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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370293 times)

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1560 on: May 05, 2017, 11:43:57 am »

I ended up picking Starsector up last night and WOW it's awesome! I'm really loving it. My first game has been a bit of a learning experience as I got my ass handed to me or lost important ships to pirates those tutorial rogue miners.
Yeah the combat AI, while it has some dubious bits, is fairly good at fighting even-ish fights.
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Greiger

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1561 on: May 05, 2017, 12:47:05 pm »

Still can't find a legion in any of my nearby hegemony military ports, wtf. :(
Not sure how much it will help you since I think it's randomized a fair bit, but In my game I keep seeing legions for sale in PL military shipyards.  They might be more a league ship than hedgemony.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1562 on: May 05, 2017, 01:25:22 pm »

The descriptions of various items seem to imply that if you get an outpost, in order to make ships/LPCs/weapons you'll need to find ancient corporate DRM chips.  So like if you find a talon master chip and a gemini blueprint then you can make a new faction that will only be able to produce those two things.  Which sounds hella cool to me, but yeah, it would be very nice to be able to order things.  You'd probably have to supplement your faction with purchased ships; it already seems implied that TT is giving the Diktat ships since the elite Diktat units use high tech ships and only TT seems to be able to mass produce those.

It also looks like if you want to terraform a world there will be specific options.  The various planets have terrarforming shades and mirrors to modify the amount of sunlight, and the government in Jangala periodically blasts the jungle with orbital lasers to make farmland.  Presumably there will also be the ability to modify the atmosphere and ferry colonists in using civilian transports.  Its exciting stuff, and it would be cool to be able to terraform worlds on behalf of other factions.  For example maybe fix that world that the Luddic path blew up (now that its an actual place you can visit).  The time scale seems like an obvious problem here so maybe I'm being optimistic; its implied that terraforming takes decades or even centuries in this universe.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1563 on: May 05, 2017, 02:44:06 pm »

Y'know, the pain in my pinky had me notice, but... is there still no way in game to toggle strafe/turn to cursor? son of a whore, going into the json to change it manually had me notice the friggin' settings has a second tab, where the very thing has a button to press. I'll just... leave this here anyway, in case someone else out there failed their perception check.
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Urist McScoopbeard

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1564 on: May 05, 2017, 03:11:29 pm »

So guys... I seem to be running wildly low on supplies. After the tutorial I simply can't maintain my fleet and due to how expensive supplies are there's just no way in hell I can support the repair costs. I'm all out of money, supplies, and my combat readiness is dropping like a rock. What do I do?
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1565 on: May 05, 2017, 03:17:01 pm »

So guys... I seem to be running wildly low on supplies. After the tutorial I simply can't maintain my fleet and due to how expensive supplies are there's just no way in hell I can support the repair costs. I'm all out of money, supplies, and my combat readiness is dropping like a rock. What do I do?
Try salvaging debris or derelicts for supplies? Or halt repairs and hope you don't run into a fight before you can replenish your supplies. Do missions once you have a bit of money to get more money?
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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.

Shooer

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1566 on: May 05, 2017, 03:23:15 pm »

Shrink your fleet until you can support a larger fleet.

Salvage can give you a decent amount.

Be predatory, follow patrols around and help them fight pirates and then soak up that free supplies.


There are a few systems that are just GREAT for finding derelicts in.
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Draignean

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1567 on: May 05, 2017, 03:23:45 pm »

So guys... I seem to be running wildly low on supplies. After the tutorial I simply can't maintain my fleet and due to how expensive supplies are there's just no way in hell I can support the repair costs. I'm all out of money, supplies, and my combat readiness is dropping like a rock. What do I do?

This is interestingly a probably I've never had on the new version. As I've stated before, this is likely because of a previous mod I played that made supplies so ludicrously expensive you'd think you were playing Sunless Sea.

So...

Salvage everything, almost never reclaim damaged ships. Unless you desperately want a D-modded lasher/buffalo/mudskipper do not reclaim ships off pirates. It's just a massive drain on resources.

If you don't take too much damage, you'll usually break even at the end of a fight in terms of resources. No win, no loss. This means that it's absolutely critical for you to pick fights with pirates principally around areas that post open bounties, to pick fights on your way to survey something, or to pick fights with pirates who have private bounties. The latter is even more critical when you find yourself taking damage in your regular engagements.

It is a very, very, very good idea to buy a dedicated cargo ship and a dedicated tanker ship if you're planning on making any extended trip into the black.

Pay careful attention to the projected supply cost readout you get during deployment. Don't use a zweihander when a belt knife will do. Your aim is to deploy the minimum number of ships needed for a clean kill.

Pursuit actions are rarely worth it, unless the escapees are cargo ships or (worse) a pirate with a private bounty.

EDIT: In the early game, quick scan work is an unexciting but highly profitable venture. Some of the posted mission that just tell you to go poke a derelict can net you upwards of 100k. Just be ready the turn and burn if things get to dicey.
« Last Edit: May 05, 2017, 03:25:37 pm by Draignean »
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Urist McScoopbeard

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1568 on: May 05, 2017, 03:31:57 pm »

Ah, it's the recovering ships that killed me. I should have cooled it. How do I halt repairs in space though, as that played a factor as well? Thanks for all the advice. Now second bit of advice, since I am in a tight spot, which ships should I sell off? I've got the shitty damaged light carrier an hammerhead as well as a recovered pirate destroyer. Those are the biggest sinks, with a combat freighter, drone tender, a wolf class, and two shuttle taking up the rest.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1569 on: May 05, 2017, 03:36:40 pm »

Fleet -> suspend repairs & recovery. Default hotkey is d, checking.

That said, efficiency is only desirable up to a point, when it comes to deployment, imo. If you have officers burning supply for experience starts looking like a very fair trade, heh.

E: Also, be careful about carrying around too much fuel. If you're over your limit your supply costs spike pretty hard.
« Last Edit: May 05, 2017, 03:41:03 pm by Frumple »
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Draignean

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1570 on: May 05, 2017, 03:38:22 pm »

Ah, it's the recovering ships that killed me. I should have cooled it. How do I halt repairs in space though, as that played a factor as well? Thanks for all the advice. Now second bit of advice, since I am in a tight spot, which ships should I sell off? I've got the shitty damaged light carrier an hammerhead as well as a recovered pirate destroyer. Those are the biggest sinks, with a combat freighter, drone tender, a wolf class, and two shuttle taking up the rest.

Oookay. Yes, definitely cool it on recovering pirate ships.

You can go into the fleet tab and issue the mothball command to suspend repairs/crew costs/etc on individual ships until you get to a station.

With the possible exception of the Hammerhead (because Hammerheads are dynamite), sell all the pirate ships you recovered. They're just not worth it. What D-Mods does the Hammerhead have? Also, were you able to outfit the Hammerhead's weapons systems?

EDIT:
Fleet -> suspend repairs & recovery. Default hotkey is d, checking.

That said, efficiency is only desirable up to a point, when it comes to deployment, imo. If you have officers burning supply for experience starts looking like a very fair trade, heh.

True, but that point is like pornography, you know it when you see it. Typically you see it when you have a cargo ship with 300 units of supplies sitting pretty and more than 100k in the bank, at which point you can just give your officers a ball.

At Urist's point, particularly in the situation he's in, he needs to avoid the slow death of bankruptcy more than he needs XP gain for is officers.

Speaking of, my officers have the worst names. My starting officer got named Uranus King.
« Last Edit: May 05, 2017, 03:41:33 pm by Draignean »
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1571 on: May 05, 2017, 03:42:59 pm »

Keep the hammerhead, keep the condor if you have good fighters (otherwise sell both, a condor d is not very good, especially if it has damaged flight decks), keep the wolf (unless its heavily loaded with d-mods), scuttle or sell the shuttles. Keep any shephards, they're decent cheap cargo space with drone support. Get a dram or a phaeton to store your fuel in. Replace the shepherds once you have a proper cargo ship.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1572 on: May 05, 2017, 03:53:46 pm »

Ah, it's the recovering ships that killed me. I should have cooled it. How do I halt repairs in space though, as that played a factor as well? Thanks for all the advice. Now second bit of advice, since I am in a tight spot, which ships should I sell off? I've got the shitty damaged light carrier an hammerhead as well as a recovered pirate destroyer. Those are the biggest sinks, with a combat freighter, drone tender, a wolf class, and two shuttle taking up the rest.
Honestly if you're just going to be a bounty hunter I would sell off everything except the wolf and either the hammerhead or light carrier or both.  I guess a shuttle or two could help if you need cargo space.  If you keep the hammerhead make it your flagship otherwise make the wolf your flagship.  Then maybe reclaim/buy a lasher somewhere and that'll be a mean lean bounty hunting fleet.

Try out each ship in the simulator a bunch, with different loadouts (just make sure that you do it at a station and that you aren't accidentally buying weapons off the station, which is possible on the refit screen).  There's a part in the enemy ship list where there's 2 pirate hounds and 2 pirate cerebus all in a row.  My rule for a frontline bounty hunter is it should be able to beat those 4 ships all at the same time, even if it ends up crippled from the fight it should be at least capable of winning.  It should also be able to 1v1 a ship of the same class, to a standstill if not a win.  If you have difficulty flying a ship yourself (it is hard, especially if your ship has fixed turrets instead of rotating ones) you can hit "U" to turn on the autopilot and see how the AI fares with your ship.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1573 on: May 05, 2017, 03:56:48 pm »

Yeh, d-mod stuff is fine even early if you're not much using them for anything except cargo space and maybe missile or fighter support. Current poke around's been carrying a d-mod cerberus around for a while now, and if you feel like nabbing field repairs, the max level makes d-mod stuff really rather cheap to keep around. Thing's fired a shot in combat but it's 100 cargo at burn ten that's going for 1.28 supply/mo, which is fairly nice. Prime candidates for stuff like nav relays or ECM packages, too, since you don't really want them fighting and they're cheap to deploy.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1574 on: May 05, 2017, 04:05:31 pm »

If you aren't making money on combat, taking some scan derelict missions and then exploring the sectors those missions take you to can be lucrative.  There's some danger there but that's all part of the fun (and you're given enough information be able to at least guess when you're going to be in trouble).  You should be able to survey planets for cash with just a few skill points invested in industry, although that will require an initial investment of crew and heavy machinery.

My current hegemony bounty hunter is pretty much set in terms of being able to beat most things.  I'm considering making a new character that's industry focused and RP playing them as a luddic path fanatic/survivalist nut that's basically a menace to everyone.  Get a bunch of D mod hulls, give them all unstable injector or safety override, carry around a bunch of excess weapons/crew so as to use scavenged ships to replace losses.  Spend a lot of time out in space living off salvage.  Be a smuggler and a pirate everywhere except have a spotless record with the luddic church.   Alternately it might be fun to get an apogee with no support fleet and run around surveying planets as the starship Enterprise.
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