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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370450 times)

forsaken1111

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1365 on: June 14, 2016, 06:33:36 am »

My problem with this game is that I can see the potential. The battles are gorgeous, the art is amazing. The mechanics so far implemented are fun.

It just needs more depth and some balancing, and then maybe some optional story arcs ala Escape Velocity Nova, some events that happen every once in a while, etc. Things to make me want to participate in the background simulation beyond 'get money blast bitches'
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Elfeater

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1366 on: June 18, 2016, 12:19:27 am »

My problem with this game is that I can see the potential. The battles are gorgeous, the art is amazing. The mechanics so far implemented are fun.

It just needs more depth and some balancing, and then maybe some optional story arcs ala Escape Velocity Nova, some events that happen every once in a while, etc. Things to make me want to participate in the background simulation beyond 'get money blast bitches'
I think a rivalry system might be interesting. If you lose to say a pirate captain, he would gain more skill. Sorta like how the Nemesis system worked in that LoTR game



EDIT: It also looks like being an explorer is being if you check their latest post.
« Last Edit: June 18, 2016, 12:31:58 am by Elfeater »
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puke

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1367 on: August 04, 2016, 01:27:35 pm »

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Kanil

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1368 on: August 04, 2016, 02:32:55 pm »

And this, too!

Spoiler (click to show/hide)
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1369 on: August 04, 2016, 02:49:08 pm »

Ooh, wreckage.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1370 on: August 04, 2016, 09:56:02 pm »

Very cool. We're moving further and further in the right direction.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1371 on: January 23, 2017, 02:46:10 pm »

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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

inteuniso

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1372 on: January 23, 2017, 11:11:27 pm »

http://fractalsoftworks.com/2017/01/20/ship-recovery/

This post is very cool.
Industry is here. It's actually a very good idea of game design and this bit here shines
Quote
Enter the first line of defense, the “Reinforced Bulkheads” hullmod. It prevents the ship from breaking into pieces when it’s disabled, and always makes it recoverable after battle if it was lost.  It’s no coincidence that “autofit” can be told to install one on every ship!

We don’t want that to be a mandatory mod on every ship, though, so let’s have some more options. The “Damage Control” skill – either on you, or on an officer – makes a ship under that character’s command always recoverable as well. Though it might need to be welded together if it fell into pieces (resulting in a “Structural Damage” d-mod) – but at least they were, uh, well-secured pieces.

We don’t want the Damage Control skill to be mandatory, either. And, well, it isn’t due to reinforced bulkheads, but another option would be good to have. So: one of the perks of the Leadership-based Fleet Logistics skill makes all ships piloted by you or an officer always recoverable if lost. Something about the importance of getting supplies where they need to be in a time-critical situation, etc etc.

I think this should be a wide-enough range of options where nothing is going to feel mandatory, and there’s enough flexibility that every character will have access to something.
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Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1373 on: January 24, 2017, 04:09:16 am »

I'm more interested in balances to supply drain.  I could never get very far in a game because I was spending ALL my time trying to hunt any enemy close by to gain scraps of supplies.  Actually keeping positive supply, much less enough overstock to try sitting still for ambushes or to spend time hunting specific bounties was impossible.  I was often just hand-to-mouth attacking the first enemy I could find, desperate for supplies.

The13thRonin

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1374 on: January 24, 2017, 04:11:52 am »

Quote
Planned release: 2011

Six years later: Status: In-development.

... Eh?
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forsaken1111

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1375 on: January 24, 2017, 06:43:19 am »

I wonder if they'll be done by 2020
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Kanil

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1376 on: January 24, 2017, 07:16:30 am »

I'm more interested in balances to supply drain.  I could never get very far in a game because I was spending ALL my time trying to hunt any enemy close by to gain scraps of supplies.  Actually keeping positive supply, much less enough overstock to try sitting still for ambushes or to spend time hunting specific bounties was impossible.  I was often just hand-to-mouth attacking the first enemy I could find, desperate for supplies.

Did you try hunting bounties? Generally speaking, those will net you enough money to buy supplies for quite a while. If not hunting bounties, combat is typically not profitable, although commissions do help.

I wonder if they'll be done by 2020

Probably, although with not a lot of time to spare. I suppose it depends on how grand the plans are for player stations, and the whole campaign/storyline thing. A lot was added this year, but it's hard to gauge just how much is remaining.

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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1377 on: January 24, 2017, 09:01:45 am »

I'm more interested in balances to supply drain.  I could never get very far in a game because I was spending ALL my time trying to hunt any enemy close by to gain scraps of supplies.  Actually keeping positive supply, much less enough overstock to try sitting still for ambushes or to spend time hunting specific bounties was impossible.  I was often just hand-to-mouth attacking the first enemy I could find, desperate for supplies.
It's not like it used to be back in the single-system build. You rarely come out ahead on supplies through piracy alone unless you hit freighters and have freighters of your own to carry the loot, sell off all the salvage you take to buy supplies, or (as Kanil said) go after bounties.

Early on you're usually better off taking on small scouting groups or trading in bits and bobs to put together cash to buy up a freighter, then use that to do cargo runs to build up a reserve of cash and supplies, buy yourself a bigger ship and/or a few extra frigates &c. Once you have a little strike group together you can do the small-time bounties effectively (provided you kill shit fast before your ships die) and build up from there.

Basically it's just that it isn't ezmode logistics any more, the way you used to be able to completely restock supplies and fuel by hitting any random ship or group. Think of it as them being in the same boat as you, running on the edge with just enough to get by. Whatever you recover is going to be scraps of a fairly small supply. Which is, again, why you should buy a freighter and raid freighters if you want to fight, they carry loads of loot.

It's especially evident once you have a large fleet. Yes, much more possible to make profit solely by selling loot and captures from random fleets, but if you just keep a big fleet sitting around in open space it's going to be a substantial financial drain, and rightfully so. There's a reason that such things are usually the affair of governments and equivalent entities.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1378 on: January 24, 2017, 03:49:28 pm »

Theres also (from a mod) salary you can receive per month, and insurance you get when ships are lost. Helps pay for things.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

WealthyRadish

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1379 on: January 24, 2017, 04:47:51 pm »

Just fighting pirates, making ends meet is going to be difficult. If you hang out in hyperspace with your transponder off with a fleet that has a small signal impact, you can ambush trade convoys while only getting a small relations impact (last I played anyway). It's only piracy if you get caught.
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