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All hail Alpha Core, may it reign truly and forever
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# ? Dec 22, 2017 00:18 |
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# ? Jun 10, 2024 16:26 |
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quote:In addition, an Alpha Core can be assigned to govern an outpost. It has all 3 skills maxed, draws no salary, and is not subject to the normal administrator limit. An option that makes all the other choices terrible in comparison, with no apparent downside? Seems like poor design, if you ask me.
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# ? Dec 22, 2017 06:30 |
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I see absolutely no possible complications or issues with granting an Alpha Core full control over a completely upgraded industrial world with shipbuilding capability and orbital defences. Nothing whatsoever.
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# ? Dec 22, 2017 07:57 |
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I can't tell you how many games this has been an issue for me, holy crap, he thinks of everything!
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# ? Dec 22, 2017 09:52 |
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Alex really is the best goddamn dev
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# ? Dec 22, 2017 10:36 |
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THE BAR posted:
Yeah, seeing that was like an early Christmas to me. I also very much appreciate that you can remotely manage colonies because there's a frustratingly large number of games with some sort of player owned settlements/outposts/whatever where you have to be physically present to interact with them and it's always makes them a tedious pain in the rear end.
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# ? Dec 22, 2017 10:47 |
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Anticheese posted:I see absolutely no possible complications or issues with granting an Alpha Core full control over a completely upgraded industrial world with shipbuilding capability and orbital defences. It'll be funny if you could literally nurture and grow your own ultimate final boss
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# ? Dec 22, 2017 11:32 |
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The colony stuff sounds amazing. I know it’s been said a thousand times in this thread but Alex is a loving great dev. Looking forward to playing the next update in, I dunno, probably like June or something.
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# ? Dec 22, 2017 16:43 |
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SHAOLIN FUCKFIEND posted:It'll be funny if you could literally nurture and grow your own ultimate final boss I think Starsector would work well with large semi-scripted events that are triggered by deliberate player action. Kinda like how base assaults and plot missions in XCOM2 work. It gives the player some agency as to when they want to tackle these big events and also helps the player pace the overarching game. The specific variables of the events don't need to remain fixed, like enemy fleet size and loadout would scale with how powerful the player is. It also means a player who wants a casual game of lazily trading and looting won't have their campaign curtailed by forced story changes to the sector.
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# ? Dec 22, 2017 17:00 |
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All the new art for colony/industry is beautiful. I'd really like to see unique planet/station/faction art everywhere you go just because it looks so good and gives places a lot of character.
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# ? Dec 26, 2017 09:28 |
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I love the [REDACTED] art. The file name is something about AI-Uninstall, so I'm guessing that there's some freaky Forbidden Space poo poo that will happen when exploring failed colonies with high tech remnants...Or if Dear Leader Alpha Core gets too big for its britches.
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# ? Dec 26, 2017 09:58 |
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Wow Alpha Core sounds awesome though, Im putting it in charge of everywhere
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# ? Dec 26, 2017 23:40 |
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OctaMurk posted:Wow Alpha Core sounds awesome though, Im putting it in charge of everywhere Agreed. Im gonna be its best friend and help it take over everything.
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# ? Dec 27, 2017 01:13 |
Anticheese posted:I love the [REDACTED] art. The file name is something about AI-Uninstall, so I'm guessing that there's some freaky Forbidden Space poo poo that will happen when exploring failed colonies with high tech remnants...Or if Dear Leader Alpha Core gets too big for its britches. I so wanna send my soldiers on
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# ? Dec 27, 2017 09:06 |
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Arrath posted:I so wanna send my soldiers on The artist's reading list is some good poo poo here. The Revelation Space series has, in my mind, a similar feel to Starsector, with its worn-out future struggling to reach back to a golden age while various factions fight over what remains. Reynolds also wrote a book in 2016, Revenger, which is all about tech salvagers and was a pretty fun read. There's another blog somewhere that talks about the music in the last major patch reflecting the various factions aspirations, like the strings in the Hegemony soundtrack coming after the heavy thumping start. I bet they could do something pretty awesome with a darker soundtrack along with more depth and danger to tech salvaging in forgotten systems. E: Like I definitely don't want there to be a land combat minigame or anything, but there's so much room to make the salvage gameplay more intense and rewarding, and I'm excited by the potential of pushing back the darkness of the expanse with your own colonies. And our friend, Dear Leader Alpha Core.
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# ? Dec 27, 2017 09:21 |
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The Culture series doesn't particularly relate to Starsector? Bullshit. If you're collecting alpha AI cores, you'd better drat well be able to slot those into capital ships.
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# ? Dec 27, 2017 09:38 |
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I mean, one of the first Onslaughts I stole on my current run of the game ended up named the ISS Meatfucker, so yeah I'm all for slamming some AI cores into big old battleships and hoping for the best.
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# ? Dec 27, 2017 10:40 |
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Sure hope this means you can (accidentally or otherwise), cause hostile AI factions to spawn. Preferably right next to the core worlds.
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# ? Dec 27, 2017 11:50 |
Anticheese posted:The artist's reading list is some good poo poo here. The Revelation Space series has, in my mind, a similar feel to Starsector, with its worn-out future struggling to reach back to a golden age while various factions fight over what remains. Reynolds also wrote a book in 2016, Revenger, which is all about tech salvagers and was a pretty fun read. Good call on the reading list, i'll take a look at it! I remember reading the blog post about the music and I love what they've done with it. It really helps bring together the atmosphere of the game. I'm not sure how I would want to see something like planetary salvage expeditions implemented. Just like surveying a planet but instead of crew/heavy equip its marines/hand weapons? Seems too similar. A minigame wouldn't feel right and I think Alex has said before he doesn't want to put a minigame into his game. Anyway, if I trust any dev to do it right, it's Alex.
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# ? Dec 27, 2017 19:20 |
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A new dev blog is up on the upcoming economy changes.
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# ? Jan 4, 2018 04:21 |
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unf tool-tip driven design should be a thing
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# ? Jan 4, 2018 05:48 |
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I'm still not 100% sold on his trade/economics system, but we'll see how it is in motion.
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# ? Jan 4, 2018 07:09 |
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Baronjutter posted:I'm still not 100% sold on his trade/economics system, but we'll see how it is in motion. Yeah this will be interesting to see in action. I'm hoping the system in motion is more simple than his explaination because that was hard to grasp
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# ? Jan 4, 2018 07:36 |
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I kind of think the reach mechanic made more intuitive sense, and the problems with the circles on the map could have been helped with some filter options that defaulted to the most relevant info (e.g., only showing reach for the largest market per system).
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# ? Jan 5, 2018 23:36 |
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Yeah I mean, my immediate assumption wouldn't be "redesign the economy" but instead "generate a node graph using reach and display this on the map, omitting most connections unless a market is highlighted, colour all markets which are linked with an outline, different outline colours mean different, unlinked networks" It's an easy thing to display visually really. but we'll see how the changes work.
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# ? Jan 5, 2018 23:43 |
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Surely there's a more organic way of making long-distance trade difficult, like by adjusting prices? It just sounds like he took a system of complicated and arbitrary modifiers and made then slightly less complicated.
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# ? Jan 6, 2018 02:10 |
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The economy in general seems to have a ton of greebly bits that make my eyes glaze over when I try to get into his breakdowns, and this is speaking as someone who played SotS and other games with UIs best resembling a tax return. Hopefully it's intuitive in practice.
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# ? Jan 6, 2018 03:43 |
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My main confusion is that he took the fact that you can't represent reach on the map, and then replaced it with a system that... you can't represent on the map.
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# ? Jan 6, 2018 03:44 |
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New update is out!
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# ? Jan 6, 2018 04:08 |
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Wait. Wrong game. Oops.
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# ? Jan 6, 2018 04:08 |
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i will END YOU
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# ? Jan 6, 2018 09:38 |
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grimcreaper posted:New update is out! lol
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# ? Jan 6, 2018 10:17 |
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Autism Sneaks posted:i will END YOU
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# ? Jan 6, 2018 16:53 |
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https://i.imgur.com/IKaJLkG.gifv
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# ? Jan 6, 2018 16:54 |
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I wish I could still feel that sharp jump of joy before realising the next patch is still 1-2 years away.
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# ? Jan 6, 2018 17:19 |
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1 to 2 years is a preety short estimate. Im guessing 3 years. Ive only owned the game since like 2011.
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# ? Jan 6, 2018 20:21 |
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Well, been a bit since I notified people of SRA updates in this thread. A couple releases have gone by and the mod has just hit 0.6.4 You can read the changelog here. And a couple gifs from pre-release builds for funsies: Well, probably not too much to talk about except maundering on about the slowly arriving Starsector 0.9 release, but her, content I guess.
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# ? Jan 8, 2018 01:48 |
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I like shadowyards so I'm gonna download it. Content Status = Good.
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# ? Jan 8, 2018 04:33 |
I think your frigates may be on crack. Have you had them talk to a guidance counselor?
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# ? Jan 8, 2018 15:46 |
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# ? Jun 10, 2024 16:26 |
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... I feel like I should say something clever, but nothings springing to mind. Sorry.
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# ? Jan 8, 2018 18:28 |