![starsector game alex starsector game alex](https://fractalsoftworks.com/wp-content/uploads/2011/06/junk_pirates2.jpg)
It reminds me of the first time I played Mount & Blade (while it was in. Come more camapaign expansion this is going to be one solid piece of design. Either way, I've already gotten my money's worth out of the game. But with that said, the base game moves fast enough that you can generally wring a few fun hours out of it per update. The game is still kind of hammering out the combat/campaign divide and until that's done, there wont be much else in the game. Eventually you will have more credits than you know what to do with and upgrading in to destroyers and cruisers will be cake and wont stress your logistical capabilities (generally pumping one level in to the fleet skill and a point in to logistics gives you enough points to really bulk your fleet out a bit).īut yeah, right now, if the combat doesn't hold your attention, then I suggest waiting a while. Grab 2-3 of them for backup, a low-level freighter (the un-modded Buffalo works well here) and a few tugs (mostly found in the second star system) to keep it all moving well (Burn 7 is good enough to catch anything worth your time). They are cheap, easy to maintain, fairly tough and most of all CHEAP. For NPC ships in your fleet I definitely recommend starting slow and picking up lower-tech stuff like Lashers.
#Starsector game alex upgrade
The game will definitely punish you if you upgrade to a higher class of ship with no real margin (my first time through the new version I did the same thing and ended up with a crippled ship and 63 credits to my name).
![starsector game alex starsector game alex](https://fractalsoftworks.com/wp-content/uploads/2013/05/hull_breach.jpg)
Starting out, I found it easier to tool around in a decked-out frigate for a while (one of the ones over at the Tri-Tachyon station tends to work) taking out Buffalo's in pirate fleets (no shields, slow, easy pickings). Yeah, the logistics system definitely added a curve-ball in to fleet management.
#Starsector game alex mods
Lastly, there are tons of mods - mainly new factions and ships and suchlike, but I haven't looked into them as some of them seem to be of dubious balance. It interacts with your character's skills to unlock various ship upgrades as well. The ship building aspect is pretty good with lots of strings to pull and knobs to twiddle. It's an interesting mechanic which leads to some intense battles.
![starsector game alex starsector game alex](https://i.imgur.com/LLZMAsx.jpg)
Both firing and taking hits on your shield build up flux (though there are differences) two much flux and your systems overload - you can't shoot and your shields go down for a few agonising seconds, and you can only get rid of some kind of flux by dropping your shields and/or "venting", which leaves you vulnerable for a few seconds (but at least you're doing it on your terms). The ship-on-ship combat is very good though, hinging around the "flux" mechanism. There's character skills that can boost it, but why intentionally cripple a game element? Also, my frigates keep getting between me and my target, with fatal consequences. The RTS elements are less successful, mainly because of the limited number (and quality) of commands you can give your fleet. Luckily there are various piloting aids - you can set some (or all) or your guns on autofire (which you would typically do for point defence and secondary armament), and you can lock your heading to follow the mouse pointer. You can point you ship one way, fire in a second, point your shields in a third, and have turn-and-strafe WASDQE controls. The game's also designed for someone significantly less malcoordinated than me. On the downside, one of my games ended in an ignominious death-spiral where I lost and engagement ended up with no supplies and no money - and not even being able to sell my only ship at a space station (you can't part exchange, you have to buy then sell). It's quite a nifty mechanic - you can jump a larger fleet if they're low on CR. You can bring various support ships (like freighters, that don't come into battle) etc.
#Starsector game alex full
The basic game's fun, though there are stretches where it's hard to get into a fight you can win - smaller fleets run from you and bigger fleets are, well, big.Īpparently the latest version added a logistical element: you have fuel and supply costs, and it takes time for your ships to come back to full combat readiness (CR) after deployment. Over time you get better ships and a larger fleet, as well as various character skills, and you can start to challenge the larger fleets floating around the system. You pilot a single ship yourself (you can change ships mid-battle, but you have to take a shuttle a fly from one to the other) and give (limited) orders to the rest of your fleet. You start in a single small ship and as well as being able to upgrade your own, you can buy extra ships for your fleet and take them into battle. It's an indie sandbox/fleet management space thing with a few RTS elements. So, anyone else tried this out? I got directed to it from Scott Manley's youtube stream.