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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 369928 times)

Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2250 on: November 20, 2023, 02:56:20 pm »

So I definitely think I've found my favorite thing to do in starsector. Technically only takes one (content) mod, and I'm not sure how viable it is outside easy mode, but.

Prv starworks has a weapon and a hullmod. The hullmod is neat but niche, gravitic anchor -- it doubles the effective mass of the (cruiser or smaller, capitals sadly need not apply) ship, makes it harder for things to run away when they get close to you, and lets you basically roadkill fighters. All nice stuff, but not, like, super amazing or anything. Pretty good for chasers and brawlers that want to slow something down.

... the weapon is an agni drop, a large ballistic weapon, the Spinneret. What it does, is, well. Web whatever it hits. And violently drags them towards you if it doesn't hit shield (it drags shield hits a little, sometimes, but not a lot). No flux cost to it, but limited regenerating ammo and fairly low damage... most of the time it's not very good, and the AI in particular is remarkable poor at using it.

When you combine the two, though? It's amazing. Just about every shot you land will kill a frigate, because it snatches the poor blighter into your doubled mass at high speeds and roadkills it across your face. This sometimes disintegrates the frigate entirely, not even leaving wreckage, just a wreath of fire around your ship as you orient towards the next target.

Larger things, you drag it around, haul into allies firing lines, do all sorts of very, very rude things to it -- my favorite is to basically turn your ship into a paddleball of doom, bungeeing your victim into you, then shoving them forward, webbing them again, and smashing them back into your shield over and over until they explode. It is intensely satisfying.

I've been combining it with a random things Aboleth (the starting abyss walker ship, basically, remarkably nasty cruiser), with has a temporal grid system, so on top of everything else like half the time I'm doing it in slow-mo, ha. It's a thing of beauty.
« Last Edit: November 20, 2023, 03:00:20 pm by Frumple »
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Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2251 on: November 20, 2023, 03:58:54 pm »

That sounds brutal
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2252 on: November 25, 2023, 12:08:45 pm »

The adventures of Ea Nasira, winner of the golden ticket lottery

Cycle 206, Month 1. Lady Ea Nasira wins the stardust ventures promotional lottery. The prize is a stormseeker ship, a golden luxury passenger liner equipped with modest armaments, carrier modules and ample living space. With this ticket to the heavens acquired, Lady Ea Nasira determines to live a life where she never need work again.

Spoiler (click to show/hide)
Her first recorded fleet action took place at the defence of Eventide station against a pirate flotilla. Despite being hopelessly outclassed, Lady Ea Nasira helmed the ISS Stellarian to great success, scoring a kill on an enemy vindicator cruiser and numerous frigates. This goes to some length to explain why the Hegemony later allowed Lady Ea Nasira to roam free, despite numerous complaints from station masters of irregular transaction patterns indicating illicit trades and tax evasion wherever the Stellarian docked.

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Deciding it was best to give the station masters time to cool off and forget her face, Lady Ea Nasira traded the relative comfort of civilisation for the adventure and profit of the great beyond. The ISS Stellarian proved adequate for bullying the many stray derelict probes the Hegemony claimed were extinct, and Lady Ea Nasira claimed many an automated explorator beacon bounty booty for sponsors both legitimate and unsavoury alike.



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But then... There were the neighbours to contend with. Pirates, salvagers and space bandits plying the stars made short work of the VIP golden luxury ship. Though Ea Nasira was able to escape on an shielded emergency shuttle pod - one of the great benefits of the Stellarian, all hands on deck were lost and her precious ship became the plaything of filthy miscreants. Not one to let misfortune go unexploited, Ea Nasira limped back into Eventide station claiming the insurance on her own apparent death, purchasing the contracts of fifty men and the humble hull of "the 2301" - a warp diver class destroyer.

Spoiler (click to show/hide)

Cycle 207, Month 3

Unable to find or afford anything better, Lady Ea Nasir was forced to equip the 2301 with three plasma flamers and four light machine gun turrets. It was... An unseemly and cheap assortment of weapons, yet it was better than nothing, and certainly light on logistical overheads.
[Worth noting I was running this under the realistic combat mod, which vastly exacerbates existing combat balance strengths and weaknesses. The rock paper scissors elements become HARD counters. Ballistic weapons become the kings of close range, but energy weapons have perfect accuracy and twice or even thrice the range of ballistic weapons. The plasma flamer isn't bad if you can actually get into range. The only problem is everything vastly outranges you. Fortunately, the sheer speed and mobility of stardust ventures means this disgusting build somehow works].

Spoiler (click to show/hide)
Taking part in the second defence of Eventide, Lady Ea Nasir piloted the 2301 into the thick of battle, annihilating one frigate and one destroyer. Filled with bloodlust and a desire to seek vengeance against anyone who would rob her of luxury, she sailed towards the competition and engaged her plasma flamers on the burn drives of an Atlas MK.II the pirates were using as a capital ship.

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The Captain steered and turned, desperately trying to shake off the vengeful Ma'am, yet her fury burned hotter than her guns.

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OPEN COMM LINKS

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BITCH



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In the aftermath of this great engine kill, Lady Ea Nasir set about making amends with the pirates by doing some odd jobs, roaming around the cosmos collecting explorator packages.

Spoiler (click to show/hide)
There were many stellar dangers, but her shielded hull and fast engines kept her well ahead of any stellar phenomenon, luddic pathers or pirate raiders.

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Renting out her services to Tri-Tachyon and Sindria, Lady Ea Nasir was able to replace some of her plasma flamers with a phase lance and a pulse laser. She kept one plasma flamer for the rear ship mount - it proved to be an excellent and firm way to reject suitors who pursued her ship's wake. Under the glare of Askonia's radiation, the Sindrians made profitable use of any hull equipped to withstand their sun's gaze. As such it became a good source of Lady Ea Nasir's custom, as her flagship the 2301 was soon joined by the Lamentite, a humble frigate equipped with four salamanders to utterly frustrate the ambitions of anyone who dares to pursue her with intact engines.

Whilst depositing some treasures in the abandoned station in Jangala, her fleet of two became four, as she [legally] acquired a starlight destroyer and a highly expensive fleet support ship, the HSS Star Witch. Using the experimental field modulation drive aboard the Star Witch, her fleet of star voyagers now had a base burn of 12 - far beyond any system patrol or raider's ability to contend.

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Alternating between mercenary work, smuggling drugs and pilgrims, or exploring beyond the stars, Lady Ea Nasir's flotilla grew to a half dozen shady ships. Yet she could not help but shake the feeling that all of her hard work to never work again, was making her work harder than ever before...



Okay so reaching a cool point in my stardust ventures-only run. Finally reached the point where I can start surveying planets whilst doing exploration runs, as I picked up one of the cruiser civilian hulls. Still not quite large and wealthy enough to fund my own exploration and survey missions, and there's a lot of supply caches I've just had to pass over because I can't deal with the remnants on a one to one basis yet.

Spoiler (click to show/hide)
But I've been having great fun with these guys. The realistic combat mod makes the fast speed and fragility of the stardust hulls even more important. If I just let the AI do whatever they want they fly straight into enemy guns and just disintegrate. But if I use a series of chained escort commands, I can get my ships to all fly in a tight V formation with my blessed 2301 at the tip of the spear. This is fine for dealing with small pirates & derelicts, but we're not yet at the point where we can deal with superheavy high techs. But when fighting alongside Sindrians or Perseans, I've had great success even in massive pitched battles. I just hang back with my formation whilst the midline ships smash into the enemy line. Identify a weak outlier (usually a carrier ship) and ZOOM towards it faster than their screens can react.

Spoiler (click to show/hide)
Rinse, repeat. Before the enemy knows it, the formation has wiped out all of their screens and carriers and the main battle line can surround the remaining heavy cruisers whilst we burn out their engines. It does make me think at some point I'll have to consider breaking the "stardust ventures only" rule and add some low tech dominators or something if I want to have a meaty frontline independent of allied fleets. But maybe that'll all change when I finally get my hands on one of those stardust battlecarriers...

Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2253 on: November 25, 2023, 03:50:46 pm »

If you want to keep with a Stardust Ventures only theme, I'd see if you can find some Storm Heralds. They're pretty tanky in most situations. And, yeah, if you can get a Storm Bringer battlecruiser you'll find that it'll handle almost anything that gets thrown at it. Still a good bit more fragile than something low-tech like an Onslaught, but it's got the speed and shield capacity to get out of bad situations that the slower capitals can't.

Well, based on my general experiences. Never used the Realistic Combat mod, so things might work out slightly differently.

In any case, love the after action reports. Always fun seeing how other folks use my ships!
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2254 on: November 30, 2023, 09:01:30 pm »

The ship AI in this game always confuses me. Usually it's pretty competent, forming lines, pushing into gaps, trying to draw enemy ships out of their lines...

Then sometimes you get what I just had. Started a new game with two Lashers, joined a big fight thinking I could get some damage in and kick start my income. The Lashers were raging cowards, every time there was open space in front of them they'd immediately beeline towards the nearest friendly ship and hide behind it. Fed up with that, I put them on full assault. They completely flipped behaviour, becoming suicidal. They both decided to charge into the middle of the most blindingly obvious pincer manoeuvre I've ever witnessed and died within seconds.
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Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2255 on: November 30, 2023, 09:04:15 pm »

Yeah, I find that the default 'Steady' AI tends to be a bit on the overly cautious side. Normally I prefer to set my doctrine to Aggressive. I have to manually tell ships to pull out a little more often, but they're better about actually closing in for a kill.

I never use full assault unless I'm sure we have the fight in the bag and I just want them to chase down the last few enemies.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2256 on: December 01, 2023, 05:59:05 pm »

Phase ships are the A Grade idiots of starsector AI, from what I've seen. It's just... really bad at handling phase cloaking. I'm not necessarily good with them, but the AI is holy shit bad.

Also any kind of high mobility ability they're just... not wise with. At all.

In actually unrelated news, I just want to say for the record that the feeling of a reserve fleet tanker full burning face first into your cyclone torpedo is magical.

also explosive, ahaha
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2257 on: December 01, 2023, 09:24:54 pm »

Need to get the mod that adds explosion size based on fuel carried if you haven't. That'd make it seriously boomy (And add another type of IED ship that relies on the AI being too stupid to get away)
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2258 on: December 01, 2023, 10:10:35 pm »

Thaaat... sounds terrifying. Probably fun to watch, but one of my preferred ways of playing involves violently motorboating passing capital ships with my shieldface on the regular (I'm not 100% sure rubbing your shield back and forth on something does more contact damage, but it sure feels like it does) -- them blowing up even harder would make my day much worse, heh. I'm smart enough to get away but I'd rather be bullying them out of position like an angry sumo wrestler, heh.
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2259 on: December 01, 2023, 11:10:41 pm »

I don't believe it's proportionate, but in absolute numbers. A ship with a tiny fuel storage will explode normally whereas a Prometheus full of fuel will go up like a sun.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2260 on: December 03, 2023, 05:19:10 pm »

... almost. Almost done with the academy line and kicked the gates back on. Almost.

I am never forgetting to turn off the storyline ever again. I've done this once. I will not do it twice. Gating (ha) things as fundamental to basic transit in this game behind a mess this time consuming is just... no. No, no, nononononono don't do that aaaahhhh
« Last Edit: December 03, 2023, 05:21:00 pm by Frumple »
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McTraveller

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2261 on: December 04, 2023, 11:44:30 am »

My helm control is awful.

Does this just get better with practice?
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Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2262 on: December 04, 2023, 12:52:55 pm »

Yeah, practice is just about the only way to get better at it. But it also comes down to what style of ship you like playing.

For me, I need decent maneuverability but not too crazy fast, so I like destroyers. If I'm in anything bigger as a flagship I have a habit of just letting the AI drive it most of the time and focusing on being Admiral.

Some people like big tanky bricks that shoot a ton. Some people like to use super frigates. And then there are ship systems that dramatically change things, like the teleportation systems that some hi-tech ships use.

I'd generally suggest trying out a few different ships, even just in the sim, and seeing what feels most comfortable to you.
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2263 on: December 04, 2023, 03:07:39 pm »

I found capitals and cruisers were easiest to learn with against easier opponents (Such as destroyer and cruiser heavy pirate fleets). Tanky enough to be forgiving on mistakes.

Also you can hold down shift to get the ship to follow your mouse pointer, which is way easier for ships with frontal shields. Omni shields always face the direction of your mouse so this'll just result in you having a less effective frontal shield.

Make all your guns autofire except the fire group you want to use. Even if it's less efficient than flicking fire groups on and off based on the current defences your opponent is using, it's easier to learn with that. The flicking can be done later.

I think I learned in a Legion (XIV) I'd found. Turned all fire groups to auto except the double missile slots, Z to tell your fighters to stay or leave (Or just use Sarissas/Xyphos/Mining Drones, since they hang around your ship at all times) and be aware that when fighters are on an attack run they give you a small amount of soft flux. You can dissipate it normally, but it'll add up when you're using guns and shields. Also your fighter respawn rate drops faster when they're on an attack run, so if you're using a ship with flight decks I'd advise you to be careful. They'll still fight if you're near an enemy ship with them recalled.

Bonus for support fighters, they'll move to the front of the ship when you're overloaded or venting, so they tank shots on your behalf when needed.
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2264 on: December 05, 2023, 06:26:02 pm »

Wow this game definitely takes the training wheels off early.

I have no idea what to do next, and I'm out of supplies and money... and just sitting and waiting for my monthly stipend seems meh.  I even tried roaming my system for bounties, but never found any before the bounty clock expired...

The systems are quite engaging though, enough for me to keep poking around.
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