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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370374 times)

EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1455 on: April 28, 2017, 01:37:49 am »

When I use larger ships I build the fleet like a tree.  Each ship gets two ships of a smaller class escorting it, with me flying the largest ship at the top of the tree.  The fleet will maneuver very intelligently in formation and the ships will protect each other.

The only thing is that backline missile/carrier ships shouldn't get an escort, since that escort will mostly just float around in space doing nothing.
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Taricus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1456 on: April 28, 2017, 01:39:49 am »

And more than a few fighters (Like the [REDACTED]) will actively target incoming missiles to act as a mobile PD platform too.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1457 on: April 28, 2017, 06:52:56 am »

And more than a few fighters (Like the [REDACTED]) will actively target incoming missiles to act as a mobile PD platform too.
This occasionally backfires most amusingly, when the fighters junp into the way of a reaper and kill the ship they were protecting with the splash damage.
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Taricus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1458 on: April 28, 2017, 06:54:22 am »

Oh boy that had to have been painful to witness. Or hilarious. Though if you're getting reapers launched at you, you're in trouble no matter what.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1459 on: April 28, 2017, 07:05:31 am »

Oh boy that had to have been painful to witness. Or hilarious. Though if you're getting reapers launched at you, you're in trouble no matter what.
I was the one with the reapers (which I had stolen off some pirates derping about in the middle of nowhere)
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Crystalline (SG)
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Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1460 on: April 28, 2017, 07:29:18 am »

Correction, anything big that isn't a paragon. That being said frigates usually lack the punch to take down bigger ships and/or carriers. Especially since in the latter case since fighters WILL swarm and annihilate you.

Only if you're running with full fleets each. Solo, most stuff bigger than you can beat you at the race to overload game, unless you manage to outrun their shields without taking more damage than you slip through.
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Taricus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1461 on: April 28, 2017, 07:32:23 am »

Soloing fleets is pretty much dead in 0.8 though. Even if it does make the early game that much harder.
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BuriBuriZaemon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1462 on: April 28, 2017, 10:41:11 am »

Considering to get back into this. Any mention of savegame compatibility with future releases?
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Taricus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1463 on: April 28, 2017, 10:43:53 am »

Unlikely given the rather large changes with each major version.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1464 on: April 28, 2017, 10:52:37 am »

Yeah. .65a is not anything like .8a, and its only a bit similar to .7.2.

However, there is an WIP update to Console Commands the mod for .8a, so you could console your way into a duplicate fleet if you wished.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1465 on: April 28, 2017, 12:35:19 pm »

Correction, anything big that isn't a paragon. That being said frigates usually lack the punch to take down bigger ships and/or carriers. Especially since in the latter case since fighters WILL swarm and annihilate you.

Only if you're running with full fleets each. Solo, most stuff bigger than you can beat you at the race to overload game, unless you manage to outrun their shields without taking more damage than you slip through.

I will say that most NPC frigates have more kinetic and fragmentation than explosive, and kinetic weapons are the longest ranged small ballistic weapons.  So it really shouldn't be a race to overload since you should never get close to an NPC frigate except on your own terms.  You basically want to kite them while turning your shield on and off, using your larger weapons to build up hard flux/armor breakdown, then when the enemy is weak bum rush them before they can retreat in to the horde.  Target the flanking enemies since they'll be the most isolated.  Hard flux is the enemy here, it should never go above half because you need to be able to active vent all your flux in a couple seconds (ideally faster than it would take for a rocket or SRM to reach you).  For this same reason you shouldn't need capacity against smaller ships, only against larger ones.

You shouldn't bring any missiles that aren't reloadable (least not for killing frigates), and you should focus most of your OP into upgrades that make the ship passively better in brawling (hull strength, weapon/engine survivability, weapon range).  Combat skills are very very important for flying frontline big ships.  The most important upgrade for this style of combat is the one that makes armor protect the hull almost 100%, with that you should be able to negate small ballistic kinetic/fragmentation almost completely, unless that side of your ship has already been hit by a rocket or something.  The other important upgrades are weapon damage, range, the maneuverability/speed stuff, and the tougher weapons upgrade.  If you're not using escorts the PD upgrades and the "enemies do less damage if they're using the wrong weapon type" upgrades are essential, otherwise you should be OK without.  Oh and insulated engine assembly is the best upgrade ever, you should put it on all your ships even the civilian ones.
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Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1466 on: April 28, 2017, 01:04:41 pm »

Variety of builds is possible, though. I'm flying a support type, my skills are all in the ones that give bonuses to the whole fleet. I fly an Apogee that has 360 degree shield. I basically just draw fire. The killing is done by fighters and bombers, all my other capital ships (excluding one Hammerhead) are carriers. I have a couple of frigates for pursuit, but they rarely enter the first round. Before I found the Apogee I was flying the starting armed merchant frigate. I made the money to buy the carriers and stuff by salvaging and exploring.

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BuriBuriZaemon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1467 on: April 28, 2017, 02:05:01 pm »

I'm interested in playing as scavenger and have a couple of questions:

1) Do derelict ships and debris fields respawn overtime? If yes, what's the interval?

2) Are the derelict ships you can acquire as part of the tutorial randomised?

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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1468 on: April 28, 2017, 02:08:13 pm »

Variety of builds is possible, though. I'm flying a support type, my skills are all in the ones that give bonuses to the whole fleet. I fly an Apogee that has 360 degree shield. I basically just draw fire. The killing is done by fighters and bombers, all my other capital ships (excluding one Hammerhead) are carriers. I have a couple of frigates for pursuit, but they rarely enter the first round. Before I found the Apogee I was flying the starting armed merchant frigate. I made the money to buy the carriers and stuff by salvaging and exploring.
That's definitely true.  I think the autoloading missiles + fighters style might be stronger than the brawler style, but I've never gotten a good fleet together based on that style so I'm not sure.  Oldschool cannon to cannon naval combat always seemed more glamorous to me.

Is hard flux glitched for NPCs?  I was trying out a aurora against another aurora in the simulator, I did 60k damage with continuous laser fire yet the hard flux line never moved an inch past 10%.
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Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1469 on: April 28, 2017, 02:29:34 pm »

I'm interested in playing as scavenger and have a couple of questions:

1) Do derelict ships and debris fields respawn overtime? If yes, what's the interval?

2) Are the derelict ships you can acquire as part of the tutorial randomised?

Derelicts and debris are created dynamically by combat. The huge debris you find from uninhabited systems do not respawn AFAIK. Small debris fields and derelicts left by faction combat are created when there are battles.

No idea about the second question, haven't played the tutorial.
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