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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370755 times)

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1125 on: October 26, 2014, 08:45:17 am »

Also, you generally want to have a carrier rally to one place (preferably a far back place) and stay put, unless you need its firepower and not the fighters it rebuilds in my experience. Letting it do whatever without orders is bad.
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Parsely

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1126 on: October 26, 2014, 03:52:14 pm »

Dice, if you really think you're having some serious issues with the AI, you should take it up with Alex (main dev).

http://fractalsoftworks.com/forum/index.php?board=4.0

He usually responds within 24 hours, I'm sure he'd be glad to hear about any problems with fleet AI, it's something that's been an issue in the past and a lot of work has gone into making it work properly.
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Tellemurius

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1127 on: October 27, 2014, 12:24:30 am »

So far this update has been fine but that menu UI bug is really killing me.

Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1128 on: October 27, 2014, 04:12:19 am »

I can't be bothered to register into yet another forum, so I'll just brainfart my list of "things that would make this game even better" here, where they are just a prayer in the wind, unheard and unanswered.

Soo... first, I think the leadership talent tree could use more skills. "Negotiation" to decrease/increase relationship changes and have an effect on trading prices, "Subterfuge" to make it less likely to get caught for smuggling and other shady stuff, "Administration" for handling your people when you have colonies/outposts of your own.

Second, there should be a morale system... especially regarding heavily damaged ships. I'd imagine a fleeing tanker pursuited by a powerful frigate would rather surrender than get slaughtered. You should then have options about what to do with the crew, further having an effect on your reputation. (Out of the airlock, take prisoner and deliver to X, enslave for fun and profit, recruit forcibly.)

Third, I really look forward to dynamic faction relationships (wars etc) and faction politics/missions. Not to mention propping up our own faction. I can see the player being hired to smuggle Luddite terrorists to space stations, resulting in damage to the said stations and shittier situation long-term, but a big bunch of cash short term etc... Plus missions from indies, such as being hired to escort transports.

Fourth, I hope we get a chance to explore and possibly reclaim abandoned solar systems.
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Mictlantecuhtli

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1129 on: October 27, 2014, 11:21:10 am »

Is there any sort of endgame threat yet? Invading autonomous AI with regenerating ships? I love the combat system but the most fun I have in SS is when I'm fighting pitched battles. Battles aren't particularly difficult at a certain point when you have the best+ fleet possible..
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1130 on: October 27, 2014, 11:33:19 am »

Theres a couple 'boss' factions available in mods, like the Knights Templar, and the Royal Armada of the Valkyrians. Not updated yet though.
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puke

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1131 on: October 27, 2014, 01:02:58 pm »

Trading is pretty rough, 30% tax on each transaction! 

I guess it is easy to get stupidly rich by waiting for food shortages, but then it seems to be a game of keeping a large stock of food in each system so you can reap huge profits.

I understand why he wanted to disincentiveize repetitive trade routes, but I wish that you could still turn a buck on some basic buy-low-sell-high kind of operations.

Someone on the official forums said that he turned the tax rate down to 12% and it became a fun and interesting challenge to find good trade routes.
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WealthyRadish

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1132 on: October 27, 2014, 03:49:44 pm »

Still haven't played this version yet, but for me trading in these sorts of games has always been about going "eh, I'm going there anyway, can I make some extra cash by buying and selling something?", rather than scouring the area for 12 kilos of space dope to dump at 1300% profit. I've heard of people playing as a trader in something like M&B, but it seems pretty boring to me in a game where that has such a good combat system.

But yeah, the nice thing is that the files are really easy to change in starfarer, so tweaking tariffs should be fine.
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puke

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1133 on: October 27, 2014, 04:48:34 pm »

The trading is actually pretty good -- even though not super profitable without chasing events.

The interesting thing is that it makes you chase events rather than do routine monotonous tasks, so I think it has some great potential.

I'd like to see it get some more polish in mods or future releases, the framework is looking to be great.  There is also the premise of adding "X" style industry, resource gathering, and construction.  I'm a sucker for that kind of thing.

But yeah, playability right now is still limited.  Needs tweaking.
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rumpel

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1134 on: October 27, 2014, 06:09:39 pm »

Just bought the game 2 hours ago and played a bit as bounty hunter. I googled a bit and searched on the forum, but I couldn't seem to find a comprehensive beginner's guide. Anyone knows a link?

Anyways, I felt a bit lost. I was running low on supplies almost the whole time because I was chasing tiny pirate fleets and becaue of waiting long time for those to appear.
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Sonlirain

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1135 on: October 27, 2014, 06:18:09 pm »

Invest in technological aptitude and take navigation (or whatever increases your burn speed).
Also if nothing changed since the ye olde versions you might want to take both ordnance point increasing skills in the technology bar as well since those combined with hullmods mods give you tons of bonuses.
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puke

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1136 on: October 27, 2014, 06:22:15 pm »

Sell your starting freighter, and think about getting a second frigate.  Two fast, well-armed ships is good to start with.  You travel at the speed of your slowest ship, so you're not going to be chasing anything with one of those freighters slowing you down.

You'll sacrifice some in hauling capacity, so if you load up on salvage after a battle it may be hard to bring it back to a planet for sale... but thats the price you pay for being lean and mean.  Maybe in the future you'll be able to split your fleet.

Also, I found the in-game tutorials to be pretty good for learning the combat system.
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rumpel

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1137 on: October 27, 2014, 06:36:41 pm »

I do have 2 ships already. A well-rounded destroyer and a regular frigate. I think I'm just going to invest in skills and technologies (if there is any) that makes my ships faster. The other issue is to find pirates that are weaker that my ships... there are either huge fleets or no pirates at all. So I don't really know what to do (same problem for me in every other sandbox too at the beginning :D)
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1138 on: October 27, 2014, 08:08:43 pm »

Invest in Navigation. More burnspeed (eventually...) for everything in the fleet is nice. A couple points and you can nudge the hammerhead you start with in the bounty hunter start up to 5 speed, which, while not spectacular, is sufficient for a start. You'll want faster though.
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Crystalline (SG)
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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.

Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1139 on: October 27, 2014, 10:04:30 pm »

Dice, if you really think you're having some serious issues with the AI, you should take it up with Alex (main dev).

http://fractalsoftworks.com/forum/index.php?board=4.0

He usually responds within 24 hours, I'm sure he'd be glad to hear about any problems with fleet AI, it's something that's been an issue in the past and a lot of work has gone into making it work properly.
Nah, they're making solid progress compared to what it used to be like. This is typical AI derp behavior you'll see in any game; SS's particular shade just happens to be ships that don't prioritize threats properly, which would at best be a super-long-term goal after fleshing out stuff that still needs it.

It sounds like you have issues with frigates; just because they aren't killing you doesn't mean they aren't a problem.  You shouldn't be killing capital ships before you kill frigates.  You are in a freaking onslaught, a single salvo from your harpoon batteries can kill 2 frigates.

You have issues with the AI that I don't.  What was your fleet and the opposed fleet?  What's your logistics cap?  It sounds like you're used to taking extremely hard fights w/o any fleet support.  One of the things the AI is worst at is turtling against overwhelming odds.

One of my points is that mobility is the superstat.  You decide who you fight, you have the ability to flank anyone, and you can run away if a mistake doesn't insta-gib you.  As you experienced, armor and lots of dakka don't help you if you are outmaneuvered by your opponent.
Mm, by my recollection it was 1x Onslaught, 2x Falcon, 1x Sunder, 1x Enforcer, 1x Condor, ~5-6 assorted frigates, and two wings of Talons vs. my Onslaught, 1x Eagle, 1x Falcon, 2x Hammerhead, and 2x Wolf. So by ship tier, ratios of 1:1, 1:1, 2:3, ~2:5, and 0:2 on fighter wings, with the caveats that one of my cruisers was markedly better and one of their destroyers contributed nothing apart from keeping the fighters in the game. Likewise, a number of their ships were that new trash-tier subtype; none of mine were. Also, Talons. :V

By the by, I play the way I do in large part because of how bad the fleet AI used to be; even if credits were cheap and stations would sell whole fleets of good hulls to anyone with the creds to spend, it was annoying having to re-buy a dozen+ ships after every engagement. Also, fleet battles feel remarkably uninteresting for me, given the nature of the game; it'd be like playing Baldur's Gate, except that instead of building and playing with your party, the game became all about gathering and managing nameless hirelings who were constantly being massacred and replaced.

M&B is an excellent example of how to do this right: your mooks start out as useless trash, but the ones which survive become increasingly better and harder to kill, and you grow attached to them. That doesn't happen in SS; ships are always going to be as useless as the day you bought them, and the closest you can come to upgrading them is giving them weapons that don't send the AI into full retard mode burning through all of their flux capacity for no reason; likewise, the one mechanic that resembles that (crew experience) has a laughable impact on the game -- sure, the ships have slightly better stats, but that doesn't matter when they're still too dumb to live.

Again, that's not a criticism of SS specifically. To continue the example, M&B hirelings also tend to be pretty stupid, but once they live long enough that stops mattering so much because they're tough-as-nails bastards. My tactic for fleet battles in SS is literally "Get ship which can mount high-effectiveness low-sustained-flux-cost combo (at the moment, an Eagle with a single Hypervelocity Driver on the middle forward mount to plink down shields and take advantage of AI stupidity re: long range, a trio of Heavy Blasters to burst things whenever they drop shields or get into the danger zone, and burst PD lasers to handle fighters and Salamanders), send entire fleet to capture and defend one point to keep the morons mostly together, fly around keeping anything from flanking them and kill what I can while hoping that they don't get themselves killed against a force half their size while I play with the other half."

Incidentally and somewhat loosely related, the reason I originally adopted that high-mobility playstyle (other than fleet AI sucking something unmentionable) is because of how AI used to react to the player -- any time your selected weapon group tracked anywhere near an enemy (or, in some cases, apparently your mouse cursor, though I don't remember well enough to verify) it would run away if it was smaller than you. So you'd end up with situations where you'd fight a fleet battle, all of your stuff would wipe and you'd clean house, and then you'd have to give up because you were trying to catch that last fucking Hound in a battlecruiser and it would never retreat as long as you didn't damage it. You literally ended up having to play mind games with the program, sitting there with your guns all facing one wait, waiting for the damn thing to get close enough, then whip around and try to snap-shot it before it ran again. Thankfully that was fixed.

tl;dr: "You need to buy lots of ships and spam fighters because reasons," stems from the fake difficulty of needing to shepherd bad AI, rather than real difficulty of enemy AI being better equipped and murderously hard. Look at old X-com and GalCiv2 for good examples of real difficulty (if you turn them up high, of course).
« Last Edit: October 27, 2014, 10:17:26 pm by Flying Dice »
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