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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370678 times)

Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1185 on: October 31, 2014, 05:18:45 pm »

Y'know, if you want to give a go at infinite supplies, that's probably doable either through modding or memory editing...
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WealthyRadish

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1186 on: October 31, 2014, 05:25:06 pm »

Oh man, do I cheat... a game's screaming ~cheat me!~ whenever it leaves its saves as an xml (which is a thing more games should do, trying to edit post compiled stuff is a pain in the ass).

I also tweaked with hullmods, increased speed for most ships across the board (including ones I never use in a fleet but fight a lot, because !!FUN!!), increased fleet size and spawn rate of pirates, decreased supplies/fuel prices, etc. But I mean, in vanilla, supplies are pretty prohibitively expensive in my opinion.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1187 on: October 31, 2014, 05:34:05 pm »

Y'know, if you want to give a go at infinite supplies, that's probably doable either through modding or memory editing...
Theres a console commands mod, along with urbangiraffe's stuff.
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Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1188 on: October 31, 2014, 06:19:53 pm »

Yeah, the supplies are a tad absurd.

What I really want is a mod that makes the shielded cargo compartment special feature a module which can be added to any ship with a cargo hold. Either the tariffs or the cost of supplies would be enough alone.
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WealthyRadish

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1189 on: October 31, 2014, 06:37:44 pm »

I think supplies would be fine as they are if outposts were a thing and there were many more systems, provided the player could set up a base to produce/automatically trade for supplies. But as it is now, even not considering the cost, it's just so annoying to have that massive drain on supplies from refilling the CR of a large fleet, when often entire systems don't even have enough supplies available for sale to sustain it.
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Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1190 on: October 31, 2014, 06:56:10 pm »

This is why "CR cost to deploy" is one of the most vital stats.  The ship I'm running is 10%, 7% after skill, and gets +8% per day at 2 sup cost.  So any given battle will cost me like 2-6 supplies, assuming I don't get damaged.  Sure you can OWN a big ship, but can you FIELD a big ship?

The problem is lack of production.  Fielding fleets demands infrastructure, and so far there is no industry.  Once that's in, then upkeep will make more sense.

Rez

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1191 on: October 31, 2014, 07:43:08 pm »

#hi-techproblems
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Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1192 on: October 31, 2014, 08:00:48 pm »

My issue with it usually come from fixing up captured prize vessels for sale.
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Blaze

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1193 on: October 31, 2014, 08:40:23 pm »

I've never had a problem with supplies, but I've always played single-frigate so...

Does anyone know how carriers work? They seem to keep spitting out fighters when I kill them and it's rather annoying when it soaks one of my torps.

I also managed to kill an Odyssey battlecruiser in my Hyperion with a bit of finesse. I've got to soak up their initial bursts and trigger their omnishield, then teleport behind them and fire torps into them. The problem is that if I'm too far away it'll lower and raise the shield again to absorb the torpedoes, I've got to shoot at them while inside my reaper's splash radius. So I've got to raise my shield to absorb the splash before launching; it's all done in a split second and it's really tricky.
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Tellemurius

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1194 on: October 31, 2014, 08:51:31 pm »

I've never had a problem with supplies, but I've always played single-frigate so...

Does anyone know how carriers work? They seem to keep spitting out fighters when I kill them and it's rather annoying when it soaks one of my torps.

I also managed to kill an Odyssey battlecruiser in my Hyperion with a bit of finesse. I've got to soak up their initial bursts and trigger their omnishield, then teleport behind them and fire torps into them. The problem is that if I'm too far away it'll lower and raise the shield again to absorb the torpedoes, I've got to shoot at them while inside my reaper's splash radius. So I've got to raise my shield to absorb the splash before launching; it's all done in a split second and it's really tricky.
Killing the carriers or the fighters? Fighters have a supply limit depending on the squad where carriers can replace the units. Like a Warthog squad theres a supply limit of upto 6 replacements.

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1195 on: October 31, 2014, 09:24:54 pm »

Carriers spew out replacement fighters until the fighter wing runs out of replacement chassis. High-cr fighter wings have lots of replacement chassis, but even an average cr is enough for plenty of replacements for the average fight.
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Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1196 on: October 31, 2014, 09:52:27 pm »

Fighters have a number of replacement chassis based on their CR.  When they're destroyed, crew is lost and a replacement chassis is consumed.  If a carrier is on the battlescape, it'll respawn the lost fighter.  If a carrier isn't on the battlescape, then it'll run out and that's it.  If there's a carrier in the fleet that's not in battle, then you can't lose fighters, they just drop to 0 chassis and recover CR/chassis as normal.  This means that if you have a carrier in the back ranks, you can keep tossing fighters out.

Against enemy fighters?  If you keep killing them, or fleeing and returning and draining their CR, then they'll stop respawning.  If you're able to shoot down fighters quick, it might pay simply to hover around at range and pick them off.  Most fleets with carriers end up with like 6 fighters wings though, with something like 10 replacements each, so if you want to mull through 60 fighter chassis it's an option.

My suggestion on hyperion-vs-carrier would be to just get in as close as you can and throw all your nukes in sequential fire.  Most carriers are weak and will go down.  Otherwise the damage will drop their CR, which reduces the fighter respawn time from that carrier, so you can re-engage for an easier fight.

Tellemurius

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1197 on: November 01, 2014, 12:45:35 am »

I usually just bumrush the carrier cause the AI is too stupid to protect it. at worse I'll just attach a broadsword escort to take care of enemy fighters.

Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1198 on: November 01, 2014, 01:01:51 am »

I usually just bumrush the carrier cause the AI is too stupid to protect it. at worse I'll just attach a broadsword escort to take care of enemy fighters.
This is truly sound advice.  Broadswords or Daggers just tucked back are very nice for carriers - broadswords are great anti-fighter and daggers are great anti-capital.  If you can get your hands on the upper scale xypher or whatever tri-tech fighters, those are phenomenal at taking out enemy fighters.  They should have a high enough burn to not drag your fleet down, and only take 2 crew.  The only problem is that you want a flight deck in the fleet in case they're destroyed, and there's no really fast flight decks in vanilla.  I'm sure some mod has like, a modified cerberus that has no cargo but has a flight deck...

Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1199 on: November 01, 2014, 01:51:28 am »

That's what that one Fleet skill is for, though. I've got a Paragon in storage, but when I pull it out my fleet can still outrun most everything. Don't even need tugs if you've got enough levels.
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