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Simtex
Feb 15, 2008

FooF posted:

I've had to restart about 5x though. I keep running out of supplies/credits because I barely break even when killing pirates, even on easy.

This is an artifact of the way the economy simulation works, the price of supplies will fall over time (as traders move goods around and make the economy more efficient). Alex has stated that he might have to speed it up initially. But for now you just have to scrape a little harder in the early game. Only fight in systems with bounties, etc.

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Rarden
May 20, 2012

Estraysian posted:

Can I run all my mods with the latest patch or do I have to wait for them to get updated first?

You'll have to wait for them to update, unfortunately. The modders will have their work cut out for them, too, since this update has added -tons- of things that they can sink their teeth into.

That and they need to, y'know, have a chance to play around with the new stuff for a week or two at the absolute least. They're only human after all!

Arrath
Apr 14, 2011


Simtex posted:

This is an artifact of the way the economy simulation works, the price of supplies will fall over time (as traders move goods around and make the economy more efficient). Alex has stated that he might have to speed it up initially. But for now you just have to scrape a little harder in the early game. Only fight in systems with bounties, etc.

There is a setting in one of the config files that changes how many days of background simulation the game runs before dropping you into it (defaults to 200 IIRC), increasing this may help speed that process along.

FooF
Mar 26, 2010
I think it would behoove Alex to give Corvus some missions at start. I've been playing around with transponder ping and while it does reveal those little bastards hiding in the rings, the only way to make a profit is to have them chase me into patrols. Some missions are quite simple and give decent payouts. Just got a "deliver 10 luxury goods in 10 days" for something like 28k credits. That would be a huge boon in the early game.

I've died and gone to a couple other systems. Man, there are some cool areas now. Solar arrays, derelict jump gates, shadow arrays, warp storms, asteroid fields...there's simply a lot more "in" the universe now.

Voliun
May 31, 2012

It was nice knowing you time and sleep.

mirarant
Dec 18, 2012

Post or die
It really would be better to start the player off with a small fleet (2-3) ships, inching by with just one ship is just not fun since almost every enemy encounter 2+ ships and needs to be lead into a friendly fleet.

Cirofren
Jun 13, 2005


Pillbug

mirarant posted:

It really would be better to start the player off with a small fleet (2-3) ships, inching by with just one ship is just not fun since almost every enemy encounter 2+ ships and needs to be lead into a friendly fleet.

The frontloaded difficulty curve is a feature of these sorts of games though (Mount & Blade, Sid's Pirates) and the early struggle and failed attempts are something that makes my successful games more satisfying.

I don't know if it's possible right now (I just woke up amd have to work 9 hours before I can launch this) but in previous versions some starting options would give you enough to buy a second frigate.

SHAOLIN FUCKFIEND
Jan 21, 2008

Get shuttles. (Hermes, Mercury)

They aren't much but they're dirt cheap, add cargo, and when ordered to directly attack, they are just as expertly piloted as other fast ships, often messing up enemy frigs so you have time to kill them.

Man I had to restart once (goddamn Pathers, jesus) but now I got this thing going:



Safety Override is amazing.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

I'm literally drooling at the thought of what modders can do with this update, holy hell.

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark

Cirofren posted:

I don't know if it's possible right now (I just woke up amd have to work 9 hours before I can launch this) but in previous versions some starting options would give you enough to buy a second frigate.

You can definitely finangle enough money to buy a shuttle before you ever have a battle. Also, the abandoned space station that lets you store your goods at it also has a crappy D-grade shuttle that you can take for free to use as extra cargo space or a disposable boarding craft.

Just had my first combat with a 20000 cred bounty that was two Hounds, one Kite, and a flight of Daggers against my starter Wolf with a single Heavy Blaster. I jumped straight from level 1 to 3 in one fight.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands
Man, the early bounty game got a lot harder now that you actually have to, y'know, search for your bounties instead of picking them out from halfway across the star system. Still doable if you know where to look, but the key is that you gotta know where to look.

Has anyone tried giving the trade game a proper go yet? It might be more interesting to run now that you need to actively fiddle with transponders and going dark and whatnot to get to your destination without a fight, and it'd be a good way to boost up the cash you need to get into a proper combat fleet.

FooF
Mar 26, 2010
I'm still only an hour in but I'm wondering if any of you have encountered missions that weren't just fetch quests.

Are there any escort, delivery, or other various types of missions out there that you've been doing?

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

I dunno what happened between the last patch and this, but there's a lot of stuff that indicates the developer is a huge Alastair Reynolds fan. And that's pretty awesome, because Revelation Space (home to the gamma-level AI, the starship Zodiacal Light, and a host of other little references) is a rad setting I'd love to see someone try and make a game in some day.

E: and the description on the new shuttle all but shouts "BELLE EPOQUE"

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector

Anticheese posted:

I dunno what happened between the last patch and this, but there's a lot of stuff that indicates the developer is a huge Alastair Reynolds fan. And that's pretty awesome, because Revelation Space (home to the gamma-level AI, the starship Zodiacal Light, and a host of other little references) is a rad setting I'd love to see someone try and make a game in some day.

E: and the description on the new shuttle all but shouts "BELLE EPOQUE"

http://fractalsoftworks.com/2015/03/12/a-starsector-reading-list

David Baumgart posted:

Reynolds mixes some hard-enough science fiction with a something of the noir or gothic and quite a good dash of fun genre indulgence throughout. Noir comes through especially in Chasm City - and in the city in the novel which is its namesake – with a tale of betrayal, revenge, several sci-fi mysteries to be solved, a lot of nearly sociopathic characters; the whole lot. And gothic in both the Victorian and modern sense, I think, ranging from the classically tragic-grotesque figure of the Captain and his peculiar affliction to the more-than-modern space-goth Ultras who would probably be a hit at some club nights I’ve been to.

Plus there’s the sheer cheekiness of an entire central faction of the Revelation Space universe that I swear is one big revisionist take on Star Trek’s Borg. It tackles how to make the Borg make sense and, better yet, how to make them appealing – so keep an eye out for the Conjoiners. And then comes Absolution Gap evoking some deliciously mad sci-fi religion with the imagery of huge caterpillar-tracked and mechanical-legged gothic cathedrals forever circling a frozen moon. And how can I fail to mention the technological terror of the Cache Weapons – or the Inhibitors?

Reynolds’ world is some fantastic stuff. You should visit.

Dan Simmons' Hyperion stuff and Iain M. Banks Culture series (and The Algebraist)get shoutouts as well.

Gobblecoque
Sep 6, 2011
drat Enforcer with chainguns and safety override is hella fun. Also the Kite is just about the best AI buddy ship ever. It has plenty of speed and maneuverability to keep enemies off of it and it can really bog down small groups of ships with a pair of salamanders.

Bold Robot
Jan 6, 2009

Be brave.



Not sure I'm a fan of the new sensor stuff. I'm spending more time sitting around doing sensor sweeps and less time fighting. Is this supposed to be fun?

Tiger Shark
Oct 2, 2013
What's the best way to get started now? Joining in progress fights isn't earning any money since the allied fleets get all the kills, and there aren't any small fleets I can beat.

queeb
Jun 10, 2004

m



Bold Robot posted:

Not sure I'm a fan of the new sensor stuff. I'm spending more time sitting around doing sensor sweeps and less time fighting. Is this supposed to be fun?

kinda feeling this as well.

Retro42
Jun 27, 2011


Tiger Shark posted:

What's the best way to get started now? Joining in progress fights isn't earning any money since the allied fleets get all the kills, and there aren't any small fleets I can beat.

Just tagging alongside a larger fleet does actually pay off. If you can either start the fight with them coming in as backup or be close enough to join right when they do you can usually score a kill or two due to you jumping in with them. Really lucrative if there is a bounty in the system as well. I "think" you get full bounty credit for any ship you damage. Joining a fight in progress isn't usually worth it unless your fleet can turn the tables on it though.


Sensors:
I'm starting to get the hang of it. The devs dumping the focus on burn speed and going this route instead has a TON of potential. Plus, pirating is actually possible now if you can hide in a gas cloud/etc with your transponder off.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Is there any way to keep my pirate rep from going below -75? Even only attacking ships that want to fight me isn't helping.

Cirofren
Jun 13, 2005


Pillbug

Anticheese posted:

Is there any way to keep my pirate rep from going below -75? Even only attacking ships that want to fight me isn't helping.

If you've won, and some ships retreat, don't then chase them down and kill the fleeing survivors.


On the subject of sensors (from the fractal forums)

'Alex, the Starsector dev" posted:

mendonca posted:

Must admit was totally (repeatedly) bushwhacked by not understanding the sensor mechanics immediately ... but yeah, once you start to use them, and think about how to use them, I think they really do work nicely.

Maybe there is some tweaking to do on ranges for starter fleets, to try and avoid the 'newbie trap' (those first few pirates really, genuinely, just came from nowhere :)), but then, maybe not (now I've learnt my lesson, I understand it is a key mechanic and can start to skulk about, skirting around the 'genestealer' blips hanging around in space). Looks like there will be a lot of discussion on this, anyway :)

You know, this very closely describes my own experience during playtesting. I even played around with sensor ranges and reduced fleet speeds, but somewhere along the way reverted it to the original values and found I'd just gotten used to it. And now getting bushwacked by pirates is not a thing that happens very often.

One other point about pirates: if you've got the transponder off, they won't go after you until they see you as more than a blip. So you get a bit of a grace period where you're able to start evading before they start pursuing.

Still, it's a good point and is echoed by others having trouble with the same thing. Not entirely sure what to do about it, though - just blanketly raising sensor ranges wouldn't be a good solution.

One thought I'd had is adding a new ability - call it "High Alert" - that would give you, say, +500 sensor range in exchange for increased maintenance costs. But you'd have to know how to utilize that, so, again, not exactly newbie-friendly.

BadOptics
Sep 11, 2012

Haven't had a chance to really dive in deeply, but I did notice that some of the missiles that had ammo regeneration (most importantly Sabots) now fail to show it in the codex. Was that removed or am I mistaking a Starsector+ mechanic for something that was never in the vanilla versions?

dis astranagant
Dec 14, 2006

BadOptics posted:

Haven't had a chance to really dive in deeply, but I did notice that some of the missiles that had ammo regeneration (most importantly Sabots) now fail to show it in the codex. Was that removed or am I mistaking a Starsector+ mechanic for something that was never in the vanilla versions?

I think vanilla only used that for Pilums

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

dis astranagant posted:

I think vanilla only used that for Pilums

And Salamanders. Plus I think one of the SRM launchers.

Unfortunately, even showing mercy to the pirates is still getting them to hate me and no longer trade. :(

dis astranagant
Dec 14, 2006

Anticheese posted:

And Salamanders. Plus I think one of the SRM launchers.

Unfortunately, even showing mercy to the pirates is still getting them to hate me and no longer trade. :(

Salamanders just plain didn't have ammo in exchange for a super slow fire rate and they still don't.

FooF
Mar 26, 2010
Got pretty lucky with some missions and was able to snag an Eagle, two Sunders, two Mules, a Lasher, and a Vigilant. Still floating around with about 80k in the bank but I'm only like Level 4. Missions not giving any kind of experience is somewhat underwhelming.

I'm also finding that my reputation never strays too far from neutral. I haven't even gotten a "favorable" yet. Fighting pirates is fine but in the process of completing missions, I'm trading with about everyone so I gain/lose rep constantly. The other side of this coin is that it feels like there are so few world/stations that even offer faction-only stuff.

Finally, because of the sensor system, I find myself not fighting nearly as much. One, I don't know where my enemies are. Two, I've reached a fleet size where pirates no longer ambush me and I'm loath to engage major factions yet because it seems the only way to sustain my fleet is to be opportunistic with missions. If I piss off a major faction too much, I end up shooting my own income in the foot.

I'm loving 99% of the changes but it just seems slower and more lonely now because of the fog of war. Maybe that's the intent. On the other hand, it is far more engaging than before and the sheer amount of goodness that will come from the mod community will be absurd.

Cirofren
Jun 13, 2005


Pillbug
Hotfix is out

quote:

Bugfixing
Fixed crash bug after battle where allies harried instead of engaging
Fixed issue with not getting any salvage when allies decide to let the enemy go after an engagement
Fixed typo in navigation skill effect description
Fixed wrong sprite being used for Kite (D) (affected Codex only)
Fixed typo in transponder tooltip
Fixed typo in "Last Hurrah" mission description
Removed errant quote from Locust description
Fixed more typos
Set Aztlan outer jumppoint to not show the gas giant
Removed "show sensor range" campaign keyboard binding that did nothing
Fixed SettingsAPI.getAllVariantIds()

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Quick tip for people trying out the new patch: watch the gently caress out for Luddic Path ships in your starter fleet. Most of their ships come with Safety Overrides, meaning they're faster than you and fights you could pick apart if they were normal pirates will see you get rushed down and obliterated.

Their loadouts also essentially force them to play armor ships correctly, which is to say they will get in your face with no shields and devote all of their flux to killing you faster than you can kill them. This is a race an Override Cerberus is pretty likely to win against your starter Wolf.


EDIT: also the new 2op Hammer Torpedoes loving own.

kikkelivelho
Aug 27, 2015

Just poppin in to say the new patch owns balls. thank you for reading

e: the sensor mechanics are great. They actually force you to plan and think ahead rather than just playing whack-a-mole on the starmap.

kikkelivelho fucked around with this message at 12:00 on Nov 20, 2015

Arrath
Apr 14, 2011


I'm just kind of dodging in and out of asteroid belts jousting with pirates in my Wolf so far, dropping transponder and pinging as needed. This is really interesting. And I got caught for running dark by the Heg once, the patrol fleet commander now kinda dislikes me. Neat to have a face on the patrol that'd usually just bumble around the system.

It was really dogged in hunting me down, too! Following ghosts, switching up several times, hitting active pings several times to search and finally emergency burning when it was close enough to ensure a contact.

Cathair
Jan 7, 2008

Voyager I posted:

This is a race an Override Cerberus is pretty likely to win against your starter Wolf.

Not if my starter Wolf also has Safety Overrides on. :kheldragar:

Seriously though, good advice and pro tip.

dis astranagant
Dec 14, 2006

The (A) ship variants are pretty neat and I wish there were more of them. Massively improved base flux handling, +20% armor, +10% speed and a touch over +10% OP. Ever wanted a Hound that's as tough as an Enforcer and impossible to catch?

SHAOLIN FUCKFIEND
Jan 21, 2008

Pick up cheap officers whenever you can find them. They turn into monsters if you're lucky. Make sure to gear cautious ones into kiting or support, and aggressive ones should pick up skills like Damage Control. Got an aggro officer with 10 Ordanance Expertise, 10 Damage Control, 10 Helmsmanship in a souped up SO Enforcer right now :mrgw:

kikkelivelho
Aug 27, 2015

How do I hire officers?

SHAOLIN FUCKFIEND
Jan 21, 2008

Check comm listings, if there's a person titled "mercenary officer" you can talk to them to hire them

Pirate worlds often have cheap mercs, I've noticed. It's always better to get a low level one because they level very fast and it lets you customize them more.

Bold Robot
Jan 6, 2009

Be brave.



Any tips on actually finding pirate fleets to fight? I'm hanging around their stations and asteroid belts and sending out pings and I'm just not finding that many guys. What am I missing? I see what the dev is going for here but I don't think "fewer fights" is what this game needed.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Tiger Shark posted:

What's the best way to get started now? Joining in progress fights isn't earning any money since the allied fleets get all the kills, and there aren't any small fleets I can beat.

Check the comms for missions - most tend to be difficult, illegal, or not worth it, but occasionally you get a payout of hundreds of thousands of credits for supplies, which is a steal. Also find and hire a good officer and get a decent second frigate up quickly - with the right skillsets, officers can turn even small ships into unholy combat monsters. I've been reliably picking off the named bounty fleets with just two Wolves, a Broadside wing, and a Condor.

Bold Robot posted:

Any tips on actually finding pirate fleets to fight? I'm hanging around their stations and asteroid belts and sending out pings and I'm just not finding that many guys. What am I missing? I see what the dev is going for here but I don't think "fewer fights" is what this game needed.

I haven't fully figured it out myself yet, but I notice it's a lot easier to find pirates if you hang around in hyperspace near the planetary nodes. It looks like the key is that pirates try to bushwhack merchants, so if you want to hunt pirates, figure out where they might hide to ambush merchants around chokepoints like, say, jump gates or nebulas.

MShadowy
Sep 30, 2013

dammit eyes don't work that way!



Fun Shoe

Bold Robot posted:

Any tips on actually finding pirate fleets to fight? I'm hanging around their stations and asteroid belts and sending out pings and I'm just not finding that many guys. What am I missing? I see what the dev is going for here but I don't think "fewer fights" is what this game needed.

Generally speaking, I've had good success from a couple of things. At the start of the game, while your in your puny little Wolf/Hound/Cerberus, your scan strength is pretty pitiful, so your ability find pirates is not going to be very good. Pinging the map likely won't help much either, so instead of fruitlessly trying to sonar out those sneaky Pirate scows my advice is basically three tips.

First let them find you. Do not turn off your beacon while hunting pirates, at least at the beginning; if you need to flee at any point, yeah, kill the lights, but otherwise keep 'em on.

Secondly, in order to make up for your lovely scan strength, follow Patrols around. This isn't fool proof, since they may just not find anything, but if you seem them doing an emergency burn towards something invisible, they've probably found some of those tricksy piratical folks.

Thirdly and finally, if you're feeling gutsy, head to the nearest Hyperspace junction to the local Pirate nest; any raids that they're planning that take place outside of the current star system have to go through a Hyperspace node, so you're much likely to run into them there or in the greatly compressed space of hyperspace around the system. Possibly more than you can handle though; be prepared to run away if things get too hot.

Jinx
Sep 9, 2001

Violence and Bloodshed
Everyone probably already knows this, but if you want to trade with pirate planets and/or bases, simply turn your transponder off before approaching and docking. Works for me even with -100 relationship with pirates. Also if you're starting with the wolf, equipping an ion cannon in the forward small energy hardpoint makes many fights much easier by allowing you to skim up to their face, unload your blaster and skim away much more safely, since the ion cannon can and usually will disable some of their more dangerous weapons (especially the luddic cerberuses).

Early game is also MUCH slower now, but I noticed that boarding is far more lucrative if you invest in marines earlier. Just remember to carry some spare green crew.

For missions, most are crap fetch quests that usually let you sell goods for 2x-5x their usual price. They can be really lucrative if you're a pirate since you can stock up and make ~20-40k for 10 units of harvested organs or hand weapons. It's still worthwhile to keep an eye on the boards because occasionally there are really easy missions for a quick ~5-15k with little effort.

Finally when hunting pirates (or whatever your preferred prey is), always mouse over nearby friendly and neutral fleets to determine what their current task is - if there are pirates in the area - you'll see their task as "chasing pirate armada" or "searching for pirate raiders". Follow them and flank the enemy. When entering existing fights, it's ALWAYS better to get there ASAP otherwise often by the time you get to the battlefield, the skirmish may be decided and you either get little benefit or gangbanged by the enemies.

EDIT: P.S. Update is fantastic, although the early game needs a little tweaking in terms of populations/economy.

Fake EDIT 2: Cannot wait for BRDY to be updated. Oh my.

Jinx fucked around with this message at 16:14 on Nov 20, 2015

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SHAOLIN FUCKFIEND
Jan 21, 2008

Ion Cannon went from crap to useful with the buff, especially early game.

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