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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 385434 times)

Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2325 on: January 12, 2025, 02:30:05 pm »

Strongly concur with Meph. Enjoy mucking about in vanilla before you do modded stuff, just so you've got a good frame of reference (some of the mods can go crazy). Also give the missions in the loading screen a try! They're a great way to practice piloting ships around. I know I sucked until I did the loading screen missions a few time, each of them focuses on a particular skill which is great for teaching the ropes :]

Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2326 on: January 12, 2025, 09:28:37 pm »

Also this is one of the games, at least for me, where once you mod you can't go back.
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Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2327 on: January 13, 2025, 05:45:06 pm »

Also this is one of the games, at least for me, where once you mod you can't go back.
Nexerellin makes me lost to vanilla. Flying around in my dinky mining rig with a fleet full of drone tenders trying to keep up profit margins and workplace accidents down is a mood. Feels great running away from pirates into the safety of hegemony patrols, the sorts you normally hate with a passion. But I am a tax paying space trucker

Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2328 on: January 13, 2025, 08:55:44 pm »

Yeah, mods really open up the possibilities in the game.
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2329 on: January 14, 2025, 01:07:56 am »

Yeah, Nex is the big one. The sector feels so... dead? Still? Without it now.

I actually avoid mods that add ships and factions. I like a consistent art style and have an irrational hatred of anime-style - especially the "big tiddy waifu" style - art, which a lot of the mods love to use. Also so many of the ships are hilariously unbalanced, which is fine if the faction's, say, hivers since they're *meant* to be unbalanced and more like a threat, but when it's "I'll add a few ships and weapons. They have heavy armour, good shields, good flux stats, a buffed temporal shell, can outrange a gauss cannon and do insane damage" it's just... eh.

I mean I don't mind the Doritos or the Ziggy because, again, they're supposed to be busted, end-game stuff.

Anyway, my current game: Using my favourite theme, low-tech fleet. This time I'm leaning heavily into the overwhelming firepower doctrine. No frigates, no destroyers, just cruisers and capital ships. Got an automated XIV Onslaught and Legion, both with integrated alpha cores (Never knew you could pick their skills at will), a manned XIV Legion and a manned Onslaught, four or five Dominators, two Eradicators (Normal variant for the sweet, sweet AAF) and three Ventures. And a few logistics ships.

It's been fun. I've been at war with the Hegemony most of the game, and with Starpocalypse it's difficult to get a hold of good ships so they've been my main source. Just yoinking ships from patrols and revenge fleets. Also going around bombing their planets, nicking worlds from them to give back to other factions and generally being a pain in their arse. Especially since they tend to dominate and I'm putting a crimp in their plans.

EDIT: My fleet's actually pretty damn good it seems. Every battle I'm deploying two Onslaughts, two Legions and four Dominators. Historically I've been... alright at combat. Not great, but not bad either. Between my AI ships being absolutely brutal thanks to having nine elite skills and creating builds that actually work well, I've been able to take on Hegemony invasion fleets three-to-one without much issue, even when the opposing ships are S-modded and have good officers.

The Legions have been built to act in strike roles - Lux bombers on the automated ship, Xyphos on the regular, double hammer barrages (Prefer reapers but hammers are cheaper), three thumpers on the front (I've been sleeping on thumpers because of their fragmentation damage. They're actually incredible) and a heavy autocannon either side.

Onslaughts are mid-range, able to perform admirably at long-medium range thanks to their TPCs but excelling in a mid-short range with every gun being able to reach and having four reaper pods.

Finally, the Dominators are set up with Mk. IXs, harpoon pods and maulers. Not so good at close range, but they often do a harpoon dump into anything on approach which usually causes them to overload or be forced to back off to vent. Make good close-support and finishers, every time a ship comes in with a shield shunt or overloads an enormous swarm of harpoons suddenly appears to destroy them.
I need to do some proper stress testing though. I've yet to find a high danger system where I can start prodding the Ordos to see if I can take them down too. Certainly the dominators were able to take down the fleet guarding the Red Planet without any capital ships helping them, but that's not a proper test.
« Last Edit: January 15, 2025, 06:19:32 am by Great Order »
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I may have wasted all those years
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The_Explorer

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2330 on: January 15, 2025, 11:33:23 am »

I already added mods :P Base game is good, but I wanted even more colony stuff...and added Nex+unknown skies. Nex sounded like it should almost be in the base game lol. I know a lot of it is diplomacy stuff, though tbh haven't delved too much into it personally, but from reading it adds a ton to starsector. Also added one that adds a ton of trade goods called space trucker I think it is. Plus some misc mods, more (fitting) portraits. More industry stuff etc. I dunno about the faction mods, some seem kinda weak or OP...so I avoided those.

Most of the mods I got are for the non-combat parts of the game.
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Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2331 on: January 15, 2025, 11:55:16 am »

Factions liven up the sector a bit, especially with Nex. But you do need to take care in which ones you add, since they can drastically change the balance of the game. I tend to rotate in and out various factions between runs to change things up.

Definitely not necessary, though.
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