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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370145 times)

Greiger

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1695 on: May 19, 2017, 10:51:49 pm »

If yer willing to install mods there is a lead pip mod out there somewhere that tells you where to shoot your currently selected guns if you want to hit with them.  Kinda like what you have in flight and space fighter games such as Eternal silence or Freespace.

It helps significantly, and I don't really think it's cheating because A ) You still have to manually aim, and B ) I would find it hard to believe that any ship in the sector would not have such a thing on their gunner's consoles anyway.  It pretty much just gives you a graphical "shoot here stupid".
« Last Edit: May 19, 2017, 10:53:41 pm by Greiger »
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1696 on: May 19, 2017, 11:09:36 pm »

The leading pip only activates for weapons that requure leading, however. It expects you can at least fire your missiles and beams on your own.
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Sergius

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1697 on: October 12, 2017, 10:32:50 am »

You know, I was a bit sad that the developers had said that they had no plans for player built space stations/bases/whatever, because "it's not that kind of game" and "it would need a major rewrite", but reading the latest september dev blog post, I saw this:

One critical issue here is performance – the new system needs to run quickly, so that when the player establishes an outpost, we can compute how it fits into the economy without delay, and so that mods can add populated planets to the game more freely.

I hope I'm not reading too much into it, but players establishing outposts is definitely something I look forward to.

(of course then later it goes to explain that yes, players can create outposts on surveyed planets)
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kulik

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1698 on: October 12, 2017, 11:10:04 am »

I'm probably the only soul that is saddened that they chose to make it another privateer-like game. They spend so much time and put so much effort in the universe, but, in the end, tactical battles is what makes this game to stand out.
Anyone remember Starshatter? Something like its Dynamic Campaign Engine (see spoiler) would really shine in connection with the awesome Starsector tactical battles.
Spoiler (click to show/hide)
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The Dystopian

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1699 on: November 17, 2018, 12:18:48 am »

There was a huge update for this game earlier today and I'm actually quite surprised not to see a big spike in chatter about it here
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WealthyRadish

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1700 on: November 17, 2018, 02:30:27 pm »

My update senses were tingling for weeks, and yep, here it is. Timed right at the start of fall break in the US, probably not a coincidence.

I posted earlier in this thread saying that Starsector has very solid core mechanics that made it well worth playing, but wouldn't reach its potential until it incorporated more overarching strategic elements for the player to engage in and work towards.

This update has been looking to be pretty much that, adding a player-run faction that can hold planets/stations, have allied fleets, establish colonies, etc. So this isn't just an update, it might be the update. Still installing though, so who knows, but I think I know what I'm doing this weekend.
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Gabeux

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1701 on: November 17, 2018, 06:56:04 pm »

Great to hear! I finally bought it a few months ago, and played with that mod that expands the game and gives you control of your own faction and all that.
This sort of feature is what got me interested in the first place - colonization, faction warfare,etc - so great to finally have it in!
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1702 on: November 17, 2018, 07:02:41 pm »

I no longer have my CD-key.  Emailed their support about it; this shit is why I like steam.

Excited for the update, the planet scouting system made me optimistic about colonization.  You know, once I can actually play it.
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ollobrains

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1703 on: November 17, 2018, 07:11:05 pm »

I no longer have my CD-key.  Emailed their support about it; this shit is why I like steam.

Excited for the update, the planet scouting system made me optimistic about colonization.  You know, once I can actually play it.
S=
they get back to u within about 24 hours - I just got my new key, but I was able to find the old one before.

A few patch day patches have been issued check the forums, fixes some bugs. 

The initial promise of 1000 solar systems in a game still isn't there the constellation is aout 50-100 per map without mods and most of those don't allow colonisation outside of the already crowded core sector.  Its a nice update but I feel something is still missing.  Depth is there but theres so much potential. 

Still after a year its a start
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1704 on: November 17, 2018, 07:17:31 pm »

Oh, we can't colonize the friendzone where our friends live in their friendships?  That's too bad.  (trying to avoid spoilers)

I guess there would be questions about how a colony could possibly get the supplies/manpower it needs to survive if its out in a distant corner of the map.  Since most ingame fleets are pretty poorly equipped to make that journey.
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Dostoevsky

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1705 on: November 17, 2018, 10:37:16 pm »

While I'm quite interested to try out the new update, I've gotten so used to some of the major mods that I'm going to wait for them to settle down a bit before booting this up again.

(That said, I'm impressed how quickly some of them did update.)
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etgfrog

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1706 on: November 17, 2018, 11:07:01 pm »

Most of the gameplay is still the same, at least combat wise. What changed was the economy and salvage.

On another note, having level 3 safety procedures, field repairs along with a bunch of shepard ships is fairly funny. Maintenance becomes a joke and most of your damage comes from the drones that get launched. Bulkheads also help quite a bit with keeping your fleet together.

Ok, after playing a bit, the best part about the new colony features is the ability to order ships of any blueprints you find. It really helps you accept losses better and makes having a pristine fleet a little more viable without save scumming and possibly playing as a pirate better.
« Last Edit: November 18, 2018, 08:31:50 am by etgfrog »
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Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1707 on: November 18, 2018, 02:20:33 pm »

Awesome, installing. I really hope Starsector gains attention when it is finally finished; it is a great game and reminds me of Mount & Blade in all the good ways.
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Urist McScoopbeard

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1708 on: November 18, 2018, 07:32:53 pm »

Awesome, installing. I really hope Starsector gains attention when it is finally finished; it is a great game and reminds me of Mount & Blade in all the good ways.

It's a gem to be sure, and this update really kicks it up a notch.
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Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1709 on: November 19, 2018, 05:35:20 am »

The new content is great and I haven't even started a colony yet, been looking for a perfect spot and saving money.

My only complaint is that have they changed carrier AI somehow? I remember my carriers being less aggressive in the past. I've equipped them with long-range missiles and PD, the point being that they should hang back and engage with fighters & missiles, but they are constantly getting into a brawling range. The officers commanding the carriers are steady, not aggressive or there is no officer at all.
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