for dealing with other capital ships) would be Gauss + Maulers(or HVD), similar to that kiting setup you mentioned a while back.
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EI

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #692 on: February 27, 2015, 05:29:18 AM »

It will be sold on Steam when it is ready.

Along with it, lots of available mods to choose from and practically gain fame and metaphorical fortune along the way. @p@
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You know what happens when I raise the "alarm"~ <3

Megas

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #693 on: February 27, 2015, 06:12:11 AM »

I tried Gauss on a no-skills Conquest but it is a flux hog, and venting is so slow.  Two HVDs is more efficient than a Gauss Cannon.  900 range on the other heavies is not enough range when the no-skills Conquest is sluggish.  Medium weapons are much more flux efficient, and have nearly as much range.
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Unfolder

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #694 on: February 27, 2015, 01:28:32 PM »

Alex in the future will you be able to manufacture your own ships and weapons to some degree? And if so, is it going to be like an easter egg hunt, where you manufacture limited to the blue prints (which expire) or will you have the ability, in effect, to mass produce weapons and ships permanently once you've "unlocked" them? Personally I would like a system where rare ships and weapons are extremely complicated and require unique parts and blueprints, as well as exotic materials like heavy metals to build, and their blueprints expire. However, I would also like cheapo units that can be mass produced. For example, hounds and talons, if you are a certain level, you can just pump them out with enough metal, supplies computer chips available. Same thing with weapons, I should be able to whip up ten autocannons if I need them. Perhaps cheap units blueprints can make 3-10, while rare unit can only make one. Just some thoughts.

Also if capturing ships is going to be integral to acquiring blueprints, I think capturing needs to be less random. Maybe a skill "boarding actions" that allow you to select which ship to target, the target has a 100% higher chance of showing up as a boarding action. Or maybe the last ship destroyed has a 100% boost to its probability of appearing in the boarding screen (which makes a lot of sense if you think about it, your ships are right on top of it and its life supports have just started failing). You could also make ship mods for your dedicated boarding ship, such as boarding grapnels (preventing escape) anti-personnel boarding drones (kill enemy crew) or emp satchel charges (preventing self destruct).
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Megas

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #695 on: February 27, 2015, 03:36:52 PM »

I do not like the idea of chip expiration.  Aside from being unfun, it begs the question why all chips have not expired 200+ years after the Collapse?  Part of the reason blueprints can be fun is I can mass produce as much rare ships or weapons as I want, if I have the resources and time.  I would like to mass-produce all of the stuff that is too rare in the game.  If I want com moms/ships, I can go to the local base and clean a shop out.  I am sick of going to Tibicena month in, month out, hoping for a Hyperion or a wing of Xyphos to appear for sale; or anywhere for heavy weapons not on the open market.  Also, I like to manufacture my own stuff so I can finally quit the job of being paperboy, and become the leader of a new faction who will stop at nothing at sector domination (by destroying all factions).
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Protonus

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #696 on: February 27, 2015, 05:28:28 PM »

Reality ensues: "Why would Ship Designs expire in Silicon chips alone if they run through the entire Galactic version of the Internet (or at least spaceship-wide internet) and possibly to each and every crew-member of your ship who carries all sorts of electronics?"

To me, I'm with the Unfun-part of the expiration idea.
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Histidine

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #697 on: February 27, 2015, 06:08:11 PM »

A big premise of Ivaylo's lore (dunno how much of this part David has changed) is the UACs have enough future-DRM on them to prohibit them from being copied willy-nilly, which is why they're rare and important enough to fight over. (An alternative limiting factor would be access to autofactories).

Gameplay-wise, no particular reason you can't have both limited and unlimited chips. You could, say, get a coupon in the early game that lets you make two (2) Tempests after renting some autofac time, and later you can get a permanent blueprint to make as many Tempests as you want.
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Megas

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #698 on: February 27, 2015, 06:53:56 PM »

I would think that the biggest block to manufacturing stuff is that all autofactories would probably be controlled by one faction or another; and if you want one, you will need to take it by force (and become an enemy to the faction it belonged to).  If autofactories are required to manufacture stuff, they would certainly be a top military asset, something no government would leave alone lest a rival power claims it, and they had 206 years to claim all of the autofactories and other resource generators in the sector.
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Shoat

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #699 on: February 27, 2015, 07:00:15 PM »

Another limitation could be the complexity (high-tech/mid-tech/low-tech) of a blueprint (requiring better factories or otherwise risking the production of degraded ships or complete failure) and/or rarity (fancy experimental stuff) and/or amount (big stuff like onslaughts) of used materials.


A big premise of Ivaylo's lore (dunno how much of this part David has changed) is the UACs have enough future-DRM on them to prohibit them from being copied willy-nilly, which is why they're rare and important enough to fight over. (An alternative limiting factor would be access to autofactories).

While it can be made sense of, I think that every other part of computers should have advanced by just as much as DRM has (or, more realistically, far more).
Hacking of DRM would have to still be a thing (even if it is inferior to having an original chip and doesn't grant access to newest stuff), so in that case there should at least be partially-functional copies of rare blueprints (which have degraded variants and/or cost more to produce and/or have failure chances during production).
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TheBawkHawk

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #700 on: February 27, 2015, 07:15:40 PM »

Another limitation could be the complexity (high-tech/mid-tech/low-tech) of a blueprint (requiring better factories or otherwise risking the production of degraded ships or complete failure) and/or rarity (fancy experimental stuff) and/or amount (big stuff like onslaughts) of used materials.


A big premise of Ivaylo's lore (dunno how much of this part David has changed) is the UACs have enough future-DRM on them to prohibit them from being copied willy-nilly, which is why they're rare and important enough to fight over. (An alternative limiting factor would be access to autofactories).

While it can be made sense of, I think that every other part of computers should have advanced by just as much as DRM has (or, more realistically, far more).
Hacking of DRM would have to still be a thing (even if it is inferior to having an original chip and doesn't grant access to newest stuff), so in that case there should at least be partially-functional copies of rare blueprints (which have degraded variants and/or cost more to produce and/or have failure chances during production).

Or just make using a hacked chip produce a (D) variant of the ship instead of the base hull.
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Shoat

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #701 on: February 27, 2015, 07:17:47 PM »

Another limitation could be the complexity (high-tech/mid-tech/low-tech) of a blueprint (requiring better factories or otherwise risking the production of degraded ships or complete failure) and/or rarity (fancy experimental stuff) and/or amount (big stuff like onslaughts) of used materials.


A big premise of Ivaylo's lore (dunno how much of this part David has changed) is the UACs have enough future-DRM on them to prohibit them from being copied willy-nilly, which is why they're rare and important enough to fight over. (An alternative limiting factor would be access to autofactories).

While it can be made sense of, I think that every other part of computers should have advanced by just as much as DRM has (or, more realistically, far more).
Hacking of DRM would have to still be a thing (even if it is inferior to having an original chip and doesn't grant access to newest stuff), so in that case there should at least be partially-functional copies of rare blueprints (which have degraded variants and/or cost more to produce and/or have failure chances during production).

Or just make using a hacked chip produce a (D) variant of the ship instead of the base hull.


Well, yeah. That's part of what I said.
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Linnis

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #702 on: February 28, 2015, 02:56:26 AM »

All chip expire. Cuz DRM or w/e

Permanent chips are actually "scientist / engineer" who is working for you.

That could be a way to justify it, also make permanent chips acquired differently to have different game play elements.
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Megas

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #703 on: February 28, 2015, 06:10:57 AM »

In that case, the sector should be dead.  Why would anyone make their chips expire hundreds of years later?  If they make their chips expire, I would imagine a few decades at most, not centuries.  People in the sector had no advance warning of the Collapse.
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Linnis

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Re: Starsector 0.65.2a (Released) Patch Notes
« Reply #704 on: February 28, 2015, 07:00:45 AM »

The collapse was just the trade with rest of the galaxy right?

I mean, the people who built and designed the ships are still there right? It inst like the space zombie Apocalypse happened, even if like 9/10 people died, you think people with the expertise in ships and technology would likely be persevered with high priority no?
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