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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370492 times)

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1320 on: November 21, 2015, 08:40:13 pm »

Why would you bother boarding D-class craft anyway though? They get blown up the first time you send the into battle, and the marines you lose might've been worth more than the entire ship you obtained. It doesn't help that theres an occasional bug right now with boarding causing abnormally big casualties.
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Crystalline (SG)
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Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1321 on: November 22, 2015, 03:29:25 am »

I think the boarding bug was already fixed, download the game again for it to take effect.
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Blaze

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1322 on: November 22, 2015, 11:42:37 am »

I just made a over million credits smuggling harvested organs. It was a pair of procurement quest for 200 harvested organs, at 3,000-ish credits per unit and a generous 317,000 credits if I could get it there in 10 days.

If you're looking to get into smuggling, Chicomoztoc in the Aztlan system is where you want to go. They have weapons, drugs, and harvested organs in spades. All the times I've been there they have been no patrols, so turn off your transponder and get in. I've been caught smuggling but I've never lost more than 3 points of relations; easy enough to get rid of via more procurement quests.
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Toaster

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1323 on: November 25, 2015, 03:13:21 pm »

PTW.  Game is intriguing me; might have to pick it up at some point.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1324 on: December 12, 2015, 02:38:15 am »

I got this game to be Han Solo and it delivered pretty well.  Got me a rag-tag fleet of shuttles, drams, and small combat freighters, all of which were boosted by unstable reactor so that entire fleet had the highest combat move speed possible.  Just ran away every time pirates or the Luddic Path came knocking.

Made a ton of money early on in Valhalla running heavy machinery there from the two Hegemony worlds that are around the same gas giant.  Even though I sold most of it on the black market the fact that I was trading with their enemies drove my Tri-Trachyon reputation down to hostile.  Hilariously, despite smuggling pretty much everything (except organs, got to have standards) pretty much everywhere, this is the only faction I've significantly pissed off ever.

After many, many smuggling antics selling in one place and then going elsewhere until the heat dies down, tragedy struck.  Nifelhiem and Ragnar's orbits came close together without me realizing; I should have been tipped off by the unusual nebulas around Ragnar.  Weakened by my constant smuggling (Valhalla-Ragnar is my favorite place to make money) the Hegemony patrols were pushed aside by a Tri-Trachyon detachment and patrol.  The patrol attacked my rag-tag band.  Most of my fleet was too fast to catch, but fifty crewman died to ship damage and a destroyed dram.  Angry at my first crew deaths ever, I set about militarizing my fleet.  I got a Hammerhead, managed to get a setup I liked (an explosive and kinetic long range gun combo, boosted by hammerhead's active ability to be a sniper ship).  I also got a heron light carrier and an tug + 2 fighter-bomber wings to go with it.  I set up my four combat freighters for combat, albiet not very well.

Unfortunately for me, while I was smuggling I ran afoul of a Tri-Trachyon fast picket in Hybrasil.  I turned and fought it and... well.  What I didn't realize was that A they were using advanced ships that were top of the line in their class and B their numbers were deceptive, as every one of them could fight, unlike my fleet.  We did a lot of damage but inflicted few actual losses.  All of my combat ships were destroyed and then a few of the civilian ships on retreat.  This was followed by a long pursuit; my fleet finally got away with almost no supplies and fuel left.

This was, of course, unforgivable, so I've set up a new and better fleet by switching out the shuttles for mules and getting even more actual combat ships.  The money to fund this involved a lot of smuggling, including buying 20K volatiles from the pirates at Umbra at <10 credits each then storing them and then ferrying them in several trips to Sindri worlds.  Also moving 1.5K recreational drugs in that one Hegemony system with a lot of crime.  Anyway, one of my goals is to have home base where the faction is willing to sell me military gear so I can freely piss off everyone else, and I settled on the Sindri Diktat as my faction of choice.  Unfortunately, they're so stable that they never have missions or place bounties, and I suck at not pissing of authorities (multiple times I've accidentally left my transponder off).  Despite making a point to never ever ever use the black market on Sindri worlds and sell as much as possible there I'm still only at +6 relations.  My plan once I got my combat options up was to attack the pirates there in order to curry favor, but... as it turns out, pirates actually like me.  That's right, I've done so much smuggling that I've gone from hostile to favorable with the pirates.  Not sure if making the Sindri Diktat like me is even worth it at this point...
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WealthyRadish

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1325 on: December 12, 2015, 02:44:33 pm »

It was surprising to me when I loaded this back up after missing several updates that I actually really enjoyed the smuggling and trading aspects. It's definitely the only game I've ever played where that's been the case, and I think it comes down to the transponder mechanics. Baiting patrols away with a sensor burst, sneaking around with it off and going dark (and being able to get away with the engine burn rather than getting caught just being essentially a failstate), it was all pretty great. I found myself laughing at the massive amounts of money to be made dumping huge amounts of drugs/organs, and seeing the market stability tank on the Hegemony capital.

I actually ended up with positive relations with the pirates from all the smuggling and black market trading, which is great that you can even do that. I eventually went full pirate and attacked everyone, and for once actually enjoyed doing that with a small fleet that focuses on evasion and hitting trade convoys, rather than cheating in the ships I wanted and fighting the massive patrols and detachments.
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Blaze

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1326 on: December 13, 2015, 10:26:58 pm »

I've actually taken to modding this game. Not anything substantial since I don't have any spriting tools, but it is rather fun.

I resurrected the ships in an old mining faction mod that was never completed, it was easy enough to add more to it. After shamelessly stealing code from another mod that is; well, two mods.

It's still really fun just narrowly winning a tough fight with civilian-turned gunships armed with things like mining lasers and swarmers.
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Farce

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1327 on: December 14, 2015, 06:00:35 pm »

Augh.  I started with one of those shieldless ships with the Burn Jets, and I've essentially lost every fight I've started that hasn't involved a pile of allies for me to hide behind.  I need to get me a proper spaceboat, and then a proper fleet, so I can start killing me some pirates.

Even in like Mount & Blade I sorta just peter out once I'm ballin' enough to handle pirates, though.  Is there like an official 'join a faction' thing, or am I supposed to just get into trouble on my own?

Tri-Tach is my favorite faction, with their focus on lasers and their not-getting-mad-at-me-about-organs.  Best plan is to go all beams and just wear the enemy down until their shields overload and I can melt through the rest of their ship.  Good times.

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1328 on: December 14, 2015, 06:06:17 pm »

Assuming you're using the newest version, there should be faction commisions in the same menu as missions, I think. You have to get to some level of rep with them first, they let you act like a privateer more or less.
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Crystalline (SG)
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Farce

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1329 on: December 14, 2015, 06:19:43 pm »

Huh, is there?  You mean in like the comms menu dealie where the delivery missions are posted, right?  I guess I just haven't seen it yet, because everything except the Independents don't care about me.

I should probably get some rep.  Dem tariffs and those rep hits from black market trading though.

Abalieno

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1330 on: February 28, 2016, 08:15:37 am »

Anyone knows the average campaign length at its most comprehensive mode?
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Sonlirain

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1331 on: February 28, 2016, 08:28:10 am »

Anyone knows the average campaign length at its most comprehensive mode?
Didn't play much but it takes a lot of ideas from Mount and Blade. The campaign does not have any pre-defined missions (at least when i last played it) so it's basically a M&Besque sandbox with no defined end.

I think Alex mentioned some kind of ending when some sort of cosmic calamity comes around but i don't think it's in the game yet... or will be for that matter.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1332 on: February 28, 2016, 06:40:33 pm »

Anyone knows the average campaign length at its most comprehensive mode?
There's a very popular mod that lets you conquer the play area for your chosen faction, which takes fricken forever.  Normal play has no ending.
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Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1333 on: February 29, 2016, 01:45:38 am »

I think the best ending would be an option to retire after which the game would spin a little story about what happens to your characters. This would be based on your wealth, faction relations, power and traits. So whether you retire as an outlaw hiding in a secret fortress of solitude orbiting a gas giant in an uninhabited system or become the emperor of unified mankind would be up to you.
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Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1334 on: February 29, 2016, 01:47:00 am »

I think the best ending would be an option to retire after which the game would spin a little story about what happens to your characters. This would be based on your wealth, faction relations, power and traits. So whether you retire as an outlaw hiding in a secret fortress of solitude orbiting a gas giant in an uninhabited system or become the emperor of unified mankind would be up to you.
Prospector does something similar.  Depending on your wealth, your items, and what plot chains you've done, you get different retirement situations.
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