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>thermal signature detected
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>>2422307
>>
https://youtu.be/EKRkAEjjhpE
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>>2422307
S__ __ _A_A__ A__A__R _IS___ __ _P_AK _I__ ___
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>>2422427
Fucking spam calls.
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I should play high fleet
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It’s such a shame this dumbass killed his game by patching out the fun and then abandoning it.
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>>2427663
What fun was patched out and which version of the game has it?
t. neverplayed but interested
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>>2427717
The dev patched out space-optimizing building mechanics and altered stats for a number of structures. The end result was a completely butchered build variety. It was done so poorly even some of the default ships’ designs were fucked up and weren’t patched for months. After the progressive changes and the massive negative reaction he basically abandoned the game. It’s a real shame, this game had so much fucking potential.
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>>2427717
To add, the update that really started fucking up everything was 1.14. That's when the dumbass started fucking with structure weights, making missiles WAY too fucking strong, and nerfing armor into the floor. Did it make it harder? Significantly. Did it remove a shitload of builds and fun? Also yes. If you can find it just play 1.13.
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>>
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I wish the shitty 2d one player unit vs multiple enemy units combat phase was removed or remade. how anyone thinks this is fun without some ai ally units helping is what killed this for me. also the dev might have been drafted in the forever wars
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>>2422307
Can't wait for 2.
>>2427663
>then abandoning it.
The game is complete, you zoomer retard.
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>>2434394
>drafted
Dude's Russian, not Ukrainian, they don't have a draft other than the bi-yearly callup they've been doing since like 1956 but he's like 40 or something, the callup is only for 18-25 or something like that.
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>>2434394
Playing Starsector made me understand why it would SUCK SO MUCH. I'm glad to not have allies in HIghfleet. Starsector is so bad.
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>>2422307
Incredibly dumb way to design a rocket ship.
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>>2437280
>Starsector is so bad
Starsector is infinitely more popular than Highfleet precisely for >>2434394 reasons.

You have actual fleet battle, you can make specialized ships that synergize with each others.
If you aren't too dumb to understand how commands work you can even play without deploying or piloting your flagship or be the key piece of your battleplan.

But in Highfleet?
Battle is a low effort Arcade game that's so simple the dev was forced to keep you from minmaxing the number of turret.
You only have combat & non-combat ships, the design gameplay was driven into the ground, you can't even make a carrier and call for fighters during your fights.

It's pretty clear for me the devs simply gave up, tried to settle for the simplest arcade gameplay by unmaking his own elevation rules and still failed.
>>
I just wish the battles were on a larger scale because having your capital ship shoot its guns at 50 meters instead of beyond 10 miles looks silly
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>>2437280
You're genuinely a chittering witless retard. I don't know how you even had the motor function to make your fingers tap out something so stupid. I wouldn't even let you suck my dick to make it up to me.
>>
He's supposedly making a sequel with 3d assets, longer range tactical fights and more involved cruiser ships. Might see walkers as well.

I don't see how walkers would fit in an airship game and doubt he can pull off deeper mechanics given the first games lack of polish.
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>your fleet of one ship
what did he mean by this?
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Here's my "all in one" strategic level ship.
Cheap, efficient, relatively fast so it won't bog down your other ships, has a good amount of fuel so it can serve as a suplementary tanker to a fleet or as a tanker by itself paired with an interceptor.
Has the two sensors that actually matter, a plane to scout and potentially bomb someone and sprints for AA protection against enemy planes and missiles.
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And here's my strike cruiser.
It's easy to make huge monsterships with enough firepower to just point at an enemy ship and delete it.
My goal was making something that has "just enough" firepower to defeat strikegroups reliably and then is as cheap as possible and has good campaign stats. Compared to any design in a similar weight class I've seen online, let alone vanilla ships, I think this one is really good.
I am open to any suggestions within the limitations laid above. I don't know how to reduce the price without making the ship slower or less armed at this point.
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>>2438587
Tell the ss dev, playing an rts would have been a good idea before coming up with his duct-tape ass combat system. Step 1: let the player control his units
You're done tricking sods into playing ss, shantytown gamer, play some better games to learn about game design instead of diving further into this hole of spaghetti game mechanics. Hard to learn easy to master is the name of that game and it's not an anime game by the way.
Slapping another mechanic unto a mess instead of fixing the original mechanic: that's how you get command points and 4 different attack buttons, a jive-ass escort system and the AI's decision making choking on stat interactions because if the player was able to play the game directly then the AI wouldn't be able to cope with a human's basic competency.
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>>2443174
Sprints will never be as effective as manual AA. Sprints can't be trusted.
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>>2448620
Starsector command system is perfect and should be used in more games. I would change many things, but not that.

Frankly I don't think you even know how to use it.
>if the player was able to play the game directly
Ss units aren't braindead suicidal needing to be micromanaged, if they can't follow your order, it's because your order is suicidal and the enemy fleet is already reacting to it.

>the AI wouldn't be able to cope with a human's basic competency.
There's no tactical move you could order RTS-style that the enemy AI wouldn't counter by automatically assigning ships. Current strategy involve outsmarting the enemy in choosing the right ship/loadout and prioritizing targets.
If NPC were made any smarter you would ALWAYS LOSE because the enemy fleets typically have numerical superiority so if they waited for each others your units would systematically be overwhelmed in flux.

Starsector do lack in strategic choices (thought: next update will let you hire a support fleet) but the command system is how ships battles games should be.
Highfleet should learn from Starsector. You can tell Hf dev game up complexity or ship specialization midway and settled for the minimum that don't look completely broken.
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>>2427717
Main thing for me was the air resistance changes. Lightnings were too good yeah but the changes nerfed everything else into uselessness.
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>>2437280
how can anyone have such a shit opinion, Starsector is fun and the most popular of those type of games cause u have entire squad u retard
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>>2436909
> The game is complete, you zoomer retard.
Really? Is that why it literally just fucking ends? Is that why the crew mechanic does literally fucking nothing? How about the evac pods that also do fucking nothing? How about the 300mm ammo you can buy that has no fucking weapon? How about the gimped balance? The game was just abandoned
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>>2448884
>Starsector is fun and the most popular of those type of games cause u have entire squad u retard
NTA. I wish Starsector was based around a solo ship. Like Solar Winds back in the DOS days. I lost interest in it after realizing it was based on fleet gameplay.
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>>2449463
>some things are incomplete or unbalanced
Welcome to any non-live service GaaSlop, zoomie.
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>>2436909
I'm with >>2449463 on that, the developer clearly intended to go into deeper mechanic, fleet warfare mechanic, but couldn't make it work, simplified it to the minimum, and called it done.

>>2449471
>I wish Starsector was based around a solo ship
You could not make a more idiotic wish in the history of wishing for stuff.
We already have too many solo-ship games.
Controlling a fleet is the entire selling point of Starsector, the gameplay is entirely built around needing multiple ships combat & support.
Beside, you can already control your own ship, so you are just asking for a cheat ship with infinite storage and zero maintenance.

It's like asking HighFLEET to only have a single ship.
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>>2438587
>>2441366
>>2448884
Nobody wants fleet gameplay retard, the whole point is you pilot one ship, and the gameplay wouldn't work otherwise.

At best you get phases (long range -> medium range -> close range to give big ships more reason to exist) or off-screen support. If that's not enough for you go play something else.
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>>2449551
>all games have completely unfinished core gameplay mechanics
Kys
>>
Highfleet could have had at least 3-4 ships deployed at once,
>big ship providing support and aggro to protect smaller ship,
>big turret made too slow to track smaller ship encouraging diversity instead of making a turret blob
>ship ordered to fly low, other to fly high, AI smart enough to maneuver where they detect more blind spot.
>calling fighter/bomber strike from carrier off-screen while your ship hold the line
And you'd still fly your own ship.

>>2449556
Before overreacting (like I fucking did) I have to ask you if you are answering Starsector post in relation of Highfleet.

IMO HF gameplay would still work with extra ship, all it would do is add wingmen ships to distract the enemy while you move yourself in position.
Balance would change because you wouldn't be fighting 1vs3 every all the time, but in a good way since you wouldn't expect small ship to solo big ship.
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>>2450080
The issue with adding a wingman ship is that Highfleet is not very permissive in terms of taking damage. Armor is cheap enough to repair, but component damage sucks.
I expect you would learn to keep your AI ships out of the fight very quickly to avoid watching them suicide into random shit.
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>>2448621
My experience tells me otherwise.
For guns AA to be reliable you need a lot of guns. Having 1 or 2 37mm or 57mm doesn't do anything, so you either need to pack a whole bunch of guns, which is way more expensive than sprints and weighs your ship down, or you need at least 2 100mm with AA ammo, which is more expensive than sprints and can still fail.
For my big ships I do use 8 57mm guns as you may have seen.
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If you haven't finished hard mode with unmodified ships you haven't beat the game
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>>2450096
That can be solved, it's a question of game philosophy.

Right now you need to be able to win 1vs3 even in a small ship.
Result: even small weapons BTFO armor, and you need to be able to Arcade dodge everything or lose half of the ship in one hit.
So the game pretty much tells you when & where the enemy will shot

If I was to try,
- offering more targets mean distributing the damage, so less to repair if you still end the battle as quickly
- less damage to armored part, and only the player really know how to attack weak points for massive damage.
- make AI small ships dodge a lot,
- big guns have a slight delay where they lock when firing, meaning they are best against big target
- if you don't need to have weapons to 1vs3, you can afford to carry more armors

I don't think it would be enough to not have to tell where the enemy is aiming. But IMO, I'd make it so you need the right module to be able to lock target beyond visual range.
Also locking mechanism could be used to tell your ship what to focus on.
ex: enter map, lock target, hit number 1 & 2 to tell ship 1 & 2 to focus on said target, then chose another

The only thing that become difficult is giving order but you could sacrifice that if starting the map you can decide at what altitude they start
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>>2450474
It could be solved in two ways:

1.) offer pause function and allow orders during pause, with various buttons for both direct movement and defensive/aggressive posture (e.g pause, click allied vessel, press space bar, overlay shows carbon copy of ship in green, left click destination, then left click “aggressive” button so it doesn’t wait for reloads, ctrl-click targets for it to shoot at in priority order, then unpause).

It would be so easy to make it work even if they had the same AI as the opponent but dumber. Imagine being able to assign Tarkhans to ships, each with their own “tactical personality,” and perhaps even additional skills that could aid in battle or even the strategic layer. Just so much shit that could have been done with this game, such wasted potential
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>>2450891
>it could be solved in two ways
>gives one way
The other way would have been making it fair and fighting one or two enemies at a time at most, with tweaks to missiles and buffed APS. I’m just retarded and forgot to mention it lmao
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>>2450233
Sprints have failed me. Never trust.
The strongest missile killers are jet planes anyway.
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>>2450080
HF ships are so precious than losing something because the AI decided to fuck up would be unacceptable.
In SS, ships are cheap and it's annoying already. HF campaigns are high-strung and the budget is tight to induce a predatory skyshark behavior in the player. I suspect this was the intent.
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ah highfleet the only game where 37mm is a peashooter
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>>2451590
>HF ships are so precious than losing something because the AI decided to fuck up would be unacceptable.
You solve that by doing >>2450474
The reason you take so much damage is that you are fighting 1vs3 and need your own weapons to compensate.
It's also the reasons HF gameplay is essentially 90% dodging, or you one-shooting the enemy before they can even shoot.
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>>2451590
>In SS, ships are cheap and it's annoying already
Also fuck you that's not true. You spend most of the game doing with what you can find, and even when you find a Legion XIV early, you typically don't have the crew nor the weapon to use it.
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THERMONUCLEAR ANNIHILATION
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>>2422407
lol
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>>2451911
I could run 3 bar quests and have enough credits to buy a large cruiser, every shop had them. Was my game an incorrect version or something?
Let's shut the fuck up about it soon. It's the Highfleet thread, no the fucking liar thread.
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If HighFLEET had AIs on the level of Starsector, you'd actually have FLEET battles where players can lose ships instead of flying a ship of Theseus.

>>2460969
So why are you disingenuous?
It can take dozen of hours to find the right ships and grow your dream fleet.
The difference, is that Hightfleet was not designed with infinite free-roaming where you can go back to a base after loosing your entire fleet.

>enough to buy
But not enough to actually field it, equip it, maintain it, pay the crew, give it any range...
You can be handed a free Capital ship and realize you don't have the resources to tow it home, or go bankrupt from its operating cost.
>every shop had them
Not every shop has every class of cruiser and half are locked behind faction-specific commissions.
Unlike Highfleet the ships of SS are not reshaped like putty, most have unique abilities and all are limited to specific weapons.

If difficulty and punishing RNG is all you want, good news, SS developers are making a game mode for masochist.



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