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Lowen
Mar 16, 2007

Adorable.

Section Z posted:

Graviton beam seemed interesting at least. "Oh cool, a giant laser that hurts hull AND shields." But I can see what you mean. My other attempt at the game gave me a Vigilance and while I was an okay shot with the pulse laser, fighters still kicked my rear end because I didn't have braindead auto aim lasers covering all angles like that Wolf. As for prey, I've not seen many enemy ship packs that were just a single freighter, or just a single freighter and s single pack of fighters. Usually it's stuff that's outumbered me three to one or more, or just had flat out more huge ships.

I somehow suspect the AI does not have to deal with combat readiness or supplies. I'm probably wrong but that's the impression given when I start malfunctioning just for a 1 vs 1 dragging on starting me malfunctioning every 15 seconds, while the enemy ship seems just fine.

Is there a point to the Assault Shuttle everyone seems to have as a choice? Do you start with extra money or something?

This is why as a completely new player, the whole combat readiness and supplies system has given me the impression I'm supposed to start off slogging it with just my starter ship, because if I can barely afford supplies and repairs for my starter, then obviously more ships when you first start is a bad idea right :downs:

I guess the problem is you aren't paying attention to your CR before you pick battles and deploy?

It's decreased every time you deploy a ship and takes time on the strategic map to recover (it's also set to max when you repair at the station).

If you attack pirates when you're still at low CR then you run the risk of being forced to retreat with no control over your ship, or fighting but getting malfunctions right away.

If combat drags on and frigates start losing CR, then you'll get malfunctions first because you started at a lower CR.

You also know that systems fail also as a result of battle damage, right? Like if you get hit in the engines you get flameouts, weapons go offline, etc. That definitely also applies to the AI players.

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Lowen
Mar 16, 2007

Adorable.

Section Z posted:

True, I guess I should have double checked the CR rating I had when I started the game fresh for the first time, and then went after the first enemy I saw who I thought I could take on. I'm still picking this up as I go so I didn't realize you start with a gimped combat rating or something then, if I have to double check my CR before my first fight. Thanks for the heads up.

Hah, no. You start the game with the max CR I'm pretty sure. I thought you were having problems in later battles going into malfunctions instantly, or that you got malfunctions before the AI frigates did, which would indicate you started a battle with low CR. I wanted to make sure that wasn't the problem.

It costs 35% combat readiness to deploy a wolf frigate into battle, so starting with a max CR of 60ish, if you fight two battles one after the other then the frigate will be completely hosed for some time. I just wanted to make sure you knew that and it wasn't the problem.

Section Z posted:

As for damage caused failures, I had taken no damage except for a few glancing bullets in my first Wolf Vs Sphinx fight until the malfunctions spam, then the Sphinx just jumped on me while I couldn't turn or get out of their Vulcan and missile range. Even then, that fight ended with me "winning" because they ran out of ammo and ran off, but my engines just kept cutting out too often to pursue them.

I just popped into the game to check the codex and I don't see a Sphinx ship hull. I haven't seen one in my time playing 0.6a either. Are you playing with a mod? If so consider playing vanilla until you have the basics down.

A large part of being good at this game is knowing what the various hulls and weapons are good at and adding a ton more of them doesn't make that easier.

Section Z posted:

How do I make my CR high enough to last through a single drawn out fight without tanking? I'm not sure how to get the ships beyond the 60%-66% Max Readiness they start with, and that slider bar in the station refit lab seems just for simulation use. What am I doing wrong there.

Well, the only way I know of to increase max CR is to increase the experience level of your crew(s). You can sometimes find more experienced crew at stations. Otherwise, fight battles without taking damage, and they'll slowly level up faster than they die. Getting an elite crewed frigate is relatively easy once you can consistently win battles.

But the real answer to your question is don't use frigates in a drawn out fight. Gradually losing CR during combat is very bad. You should be able to win battles quickly using a pack of fast frigates. I used two wolf class frigates and worked my way to a conquest class battlecruiser fairly quickly.

Note that it NOT normal for ships to lose CR during combat, that game mechanic was introduced specifically to nerf using frigates to kite larger, slower, more powerful ships. It only applies to frigates (except the brawler), and interestingly enough, the buffalo mk2 "destroyer".

I suspect the sphinx class you were fighting wasn't a frigate, and so wasn't subject to this game mechanic. All it needed to do was outlast you, and it wouldn't surprise me if the AI knew this.

Section Z posted:

Not to mention how to catch up with ships I can likely take on who decide to just flee the battle in two seconds, looks like the AI is smart enough to only want to fight unless I'm trying to tackle something well above my weight (Two frigates? oh they are running from my Starter ship, 4 fighters, and undeployed for cargo use Hound). Maybe they are scared of the unarmed, unshielded frigate?

Frigates are hard, fast targets and have terrible loot. If you're just starting the game try to find a pirate fleet with a buffalo mk2 and maybe one escort. Make it a priority to kill the Buffalo. You might have to kill the escort first to avoid dying yourself, but if the escort runs away, let it. If the buffalo runs away, that's fine because it's slow and you can kill it before it gets away.

Section Z posted:

Tl;DR: My very first fight was a pathetic stalemate with out much damage taken from either side, until I started getting Combat Readiness warnings and malfunctioning every 15 seconds and the enemy ran completely out of ammo and left.

I think the main problem there was you attacked something that was too powerful for your frigate. When you're in a frigate, you really do need to be able to kill something within that 3 minute timeframe. That's the price you pay for being in a fast, cheap ship.

Lowen
Mar 16, 2007

Adorable.

Fewd posted:

I haven't gotten around to try the new patch yet, but these kind of timer things are exactly the kind of hideous bullshit mechanics that I hate. I hope there's a mod to increase or completely eliminate the timer. Or get rid of CR entirely, I liked the game just fine before it.

I mean really? Three minutes? Get out. Get the gently caress out.

Kenshin, Gobblecoque(heh) and Unreal_One all made good points.

I'd just like to add that I like the mechanic and I like how the developer is actually balancing all the ships on the tactical and the campaign level.
I feel like it makes in universe sense and increases the lore of the game.

Balance wise, three minutes works well. Enough time for the frigates to kill juicy targets, or enough for them to contribute to a larger battle with allied larger ships. I think if you try it you'll find 3 minutes is longer than you think it is.

It's also a soft limit, when a frigate goes over it starts losing CR at about 0.25% per second. Which sounds fast, but adds entire extra minutes before you start getting very bad effects.

Keep in mind you have complete control over fleet deployment now, there's no more waiting for deployment points to open up, so there isn't a period when you have to fight with nothing but frigates until you have enough points to deploy larger ships.

Lowen
Mar 16, 2007

Adorable.

Skyl3lazer posted:

So am I just supposed to restart whenever I lose my fledgling fleet? Like I'll get into a fight with 2 ships the same size as mine, my AI will die instantly doing a suicide run on both of their ships and then I'll get kited for the rest of the match. This has happened 5-6 times and there seems to be no option other than restarting and hoping for the best on the next run.

Just save the game before fights. If you lose, reload. Needless to say don't use ironman mode.

Lowen
Mar 16, 2007

Adorable.

Just as a warning to newbies, I've been going through the missions (I'm going down the list and I just completed The Hornets Nest) and I don't think they've been balanced for the new patch.

Some of them seem downright unwinnable without refitting your flagship or even the rest of your fleet. The first mission, Turning the Tables is fine though.

Lowen
Mar 16, 2007

Adorable.

Progress continues on the next additions for Starsector. The new dev blog is apparently about comm relays.

http://fractalsoftworks.com/2014/04/16/comm-relays/#more-2030

Lowen
Mar 16, 2007

Adorable.

Drone_Fragger posted:

Is the bug where saves wouldn't load fixed yet? That's put me off starsector for a really long time and I really want to get back into it.

You shouldn't get this unless you're playing some mods and even then you can fix it by modifying vmparams.

Lowen
Mar 16, 2007

Adorable.

Unreal_One posted:

In development patch notes were updated, I didn't see anything big that wasn't covered explicitly or implicitly in the blog posts.
http://fractalsoftworks.com/forum/index.php?topic=7885.0

Apparently harvested organs are one of the commodities you can buy. :psyduck:

Lowen
Mar 16, 2007

Adorable.

I've been playing the new version for a while now as a bounty hunter, I'm up to a fleet with two wolfs, an enforcer (after losing one), a hammerhead, two fighter wings and a condor.

I have to say hunting bounties is a much more fun and effective way of making money than hunting buffalo mk2. One of the pirate bounty fleets I killed even had an Onslaught. That's what cost me one of my enforcers.

I'm up to 300,000 in savings. My biggest problem is finding ships I can buy and getting my faction standings up to the point where I can buy battleships.

e: tip: if you want to bug comm relays wait for the sentry fleet guarding them to return to base for supplies.

Lowen fucked around with this message at 05:44 on Oct 22, 2014

Lowen
Mar 16, 2007

Adorable.

kikkelivelho posted:

Whats in it? Haven't played the game for a while.

Some fairly big changes to give the campaign map more substance.
This is what's been talked about on the blog:

- Combat Officers you can hire which have the same skills the player does and can improve one ship. They'll gain experience and levelup.
- Stealth and sensor systems. You can ambush fleets or get ambushed yourself. Not being detected also makes you a better smuggler.
- Active abilities you can use to give you more speed/sensors/stealth, with some cost.
- Space terrain with effects more interesting than "you go slower near planets". Also different terrain in hyperspace, possibly moving storms of some kind.

Plus the super cool new thing that's already been mentioned:
- Battles on the campaign map will no longer be resolved instantaneously, and you can join in on an existing battle as well as have friendly / enemy reinforcements join battles you're in.

Lowen
Mar 16, 2007

Adorable.

Stuff I've learned smuggling in this new patch. I haven't done much, just runs in the starting system in the starting hound.

Buying or selling prices / unit aren't constant when selling a lot of units in one transaction, so make sure you aren't doing something stupid like selling the first item in a stack of 100 for 100 cr, and the last for 1 cr.
I forget if that's new in this patch, but I was trading at a loss and couldn't figure out why, so it probably bears pointing out.

To turn off the transponder, you actually have to use the ability, and then use the ability again. The message it gives you the first time you use the ability is ambiguous, and I was parsing it as "if you want to turn the transponder off, don't use this ability again". It's actually the opposite.

Keep your transponder off in pirate territory and steer clear of any unknown or neutral contacts. Don't stop to trade if there's anything near you, you won't be able to speed up quickly enough.

Some planets, like pirate planets, will let you use the open market and will default to this even with your transponder off and bad rep. You probably want to switch over to the black market so that you don't pay tax. Of course, there isn't as much stuff on the black market, so it might not be an option.

The burn ability lasts kind of a long time but has a slow acceleration, so if someone is overtaking you with it and you can't hide, activate yours sooner rather than later if you want to avoid being caught.

Lowen
Mar 16, 2007

Adorable.

I just made 110,000 in profit with two procurement contracts running 30 harvested organs total from the black market of the cyrosleep planet of Nomios to Citadel Arcadia and Agreus, both located in the same system.

It's utterly wrecked stability on Nomios, and probably my independent rep when the investigation concludes, but hey, 110,000 credits!

Lowen
Mar 16, 2007

Adorable.

Just made another 100k doing another 2 runs in the same system. If you have a frigate and about 10k cr for buying the initial 10 organs, Arcadia is the place for all your organ smuggling needs.

Lowen
Mar 16, 2007

Adorable.

Carcer posted:

Never go to the Duzahk system without massive amounts of supplies and fuel. I am now trapped there without either and there are no bases or planets to get anymore. My options now are attacking some independant aligned fleets, load a save or give up and wait for my ships to explode on thier own.

edit: I'm really trying to like this update, but some of the changes have tipped the balance away from the awesome battles at the heart of this game and towards the tedious flying around looking for fights or just playing space trucker. I'm either bored or frustrated and thats not a good way to spend my time.

I highly recommend running out of fuel and getting stuck in Duzahk, it's great fun.

Lowen
Mar 16, 2007

Adorable.

Bold Robot posted:

What is the best way to gain rep these days? I'm trying to boost Tri-Tach and it's getting annoying waiting for bounties from them to pop up. Is it just bounties + commodities missions or is there other stuff you can do?

Tip: Don't ignore the per ship bounties, and remember to look for raiders in hyperspace near the star system with a bounty.
I regularly see multiple huge fights between convoys and raider fleets in hyperspace around Hybrasil, it's a great bounty hunting ground.
You can gain rep from regular trade on the open market as well.

Just beware of trading in that one system that has both tri-tach and hegemony in it, one will dislike you if they see you trading with the other.

Lowen
Mar 16, 2007

Adorable.

If anyone wants to make money as an honest trader for some bizarre reason, don't overlook the value of fuel and supplies as trade goods. I just found a independent world Cethlenn in the Bybrasil system with a huge shortage. They started paying ~600 per supplies and now after I've done a bunch of runs there they pay ~400, so even buying supplies at the relatively high price of 100cr from Euchu Bres, I'm making a fast profit.

Before that I was trading fuel and supplies between the Hegemony and Tritachion worlds in Valhalla. It damaged my rep with just about everyone because I didn't bother to try to smuggle the goods in, but I made a lot of money there.

Lowen
Mar 16, 2007

Adorable.

Does anyone have a stable, working
Nexerelin + factions mod setup?

I'm trying
Starsector+,
Blackrock Driveyards
Common Radar
Junk Pirates / ASP / PACK
Shadowyards
Tiandong Heavy Industries

plus lazylib and shaderlib, I'm running into all sorts of problems. I've already ditched Scy and the Mayorate in order to get rid of startup crashes, or crashes during combat, but now I'm running into crashes when bringing up the load game dialog.

I've also done the 64 bit java thing and changed my vmparams to 2g-4g.

My computer only has 6gb of ram total though, so maybe that's it? I wish Starsector had better warning messages about running out of memory.

Lowen
Mar 16, 2007

Adorable.

Galm posted:

...
I run several factions without even messing with Java. There's quite a bit of fiddling I had to do though.
...

Apparently I fixed my issue simply by moving old saves files out of the save directory.

Lowen fucked around with this message at 22:50 on Dec 14, 2015

Lowen
Mar 16, 2007

Adorable.

DarthJeebus posted:

I'm pretty curious about this game as I really enjoyed SPAZ but is there currently anything to do other than fly around and shoot at other ships? I might hold off until the industry and economy stuff is in place.

There's no industry yet (except for mods) but you can make money and experience from trading, and there's a dynamic economy system.

Lowen
Mar 16, 2007

Adorable.

Kersch posted:

Are there any mods that fiddle with the availability of weapons on markets? I find it frustrating when I buy a ship and then can't equip it fully with any default loadout because the local market is missing like half of the weapon types it's supposed to have.

Sadly no, but if you get a mod that includes the omnifactory you can just sell it the ships or weapons you want it to make (for free) and then wait a few days for it to build a bunch of copies that you can then buy.
Honestly, I hope vanilla implements some sort of market search or item commission system at some point. Probably when industry skills get in.

Lowen
Mar 16, 2007

Adorable.

I've just started a new game with the scarab starting option, it's really good... In case you were wondering, the temporal shell ship ability really is bullet time.


Lowen
Mar 16, 2007

Adorable.

I've played some more scarab, soloing bounty fleets. So far the best I've done is either two 20k bounties at once or a 50k bounty.

Now all the fighter groups, frigates, and destroyers I've found are my bitch, and I can take on entire fleets because stopping time makes it super easy to isolate what I want to kill.



How did it get that damaged? Same way it was finished off.

Lowen
Mar 16, 2007

Adorable.

Combat Chatter has been updated for 0.7.2a and there's a jar you can download for Nexellerin that makes it work with 0.7.2a. I'm playing a vanilla Nexellerin game as Tri-tachyon and it seems to work fine.

I made a video of me shooting a very large Ludd fleet with lasers. I'm pretty happy with the music synchronization.

https://www.youtube.com/watch?v=Jy_3_28JrEo

Lowen
Mar 16, 2007

Adorable.

AVeryLargeRadish posted:

So I was recommended this game and various gifs, videos and descriptions made it sound cool so I bought it.

Does it get any better? I've restarted about five times because if I try to do anything at all I almost immediately have some big fleet of ships attacking me out of no where and I can't escape, get blown up and so on. About the most I can do is dock with the station that you start next to, if I do anything else I just get attacked and die right away. poo poo, I don't even know if I like the game at all because I can't see any of it. :(

Yes, the game is super easy and fun once you actually learn how to play. But it's a complicated game, that's what I like about it. Tarezax has some good tips.

In order to help you better could we ask what ship did you start with, and what factions are you hostile with?
(You can see your ship on either the fleet (f) or refit (r) screens)
(You can see factions on the intel screen (e) under factions (2) )

In addition to what they said I'd like to add, try to save the game just before you commit to a battle and then replay it a few times if you don't win to see if you can win it. If you can't, avoid that battle and find an easier one. I've been playing the game for a long time and I still get into battles that turn out to be too much for me, or that I can only win after a bunch of tries.

If you die (that is, lose ALL your ships) you start with a random ship. That's not very good when you're new, it's better to learn one ship first. They're all pretty different. (Plus I think it can randomly give you some dumb things, like a shuttle, or a tanker)

Plus once you get better at the game you'll eventually have a fleet of ships you won't want to lose, and saving the game at the right moment is a good habit to be in.

Also consider playing the missions. They're the exact same thing as the battles in the campaign map, but with a preset fleet for you and your opponent. If you die or don't do as well as you'd like, you can just try again.
You might not be able to win all of them right away (or ever), but it's a great way to get to know all the different ships and weapons you'll be using and facing.

On a related note, on the ship refit screen you can run a simulation. This allows you to test pilot your current ship configuration, and you can spawn in one or more enemies. That's another opportunity to practice your piloting skills and find out exactly what your ship can do.

Lowen fucked around with this message at 05:15 on Mar 4, 2016

Lowen
Mar 16, 2007

Adorable.

Talkie Toaster posted:

There are some issues with the early-game balance. Many enemy fleets have Wolf (D)s, which are faster than all the starting options, have a good range, a teleporter and good shields- they can take all damage as flux and readily disengage to vent. When you could start in a Wolf yourself it wasn't such a problem. All you can do is run, but they're fast enough on the system map that they can catch you easily too.

Not really true. the Wolf (D) is slower on the strategic map, with a burn speed of 9 to the players burn speed of 10 (The Lasher, Centurion, Scarab, Wayfarer and Hound all have this burn speed). The only way you'll be slower is if you start as a trader and pick the Tarsus, then you're stuck with burn 8.

In combat, the Wolf (D) has a top speed of 113, which is just slightly slower than a Lasher or Centurion (both 120). In reality, it'll be a bit faster in bursts due to using the phase skimmer, but none of the Wolf (D) variants have unstable injectors, augmented engines, or safety overrides, so you can easily modify your ships to go faster.

If you pick privateer, you can start with a Scarab at the cost of being hostile to Tri-tachyon. That has a speed of 130 and effectively goes even faster due to the effects of Temporal Shell.

Lowen
Mar 16, 2007

Adorable.

I'm on a giffing spree lately so here's a gif of the raddest moment from my latest Starsector youtube video:

Lowen
Mar 16, 2007

Adorable.

Sperglord Firecock posted:

...
Why can't I take all of my ships with me when facing up against a gigantic fleet? Does the AI cheat or something, because it seems perfectly okay with taking every single ship in its fleet when fighting me.

I think if there's a mismatch between the overall size of opposing fleets, they'll get proportional deployment points. So if the AI fleet is twice as big as yours, you might have to fight at a 2:1 disadvantage (or vice versa).

You also know that both you and the AI can call in more ships as ships get destroyed or withdraw, right?

Lowen
Mar 16, 2007

Adorable.

Salean posted:

Is it possible to increase the attitude between the different factions? I want to make Tri Tach and Blackrock friends, but they're starting at -50 and doing missions tends to incur a penalty with the other

Not unless you're playing a mod that adds that sort of thing. If you're playing Nexerelin you can use agents or prisoners. I think that's the only one.

e: you might be able to use savegame editing or the console commands mod.

Lowen
Mar 16, 2007

Adorable.

BadOptics posted:

Does Starsector+ work with 0.7.2a RC3? I downloaded the newest version (3.3.0) but the game still can't find the luddic path buffalo resources. From a brief read on the forums it seems like this was a problem with 7.1a due to some name changes, but I've made sure that both the game and mod are fresh installs.

Anyone else get this? Is Starsector+ even a must have due to all the recent additions to the game?
Edit: I've also tested all my other mods; everything runs fine unless I enable Starsector+ in the mod menu.

I just started a new game with just SS+, lazylib and shaderlib and can confirm it works fine running version 0.7.2a RC3. I believe SS+ also requires shaderlib and lazylib though, so make sure you have those updated and selected.

If it still doesn't work and you're NOT on windows it might be a file path issue where something is capitalized or the slashes are the wrong way around (Windows does not give a gently caress how files or folders are capitalized or which way your slashes go, Linux and Mac very much do).

Starsector+ is never a must have, it's strictly an "I want more ships/weapons/factions/stuff" mod.

Lowen
Mar 16, 2007

Adorable.

Salean posted:

Wait, Prism Freeport? Is that SS+ or Nexerelin?

I'm awful at this game!!

Either or both. Nexerelin has it as an option when generating a new map, by default it's off.

Lowen
Mar 16, 2007

Adorable.

FalloutGod posted:

So I'm using Starsector+ as well as Nexerelin and I have Free Prism enabled. I noticed an odd thing. The station gives me missions from Free Prism to deliver to Free Prism with items it currently sells. I can usually make an easy 100k just visiting every now and then and buying what they want for a mission from them and then giving it back to them. I stopped after 150k because I started to feel a little too cheaty. Funny bug though.

I actually stopped using the prism freeport in my Nexellerin games because of all the garbage delivery missions it generated. Also, I never actually used the high-end market. I try to collect all the weapons for the omnifactory though, it's great for fitting out ships.

As for the damage types, it's pretty simple. Kinetic is double vs shields, half vs hull and armor, while explosive damage is the other way around.

Energy has no bonuses or penalties.

Fragmentation is 1/4th vs shields or armor, so it's only good for shooting down missiles (wikis and tooltips etc say it's also good vs fighters, but fighters typically have armor and possibly also shields).

Also like FalloutGod said above, SS+ adds a bunch of new ships and weapons so it's like having a faction mod or two in terms of more stuff to know.

Lowen
Mar 16, 2007

Adorable.

Apparently hiding in the shadow of moons / planets from pulsars is going to be a thing:
https://gfycat.com/WarpedSpiffyIncatern
https://twitter.com/amosolov/status/729002524120879105

Lowen
Mar 16, 2007

Adorable.

Minarchist posted:

God drat he's bad at Starsector. Every single thing he was doing pissed me off. I couldn't watch past 10 minutes in.

"Oh, I like how there's strategy" *deploys nothing but a handful of heavy cruisers with no mobility, is flanked and wrecked by a Lasher* :thumbsup:

I think it's just that the video is aimed totally at people that have never played or heard of Starsector. Show some winning, show some losing; It seems like a good way to demo games to me. He was knowledgeable about the game, so I think the bad play was mostly intentional or because he was talking about the game and getting comments and questions from the two other hosts. Getting flanked and wrecked is a good way of teaching people "don't do this". Also, The Last Hurrah is loving hard. Getting wrecked by something is expected.

He also gets credit from me for showing off an easy mission first. IMO a lot of people try Starsector and fail hard because they jump right into the campaign and ignore the missions. They're a great way to learn the game.

The only thing I didn't like was he didn't use his active abilities very much and didn't really talk about them, except with the Scarab.

Lowen
Mar 16, 2007

Adorable.

Loopoo posted:

How the hell am I meant to accurately trade in this game? The trading system seems really confusing. I wanna buy low and sell high but the intel panel on that stuff is really confusing, and most of the time when I get to the station that is supposedly buying high, it isn't.

You can make money "straight" trading (not smuggling or pirating in order to influence the market), but it's not as simple as going from port A to B and repeating.

First you need to get market information by visiting a lot of ports and hacking system relays. Without this you won't know where the high and low prices are.

Second, you need to wait for a big difference in prices to present itself. I use the trade intel screen to get a graphical overlay of prices for various stuff. When I find a cheap source and expensive destination for something, I make sure the prices are recent, and that there's enough supply and demand to make it worthwhile, then I jump on it. Most of the time there won't be anything. The more relays I have hacked, and the more frequently I visit new planets, the more often I can find profitable trades.

Just keep in mind both the supply and demand are limited and prices will increase on the supply side and decrease on the demand side for every unit you buy/sell (even if it's in a single transaction). So make sure you check the average prices when buying and selling and compare that with the low prices you expected. If you make a transaction bigger than the market supports then kiss your profit margins goodbye.

The reason the system is so complicated is because this is a game about killing the poo poo out of spaceships and watching the cool explosions that whiteout your monitor for a second or two. The economics system only exists to give strategic context for rad space battles.

Lowen
Mar 16, 2007

Adorable.

victrix posted:

That's... actually a pretty bad justification for having an opaque and complex system that's something of a trap for new players as an 'obvious' means of making money or getting started.

'No really this was actually a giant pain in the rear end because we want you to do something that's more fun, haha, sorry about your wasted time'.

It would be if the game wasn't in alpha and constantly being changed. Especially the campaign game, which wasn't even added when I bought the game that would later be named Starfarer. Once the game is complete I hope the dev, Alex will put in good tutorials that explain things better, but since everything is subject to change massively at this point it would involve some wasted effort. Any tutorials would get out of date very quickly.

If you want to play Starfarer right now you kind of have to be willing to learn how to use the new systems yourself, read blog posts and patch notes and ask about stuff on message boards. That's the tutorial right now.

I also agree with Voyager I, that it's a good idea and good game design to have an economic system that prevents the player from grinding trade routes.

Lowen
Mar 16, 2007

Adorable.

McGiggins posted:

Uninstalled game, installed new version, downloaded mods, did the vmparams and java thing, and now it doesn't run at all. :(

Watched install guide in op, and did everything there.

Anyone else had a similar problem?

I've run into and fixed the same problem in the past. Most likely you did something to the vmparams that's just slightly off. Now I always back that file up before changing it.

Lowen
Mar 16, 2007

Adorable.

Baronjutter posted:

I recently wanted to get back into this but it sounds like I should wait for the next version, except it's star sector so that might be next month or in a year.

I don't know if it will be next month, but it's going to be out much sooner than a year from now.

I think Alex mentioned that he's pretty much finished adding major features and now it's being playtested/adjusted/fixed, so I expect 2 weeks-2 months of playtesting before the next version is released, depending on how hosed up things are right now.

Lowen
Mar 16, 2007

Adorable.

Oops, Alex actually said there were a few big features (and content creation) before release. So probably at least another month.

Anyway if you want to play Starsector just play Starsector, the game updates all the time if you use new mods.

Lowen
Mar 16, 2007

Adorable.

Whatever it is, it's very pretty:

https://twitter.com/amosolov/status/808376745393012740

My guess: Passive gravity radar - shows you where big/nearby stars/planets/fleets are likely to be, without regard to your sensors.

Lowen fucked around with this message at 02:13 on Dec 13, 2016

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Lowen
Mar 16, 2007

Adorable.

Starsector was always intended as a hybrid of RTS fleet control and individual ship controls - the fleet controls and command points have been in for as long as I've been playing, since July 2011. You could only play missions then, and there was no ship customization.

When the skill system was added in more than a year later, almost a year after the campaign was added, Starsector made the player ship more important not because of your skill in piloting it, but because you could buff it with all kinds of skills after grinding space rats for hours.

There's nothing really interesting about being totally OP without skill, and there's nothing really interesting about waiting to be totally op by grinding up experience points. Not to mention it totally undermines the fleet command aspect of the game. So the skill nerf makes sense to me on these grounds alone.

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