

Explore, trade, engage in epic space battles, and level up your ship in this open-ended sandbox game set in a lost sector of the galaxy. Starsector is a game of space fleet combat, management, and role-playing as you command a fleet of starships in tactical combat. A utility library for Starsector that adds subsystems and an easy method for. Remnant Command Transfer FurryPortraitPack.
The only thing that should be flux heavy are the weapons on your front unless you want to use your broadsides a lot, then don't give the front mounts plasma cannons and let the sides use them.I'd show what kind of set-up I had but it involves me finding a Hothur at Freeport and slapping on some Knights Templar weapons.I had a similar feeling about hand weapons, in making them useful beyond just more cargo.I think the biggest problem I've thought of for in-combat boarding is coming up with a way to make it engaging and not stat-based. Modding information, gameplay videos, screenshots, memes.Resistant Flux Conduits is mandatory for venting, try to make sure your vent time is <5 seconds. This place is dedicated to the game Starsector made by Fractal Softworks. Alternatively, you can get something with good kinetic damage so anything to your side can't keep its shield up so the medium energy weapons can fuck them up.Welcome to our group. The Plasma Cannons on each broadside could be Autopulse Lasers to save flux/OP, lose ECCM and get Expanded Magazines if you're worried about how long you can fire.
They're more so for pirate fleets to use and get blown up in, because they're cheap and aren't so tough until they throw more ships at you than you can shoot down.Tri-Tach ships are still strong, with their good flux stats, decent mobility and efficient shields. Hide in thick bush or behind a mountain.Fighters dropping down into atmosphere to support ground ops.(D) variant ships are pretty much junkyard ships that shouldn't be operating, but they are (kinda). Boots on the ground and all that jazz.Have large, sandcrawler type vehicles that are basically spaceships on wheels since most planets are fairly inhospitable to humans.More terrain options as well. Especially if conquering planets becomes an included feature. I realize that this is a space game, but I feel some form of planet side combat could have some place in the game. Making loadouts for marines would be all fine and dandy, but the boarding proper would just be a progress bar since internal ship workings aren't a thing.Still, as long as we're dreaming the impossible, ground combat could be pretty cool.
You don't have to buy it if you're short on money, you'll mostly be losing out on the nice aesthetics.Guys, I've been thinking about this for a week, some random Ideas I threw around.>Leadership levels now gives discounts on all consumption rates from special orders below.>Onboard services: consume Domestic goods at a regular rate to increase (maximun CR and/or increase CR recovery speed). If you happen to see both a standard and (XIV) variant, compare the stats and see if you really want it. The extra cost over the standard variant is worthwhile, as long as you're careful to not lose them. Their armor won't hold up well against kinetic weapons like Hypervelocity Drivers, for example.As for (XIV) they are worth having, they're slightly buffed up versions of ships. What's holding them back from domination are the many kinetic damage sources ballistic weapons have, which low/mid-tech ships have plenty of room for.
Even with malfunctions the player ship is basically a god unit. Mercury actually has an onboard bar fluff wise!) in your fleet.>Increased rationing: consume Food(the trade item) at a regular rate to increase (CR recovery speed)Requires nothing but consumes food a fair bit depending on your crew number.>Emergency repairs: for a day's worth of time the hull repair speed is increased by (x)% (depends on what ship you have, higher if bigger ships are damaged), requires logistics 7 and repair gantry.>Your ship will go from being tip top shape to completely useless and falling apart during a battle unless you end it quicklyIf you have a higher than the default shitty 50%-60% CR your peak operational time is approaching almost 10 minutes. The ships that say they have luxury stuff onboard on the lore description.
Images uploaded are the responsibility of the Poster. The only time any of this should be a life-threatening issue is if you're marathoning engagements without giving your fleet time to recover, and even then unless you're seriously outsized and outgunned it shouldn't be an issue.If you need a post removed click on it's button and follow the instruction.All images are hosted on imgur.com, see cdn.4archive.org for more information.If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5All trademarks and copyrights on this page are owned by their respective parties. Especially when there's a perk dedicated to speeding up CR recovery and decreasing malfunction chance.

