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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370854 times)

Kaitol

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #1020 on: September 14, 2013, 12:08:53 pm »

To be fair, if you wanted to play an administrator type commander, if that sort of stuff didn't matter at all in battle it would be kind of terrible.

So just hold out until you can get some stupid bureaucrat officers to do all that damn paperwork for you so you can get on with shooting shit.
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joemoben

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1021 on: September 15, 2013, 09:25:31 pm »

I remember finding a few bugs in this version but for the life of me i can only remember 2. Where stations will end up with an object that is 0 troops, and if you place that in your inventory, that type of troop gets entirely gotten rid of. Kind of destroyed my hopes and dreams when that one happened. The other on was, if you interact with a neutral fleet that is much smaller than you, and then let them leave, they hate you!
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Parsely

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1022 on: September 15, 2013, 09:33:26 pm »

Both known bugs. There's dozens more things wrong with this new version. The dev is aware though and already working on a large update to fix them.
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Greiger

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1023 on: September 15, 2013, 10:06:32 pm »

Yea I pissed off some tri tachyon when their big battleship intimidated me into not attacking, and decided to leave them be.   Once I knew I pissed them off I turned around and attacked them anyway.

Those big circle destroyers aren't all that scary once their escort is dead and half the ships in your fleet have torpedoes.  No wonder they were fleeing at the first encounter.
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Tellemurius

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1024 on: September 15, 2013, 11:10:00 pm »

think theres a balance issue as start of the game my lasher was burning 8.7 supplies/day, looks like i need to start raiding so i took out a small detachment with the starter lasher, took in about 50 supplies which piled up to 70 breaking my limit, between repairs and the excess amount i was burning 14 SUPPLIES/DAY, took me 10 seconds to burn that up >______>

So my ship can last for 5-6 days in deep space before everything falls apart. even that doesn't make sense for normal military fleets today.

Parsely

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1025 on: September 15, 2013, 11:16:08 pm »

think theres a balance issue as start of the game my lasher was burning 8.7 supplies/day, looks like i need to start raiding so i took out a small detachment with the starter lasher, took in about 50 supplies which piled up to 70 breaking my limit, between repairs and the excess amount i was burning 14 SUPPLIES/DAY, took me 10 seconds to burn that up >______>

So my ship can last for 5-6 days in deep space before everything falls apart. even that doesn't make sense for normal military fleets today.
Supply costs are going to be fixed. They're outrageous right now.
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Taricus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1026 on: September 15, 2013, 11:50:30 pm »

Mind you, sometimes the supply cost ends up taking the repairs and increasing CR back up to max. Generally worthwhile to repair after each battle. Never had any supply problems insofar right now from the starting shuttle to the medusa. By the time I got my paragon I had a couple of freighters in my fleet, so the point was moot by then.
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Parsely

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1027 on: September 16, 2013, 12:06:16 am »

Fighters are where you tend to notice the costs. They're worth nearly as much as some hi-tech frigates when it comes to CR and supply costs.
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Greiger

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1028 on: September 16, 2013, 01:50:55 pm »

I also haven't seen the supply issues.  Supplies are spent getting your ships back up to their max CR, repairing, and replacing fighter chassis.  So you pretty much just don't deploy what you don't need to.  Have a couple fast ships like wolfs or hounds chase down any fleeing ships and don't deploy anything that's not actually going to catch up to what yer chasing.  Every time you deploy a ship it costs that ship CR, and it costs you extra supplies replenishing that CR until it's back to max.

It easily costs more in supplies than you get deploying every ship and engaging every pirate you come across with all the ships you have.
« Last Edit: September 16, 2013, 01:53:09 pm by Greiger »
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Tellemurius

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1029 on: September 16, 2013, 02:14:09 pm »

I also haven't seen the supply issues.  Supplies are spent getting your ships back up to their max CR, repairing, and replacing fighter chassis.  So you pretty much just don't deploy what you don't need to.  Have a couple fast ships like wolfs or hounds chase down any fleeing ships and don't deploy anything that's not actually going to catch up to what yer chasing.  Every time you deploy a ship it costs that ship CR, and it costs you extra supplies replenishing that CR until it's back to max.

It easily costs more in supplies than you get deploying every ship and engaging every pirate you come across with all the ships you have.
i did say starting with the Lasher, im pretty sure the shuttle has more cargo. I would love the idea of me choosing where to focus supplies or at least limit the consumption.

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1030 on: September 16, 2013, 02:21:12 pm »

THeres a 'logistical priority' button in the fleet menu. Ships with that clicked get priority on supplies and crew. Theres also 'mothball' and 'halt repairs'.
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muwahahaha

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1031 on: September 16, 2013, 05:53:11 pm »

Played the new version all weekend. The logistics system feels like it still needs a bit of balancing here and there, but I enjoy it for the most part. As you start getting more and bigger ships you need to start thinking of battles in a cost to reward sense. Is it worth deploying your battleship to fight these pirates knowing it'll be unavailable for a while afterwards? Will the loot from this battle be enough to cover the supply cost from deploying these ships?

Meanwhile the new encounter system is a source of endless frustration for me. With the right skills or upgrades I can make my fleet significantly faster than everything else on the map, but yet I can't force an engagement with a significantly slower fleet or even prevent them from immediately disengaging and running away. Instead I need to constantly fight pursuit battles for the off chance that my ships can make up the distance on the battle maps or harry them and chase them for several minutes until their CR reaches minimum and my ships can catch them in battle. Not to mention the annoying tendency for some AI fleets to force a second round of combat only to never deploy any ships. When this happens you've got two choices, you can deploy single ships and harry them after the battle, thereby burning insane amounts of CR from your ships until they decide to disengage at which point you need to burn even more CR to pursue them. Alternatively you can choose to disengage and forfeit ALL of the loot from any previous fights because some asshat freighter captain decides he wants a piece of you but then doesn't deploy.

Hyperspace looks pretty enough, the new system is nice, but the new faction doesn't really DO anything. All I've seen them do is float around the station there.

The Tech skill tree still seems hilarously overpowered. Ordnance points, fleet speed and a bunch of other great bonuses plus most of the hull mods. I ended up dumping almost all my points into tech with a few in leadership to increase logistics capacity.

The new fighter changes are interesting. I like that fighter wings don't just evaporate now provided there's a carrier in the fleet, a large carrier group can prove to be a real pain in the ass in battle as you send some fast attack craft to try and find the carrier and take it out before the waves of fighters and bombers nibble you to death.

Boarding seems to be pointless at the moment. Marines cost their weight in gold to maintain, the chance of a boardable ship after a combat is incredibly low (I've seen 3 so far in about 40 hours) and there's a good chance that the ship won't be salvageable. Meanwhile you can still buy pretty much any ship you could ever want and since supplies are incredibly expensive now you can amass huge amounts of cash by slapping a freighter into your fleet and hauling supplies to stations after battle.

Overall I like the new version's improvements, but it's still not quite there for me. As you'd expect there's a lack of endgame and now with the encounter mechanics it becomes a chore trying to fight anything smaller than defence fleets when you've got anything resembling a strong fleet. I'll give it a few weeks and see what mods take my interest, then probably shelve it a few months for the next version.
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Karlito

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1032 on: September 16, 2013, 06:34:15 pm »

Meanwhile the new encounter system is a source of endless frustration for me. With the right skills or upgrades I can make my fleet significantly faster than everything else on the map, but yet I can't force an engagement with a significantly slower fleet or even prevent them from immediately disengaging and running away. Instead I need to constantly fight pursuit battles for the off chance that my ships can make up the distance on the battle maps or harry them and chase them for several minutes until their CR reaches minimum and my ships can catch them in battle.

Are you aware that in pursuit battles frigates and fighter wings can be deployed half-way up the map from either the left or right side?
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Taricus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1033 on: September 16, 2013, 06:36:17 pm »

How is this possible? WHAT MAGIC IS THIS?!

No seriously, how do you do that?
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Karlito

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1034 on: September 16, 2013, 06:37:21 pm »

Just click them a second time in the deployment screen. It'll toggle between "deploy" "deploy left" and "deploy right". I agree that it's annoyingly hidden right now.
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