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Well, poo poo. I'm glad I picked up the trader junk from Baro in Warframe and have a 3-day frame cooking. Nothing important to do over there, so it's time to conquer spaaaaace!
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# ¿ Nov 16, 2018 20:24 |
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# ¿ Apr 18, 2024 10:00 |
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What are folks fleet makeup like? Frigate to destroyer to cruiser ratio? I seem to easily pick up additional destroyers, but I just got my second cruiser and I'm not sure if I should focus on more of those or go for an even bigger craft. I definitely need more carriers, prob 3 or 4. Trying to clean out a remnant occupied system as well, do those ships refresh or can I attrition them down?
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# ¿ Jun 23, 2019 21:13 |
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drat, there is a station, but there's also a really nice (ish) planet that I'd like to colonize so I want to keep working on it. At the very least it's been a huge XP mill. But, I think I need cash to upgrade the fleet with more cruisers to replace the destroyers. Too bad, some of them have been real stars. Maybe I'll keep some of the tankier ones around as carrier escorts.
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# ¿ Jun 23, 2019 23:02 |
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Ok, one thing that would be nice would be a way to save a fleet composition. What ships I take out for an exploration expedition are different than taking out a pirate base, and being able to reduce the number of clicks to swap between these kinds of fleet setups would save a lot of time. That or I can just keep tooling around the galactic boonies with a carrier wing in tow, it DOES make surprise encounters much less threatening.
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# ¿ Jul 27, 2019 16:08 |
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drat, don't you ever just hate it when you find a good system to colonize and start setting up and then a few cycles later you find an absolute GEM of a system? Ok, it's not a gem-gem, but it's still good with all the key resources all in one system. Fairly high hazard, but the resources collected would more than offset it, and it's got a gate for easy access back to the core worlds. Sigh, I guess I'll stick to my modest little system with 2 sub-100 hazard worlds and a wealth of mineral resources, importing gasses like a schmuck. Sidenote, for folks thinking about colonizing, it's a tossup between doing so early or waiting until you've explored a bunch. But either way, I think that a system that has as many or all of the key resources across 3-4 planets is probably a good home even if the hazard ratings are on the high side. With AI cores and skills to help mitigate the maintenance costs, the resource output will far outstrip them and you'll be able to focus your defenses in one system. My opinion at least.
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# ¿ Feb 6, 2020 18:30 |
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Ok, I've been avoiding nexerelin because it feels like it's almost TOO much extra, but I've done hit all the other mods so maybe I'll give it a try next run around. It plays nice with Vayra's, yes?
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# ¿ Feb 6, 2020 18:50 |
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Submarine Sandpaper posted:huh? Is there a mechanic I don't know about It's a mod that gives the ability to activate some gates via some missions. Sibling to the one where you could pay a bunch of resources to activate a gate, but this one makes it "free" but more constrained about which gates activate and when.
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# ¿ Feb 6, 2020 19:55 |
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Even still, having some quick jumps to the outer reaches is nice. I wish the storms could be tuned down a bit, or adjusted so that there are more (if snakey) paths through them. More often than not it's not worth trying to pilot around them since the detour is so long you may as well just set the autopilot and plow straight through.
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# ¿ Feb 6, 2020 20:29 |
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I haven't run into the shieldbreaker guys yet, but I am LOVING the dassault-mikoyan ships. This command carrier... yowaza.
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# ¿ Feb 9, 2020 07:58 |
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Ok, question about Nexerelin, how aggressive do you have to be regarding punching down power shifts between the factions to avoid one of them running away with the universe and pooping out doomfleets? Or, put another way, how long can I ignore the sector powers and develop my own little sandbox before I have to think about sending an invasion fleet to a Hegemony shipyard? Do you find yourself searching out a nice cluster of stars out in the boonies where you can develop your own little nation, or do you stay in the middle of the sector and start conquering the already inhabited space?
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# ¿ May 6, 2020 15:29 |
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Oh, I figured that respawning would accelerate the doomstacking. Where do the respawns tend to take place? If that'll keep them occupied, then I can head out to the edge of the sector and go all Battletech Clanner on them.
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# ¿ May 6, 2020 15:31 |
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Parasitic spores are the WORST. It seems like they're ok, but it's functionally a -1 to every resource on the planet (that nice +1 rare ores is now a plain 0) AND a malus to manufactured stuff too. I don't care about the drug bonus, it sucks.
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# ¿ May 21, 2020 14:32 |
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Submarine Sandpaper posted:make it a free port and the extra stability means it's bank regardless of any production. Have bad naturals, manufacture, you'll make bank, especally with drug production. Have good naturals, your extraction industry doesn't consume the resource that impacts its profitability most. And there's also the icky feeling of having my colonists themselves being colonized by some fungus, yech.
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# ¿ May 21, 2020 22:03 |
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Don't discount the Venture cruiser either. It's not very fast, but it has a big fatty cargo hold as well as being stupidly durable and not all that bad in a fight. It can really poo poo out tons of missiles. Being a cruiser, it has a much more powerful salvage/survey effect from its mods. If you're not yet hurting for fleet slots then shepherds might be more economical per-ship (I think? I haven't done that math) but a Venture isn't a bad ship by a long shot.
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# ¿ May 27, 2020 17:41 |
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Oh yeah, forgot about Mules. If you have the surveying equipment mod available then those (Pirate) Mules make up the core of my logistics train.
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# ¿ May 27, 2020 18:33 |
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It's one of the expansion mods, I forget which one (Tahlan Shipworks I think) that has this phase-battlecruiser with a big pile of missile mounts and a pair of forward facing large mounts. It owns bones, AND because I recovered it from somewhere it's full of d-mods so deploying this beast costs barely more than a cruiser. To melt a target, point the ship towards it and watch the shields quickly overload. Launch the itano-circus level of missiles. Repeat until the enemy fleet has died.
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# ¿ May 27, 2020 23:50 |
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Having only 2 logistics mod slots for any given ship does in fact make for some tough and interesting decisions. Solar shielding is really nice, but that might take up a very necessary expanded missile rack mod, or hardened shields.
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# ¿ May 28, 2020 20:27 |
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"around the corner"
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# ¿ Jul 1, 2020 00:55 |
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He's got a day job too, yeah? I don't think starsector pays all his bills (yet).
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# ¿ Jul 2, 2020 02:02 |
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Looks neat, going to give it a try. I'm disabling hyperspace storms this time around. I haven't found them fun, ever, so let's see how life is without them.
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# ¿ Jul 15, 2020 15:43 |
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I've said it before, and I'll say it again. Saved fleet compositions. That way you can easily swap out a fleet lineup for different purposes. Exploration fleet? Apogee with supporting destroyers and frigates that have generally low maintenance costs, a freighter and extra tankers. Combat? Cruiser squadron with minimal logistics craft. Raiders? Fast destroyers and frigates with extra Drams. Don't even worry about saving and tuning loadouts, just being able to have a two or three let's say... Mules in storage, one configured for storage, one for durability, and one for speed means that you can set your fleet config based on ship names and leave the configuration up to the player. One of the biggest late-game peeves is having a ton of ships and having to click like crazy to shuffle them around into different compositions for whatever task I'm up to, and most of the time I'm going back and forth between two or three lists of ships but I have to click 50 times to execute that each time.
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# ¿ Aug 8, 2020 18:04 |
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Sadly not and I see that as a major detriment. There should be incentive to ship recovery that's more than a banged-up jalopy that costs more than new to refurbish. A 100k+ ship should sell for more than four figures.
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# ¿ Aug 15, 2020 16:33 |
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Then a few weeks or couple months for the mods to update...
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# ¿ Oct 16, 2020 22:36 |
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Mules are great candidates for a converted hangar. They don't have a ton of hardpoints, so fitting one good standoff weapon and a bunch of PD means you'll have budget to spare to load in some decent fighters. They're tough enough to hang with the gang, and speedy enough to haul a slower fighter-wing into position.
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# ¿ Nov 19, 2020 17:59 |
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winterwerefox posted:0.9.1a is out! boo I say
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# ¿ Nov 30, 2020 23:57 |
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It's gotta be close to moving on to the next stage though, I'm sure. The posts and discussions he's been posting have mostly been about the gameplay being finalized with this last drop being mostly the last big tweak to mechanics as well as a chunk of the actual plotline. I'm very optimistic to see the game's performance once it goes live and/or EA with a beta. It's great but it's definitely niche right now.
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# ¿ Mar 25, 2021 14:50 |
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stopgap1 posted:I would love to see this game getting further development, the world he has created even in early access is very compelling. I can't make myself play until the update... which is kinda a bummer. I feel ya. I'm holding myself back with Hardspace:Shipbreaker because they've got a pretty meaty update coming fairly soon, and I'd like to have a nice fresh set of eyes on it rather than wearing myself out a bit on the current version. Starsector has a bit more length of play for me, so I don't feel I burn out on it very quickly. Plus, the change between old and new is going to be pretty big for this game, Hardspace will be different but the delta is much smaller.
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# ¿ Mar 25, 2021 18:56 |
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The build tag on the 0.9.1a file is RC8, so we're not looking at a crazy high number for builds. Home stretch folks. Also, avocado toast is delicious and I'm making some right now.
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# ¿ Mar 25, 2021 19:40 |
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An announcement dropped in the discord and it made me jump. It was just a reminder to be considerate of spoilers with the new content. Yeah, steam is a goddamn thunderdome so I don't blame Alexander for not wanting to dive in until he's absolutely positive he's got all his ducks in a row.
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# ¿ Mar 25, 2021 19:44 |
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Cantorsdust posted:I want to play it but I also want to play it fully modded so I’m sad. The chatter in the discord is that most of the mods will need minimal updates in order to work, so given the excitement level I would wager you'll have a significant number of usable mods within a week of release.
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# ¿ Mar 25, 2021 21:35 |
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It's time
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# ¿ Mar 26, 2021 18:15 |
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The leveling caps out at 15, but story points I think accumulate always and it only costs 1 of them to respec (mostly) all your skills. That's really awesome, as well as the fact that there's a hullmod now that makes beams do hard flux. I put a graviton beam on a Vigilance and wowie was that a hilarious overload it caused.
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# ¿ Mar 26, 2021 22:40 |
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Yeah, any notes on mods that get converted to built-in? I'm always a sucker for long range so I've been building in ITU or targeting cores if I can. I tend to put them on everything if I can help it. SO frigates seems to be the hotness.
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# ¿ Mar 28, 2021 01:58 |
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Wait, what's the 1000 armor breakpoint? Anyway, now that I've gotten used to using story points they went from "gosh I have so many of these darn things, what do I use them on?" to "dammit, I need three more and I can SO another Wolf pack"
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# ¿ Mar 29, 2021 20:42 |
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I think I'm more miffed about the spike in difficulty between 50k-ish bounties and similar sized fleets scooting around to multi-battleship bounty fleets that you have to tackle with maaaaybe a couple cruisers. Longer destroyer-play would be nice. They're really the bread and butter of my fleet, just the right combo of speed, power, and maintenance. They're tough enough to fight, and not so expensive as to break your wallet crossing the street. Also, hyperspace storms delenda est
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# ¿ Mar 30, 2021 15:21 |
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Actually, I really DO like that salvaging ships is a lot easier now. Without insane skill investment, you can hoover up good hulls and either stash them away until you can handle the d-mods with the one repair skill or maybe you're one of those junker fleet weirdos that enjoys having half their weapons stop working mid-fight. Either way you can get a bunch of sweet destroyers and frigates fairly early and stash them in Corvus until you need them.
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# ¿ Mar 30, 2021 15:58 |
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Be careful, story points come fast early on but the supply trickles off later just when you have a lot of cool stuff you can buy with them. Once you have a colony, demand outstrips supply dramatically. Which is good, it makes you make interesting choices.
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# ¿ Apr 1, 2021 15:41 |
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The 'run for it' option rarely ever works. None of my drat ships just run for it they just HAVE to turn around and fight a bit. C'mon guys, it's not the 1600s you don't have to fire a shot of honor before retreating.
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# ¿ Apr 1, 2021 16:57 |
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Half-range is a hard pill to swallow though, part of the draw of beams is that they're able to reach out and melt someone.
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# ¿ Apr 1, 2021 17:33 |
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# ¿ Apr 18, 2024 10:00 |
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Taerkar posted:Do you give the full retreat order at the start of the actual fight? Honestly it's something I avoid so hard that I don't remember.
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# ¿ Apr 1, 2021 18:11 |