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Dominic White
Nov 1, 2005

Early game guide, for those getting splattered immediately:

Step 1: Dock at the station
Step 2: Sell your Marines (only useful for rare capture opportunities) & Fuel (only needed for hyperspace).
Step 3: Buy a cheap-ish frigate. Equip it. Make sure you have enough change for the guns and refit.
Step 4: Use the 'rest and repair' option to fill up Combat Readiness.
Step 5: Undock, and hover around the system defence fleet. Let pirates hit it (they often do while trying to chase you). Usually they won't be destroyed outright, but limp off, wounded.
Step 6: Intercept small wounded pirate units. Blitz them, loot all the supplies you can, retreat to station, rest.
Step 7: Repeat until rich. If you manage to swoop in on a missile boat or carrier, you might come away with 200+ supplies. Sell most of them to make a shitton of money, buy another ship, repeat.

This sounds like a long process, but it's only about 15-20 minutes until you'll have 4-5 ships.

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Dominic White
Nov 1, 2005

nutranurse posted:

So I bought this and completely forgot about it. Figured that with a new thread I would download the game to see how it's come along.

:aaa:

This game's shaping up to be pretty drat cool, guys.

Yep, development of it is a bit of a slow-burn, but that's understandable considering the scope of the project, plus the size of the development team: One designer/coder who occasionally commissions art and sounds from others.

Dominic White
Nov 1, 2005

Retro42 posted:

One understated piece of advice for new players is to use the ai and set your weapon groups to auto. For an alpha Starsector has a surprisingly good ai.

As much as people grumble about the long period between updates, there's good reason for it. The developer is a perfectionist, and any new features need to be tested heavily and fully functional before he'll release it into the wild.

The result is an Alpha that feels like a polished final release, just missing some features and content.

Dominic White
Nov 1, 2005

Been a while, but there's a big upcoming patch-notes update. The next build looks to be eliminating more of the more binary elements, so you can field ships even at zero readiness, but they'll be a huge liability. Also an Easy starting point that gives you a small fleet to begin with, rather than making you work your way up to that.

Dominic White
Nov 1, 2005

GruntyThrst posted:

He also REALLY hates bugs so he does tons of testing. It's even more evident when you remember this game is still in alpha.

He's super-cautious. He seems afraid if that he releases an alpha build with bugs in, there'll be a huge backlash and the game will lose players. The sad thing is that he might be right - aside from art, the game is entirely a one-man project, far from completion, and you just know that a lot of people will freak out if an update isn't entirely stable.

Dominic White
Nov 1, 2005

SHAOLIN FUCKFIEND posted:

Gotta show you guys this by HELMUT over at the official forums because it owns owns owns



Whoa, yeah. Okay, that's the perfect counterpart for the Bounty Hunts mod. This game only gets cooler and cooler.

Edit: Oh, cool. The developer just saw the Most Wanted sprites and is very impressed.

Dominic White fucked around with this message at 04:21 on Jan 31, 2014

Dominic White
Nov 1, 2005

Zudgemud posted:

More patch notes here, can't wait to play around with this.

You can really see why this next version has taken so long. There's about a hundred new systems in there, all interconnected. Unless they all get rolled out together, you'll end up with a horrible mess and nothing stable for modders to work with for months.

Dominic White
Nov 1, 2005

This seems a pretty good time to reboot the thread, huh? This new update seems to have brought the game a LOT closer to being a finished, coherent product.

Dominic White
Nov 1, 2005

XCom demigod (seriously, the man beat the Long War mod on Ironman Impossible, and Firaxis liked it so much they asked him to do it again on their official Twitch channel) Beaglerush did an introductory video on Starsector. It's pretty neat for newcomers, or in general.

https://www.youtube.com/watch?v=UTCpVY80Bpc

This update has brought the game a massive step closer to being 'complete'. The new features are real game-changers, and the AI now feels much more intelligent and less artificial now that you've got varying personality types on both your fleet and enemies.

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Dominic White
Nov 1, 2005

Yeah, I hope he does more of it too. Once he starts managing a fleet, his true colours should shine, too. He micromanages everything, but explains every step and line of reasoning in a way that doesn't make it feel tedious.

He also has the devil's own luck. 30% chance to hit? That'll work out 9 times out of 10. 95 chance? Critical failure every time. The more unfair the situation, the more likely he is to come away without a scratch.

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