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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370119 times)

Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1965 on: May 09, 2020, 11:38:05 am »

It was literally pristine Paragon - no D-mods at all, not a single one. The best price offered was still less than for the highest rated survey data, so I chose to stash it untill I'd have a proper battlefleet instead. Towed it back mothballed, naturally. I was sad that finding a Domain era unarmed Kite doesn't pay either. It would be fun a little thing there to be collectors who'd pay for ancient (but militarily useless) ships if you found them while exploring.
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Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1966 on: May 11, 2020, 01:34:19 pm »

I love plasma flamers, a weapon added in the ship/weapon pack mod by Dark Revenant. However, despite my love for them, they are a weapon without a use. They're medium ballistic and anything they do, other weapons do so much better. For starters, they do almost no damage to armour, shields or hull. It's a small consolation that they deal hard flux damage at all. Their range is 450, meaning most medium ballistic point defence will outrange the plasma flamer. In the hands of the AI, any AI ships with shields & flamers will take too much hard flux damage getting in close that they will never get to use their flamers at all - even with reckless pilots, or no pilots, they try to retreat to recover flux and die. If there is no shield or you spend OP on a shield bypass, they die before they can overcome the shields of an enemy. Their one consolation that they -could- be used to take out enemy fighters and bombers is cut short by the fact that they cost 9 OP, then you need to expand your ballistics magazine, add a gunnery AI and an integrated targeting unit... And it's just so fucking abysmal when you could just choose any other medium ballistics weapon that would do the job for cheaper.

Counterpoint: plasma flamers are pretty, and there is something just so magical about massed plasma flamers that you don't get with heavy mortars or hypervelocity guns. Pew pew is all good and all, but FWOOOOOOOOOOOOOOOOOOOOOOOOOOOOM is so satisfying.

Long did I ponder how to make the plasma flamer useful. I spent two days starting from a drone tender and doing nothing but space mining, gradually assembled a fleet of mining rockhounds and venture cruisers, all under the protecting gaze of the hegemony. It was really refreshing playing a protracted "civilian" campaign, where I commanded a large fleet of mostly defenceless utility vessels and was completely reliant on hegemony patrols or bounty hunters to keep my convoys safe as I steadily acquired a fortune of 5 million credits without breaking the law or ever leaving a handful of starsystems. With this small fortune I purchased a cathedral class capital ship and explored the galaxy for future business opportunities; what I instead found was a derelict system worth risking battle for.

After nearly bankrupting myself owing to my inability to pay for so many agents & marines, I managed to raid & conquer a star system held by the derelict exploratorium fleets - with the prize jewel being a terran world with extensive domain presence. Most of all, I gained the blueprints for manufacturing rampart class drones.

Rampart class drones very uniquely have four medium ballistic slots. Very few ships are -so- specialised in the medium ballistics department as this lovely hull is. Even better, the drones are fully autonomous so I don't feel bad when one blows up, as I'm risking the lives of no one but the enemy. They don't have shields at all, so they just charge through enemy gunfire instead of getting pinned down.
Spoiler (click to show/hide)
Once they get close enough to the enemy, their extreme flux efficiency means they will never stop firing. Sure they'll do very little damage, but the damage never stops. Shields overload, engines get overheated, weapons get disabled. It's death by a thousand cuts times by four flamers. Give the rampart drone every single armour-raising and hull-raising module, and suddenly you have a cruiser class kamakaze drone that has more HP and armour than almost all capital-class battleships. Give it safety overrides and now you have a fast-moving battle meteorite.

Spoiler (click to show/hide)
In a one-on-one duel, a single rampart getting in close to a low-tech or midline cruiser or smaller would result in certain death for the enemy. It would be an extremely slow and inefficient death, but honestly it was too fun not to pursue.

Spoiler (click to show/hide)
High tech foes with longer range weapons, larger flux capacity and stronger shields were more of a problem, but once the cruiser closed the distance that was it.

Spoiler (click to show/hide)
Early deployment tests against privateers, pirates and plunderers proved to be hilarious. Large enemy formations would always emerge victorious against my wave of burner drones - but their victory would always take so long that they'd be out of missiles and low combat readiness, just in time for my actual warships to cleanup the broken foe. I could have done the job better and cheaper, as each burner drone took two months to make, but it was all in the name of saving human lives.

As the months turned to cycles and the Cryptominer Faction's use of AI became more egregiously obvious, the luddic church and hegemony began sending vast, advanced armadas to eradicate the wayward manufacturies of the Hudur Bitfortress.

Spoiler (click to show/hide)
Unluckily for them, my manufacturing capacity had increased.

And I found the blueprints for a frigate-sized drone which was capable of mounting a plasma flamer.

Spoiler (click to show/hide)

Which coupled with my newfound industrial might...

Spoiler (click to show/hide)

...Led to this newfound industrial war of attrition, where the freedom of the Cryptominer Faction was measured against the lives of the Hegemony.

Spoiler (click to show/hide)

I have since acquired all the drone blueprints, but the plasma flamer swarm remains my all time favourite.

Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1967 on: May 11, 2020, 03:00:33 pm »

What mods are you running? I have the ship/weapon pack, nexerelin and vayra's sector, and I kinda remember most of the extra content above, but have never encountered a cathedral or found a domain-era drone blueprint.
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Dostoevsky

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1968 on: May 11, 2020, 04:06:13 pm »

What mods are you running? I have the ship/weapon pack, nexerelin and vayra's sector, and I kinda remember most of the extra content above, but have never encountered a cathedral or found a domain-era drone blueprint.

There's a relatively new (I think) mod called Galaxy Tigers that (among other things) puts drones in the players' hands (through the faction). Cathedral Ships... doing a search of my mod folder shows it in Ship & Weapon Pack, so must just be a pretty rare one.
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Daggoth

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1969 on: May 16, 2020, 12:03:07 pm »

Been kicking around with Starsector for some time and am pretty jazzed it is nearing it's 1.0 Status. These top down space-sims have been one of my favorite genres, like Transcendence it has it's own style but the overall game play is still one of the draws for me.. Alas outside of certain communities, it is all but unheard of due to lack of availability on Steam or Epic. Hope it gains a larger and certainly deserved fan base.
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Dostoevsky

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1970 on: May 16, 2020, 10:20:49 pm »

If I recall correctly the main dev has been holding off putting it on Steam until it's closer to release (maybe only post-release).

A somewhat major (i.e. >1M views per video) gaming youtuber covered the game last year which led to a major sales spike, so I imagine/hope the dev(s) are feeling pretty comfortable financially for now.
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Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1971 on: May 17, 2020, 01:28:33 pm »

What mods are you running? I have the ship/weapon pack, nexerelin and vayra's sector, and I kinda remember most of the extra content above, but have never encountered a cathedral or found a domain-era drone blueprint.
Dassault-Mikoyan engineering (adds faction)
Gates Awakened (adds hypergate reactivation)
Hullmods expansion (adds more hull mods)
Kingdom of terra (adds terra faction)
Neutrino corp (adds neutrino corp)
Nexerellin (adds bunch of crap. This one adds the derelict empire, but you have to spawn it in at world gen in custom settings)
Vayra's Ship pack (adds bunch of ships)
Ship/Weapon Pack (this one adds the cathedral class)

joemoben

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1972 on: March 26, 2021, 12:17:43 pm »

New update as of today. Not sure of the contents, but its been over 2 years coming and I am incredibly stoked to hop in and see whats new.
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Dostoevsky

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1973 on: March 26, 2021, 12:42:47 pm »

It's a pretty big update, with a skill tree revamp, 'story points' system giving a sort of 'do special things' resource that can be refilled while encouraging use over hoarding, more story missions including some form of endgame, revamped marine system... I suspect it'll take a bit for some of the more intricate mods to update, but don't quote me on that.
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JimboM12

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1974 on: March 26, 2021, 01:13:35 pm »

New update as of today. Not sure of the contents, but its been over 2 years coming and I am incredibly stoked to hop in and see whats new.

wooooooo fukin hyped as well. i can only hope the modding community is ready, but i am patient and can enjoy the base game for a while. currently having similar experiences with the new expansion for X4 and new updates with bannerlord, that just seems to be the tone of gaming for me right now.
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Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1975 on: March 26, 2021, 02:47:49 pm »

Oh, nice. I'll probably wait for mods to update, but nice to see a big update like this.
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Salmeuk

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1976 on: March 26, 2021, 04:44:27 pm »

ohhh fuuuck an update yessss

This game is one of those rare ones that successfully mashes genre into something that feels completely new. I remember thinking it was just another early access with big dreams. At first it looked like a modern update to a game like EV: Nova, a childhood fav of mine, and so that was exciting enough. The dev(s?) then pulled off quite a few amazing updates, and with the addition of planet and system management I was absolutely hooked. It's like a very fine-grit 4x, where you can zoom right down to the micro, but always be considering that macro strategy.

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« Last Edit: March 26, 2021, 05:43:58 pm by Salmeuk »
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Zangi

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1977 on: March 26, 2021, 08:57:02 pm »

In part, like a mashup of space rangers(control ship/fleet) and distant worlds or x series(trade/economy).  And then some.
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Folly

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1978 on: March 26, 2021, 08:57:46 pm »

Wow. I literally checked this just last night and was disappointed it had been so long without update.
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SOLDIER First

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1979 on: March 26, 2021, 09:59:55 pm »

Excellent game, even better with mods. Very overdue post to watch.
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