iopcurrent.blogg.se

Starsector character builds
Starsector character builds










starsector character builds starsector character builds

Solid difficulty and fun within the limited scope. Fleet composition and ship configuration is deep and matters, and once there is a solid quest content this will be the king of space roguelikes bar none. If I was doing my dream job (doing Soldak badass games) instead of front end development I would be evaluating the following to ensure I was developing something in the same league: 2020 has several outstanding space roguelikes/space games, now and coming. I also really need the anti-carpal tunnel configs that Drop has: especially: attack with spacebar.this saves me a ton of clicking!!!īut here's the thing. An updated loot grind Drox-style and dynamic solar system/quest system would be standouts. No questions asked.ĭrox Operative 2 is an insta-buy. I would pay cash money instantly for a small expansion of Drop Operative that addressed the late game balance. The bounty hunters are seriously deadly.and the loot grind is well implemented.

starsector character builds

Maps would generally end up with everyone dead and quest lines ended.however the journey to about level 80 is great. In Drox I would play character after character only to run headlong into the late game universes where no empire has enough planet health or fleet power to survive and my ship feels way underpowered vs. I am a huge lifelong fan of Drox Operative.and I have permanent mode of drop by to buy the latest Soldak games, play them for a while and then play a bit of Drox, then wander away with the ongoing wish for Drox 2. Being able to invest in "weaker" ships to make them more powerful is a great way to really personalize things. Or Command Points were like a currency instead of a sequential upgrade, and you had access to a shipyard where you could use that smaller, earlier ship but buff it to make it viable at any point. Perhaps the Command Point system could be redesigned, or dropped altogether and instead you bought and upgraded ships in a different manner. Especially if we make a pool of these things that can be caused from a variety of actions, and have different modifiers that make each instance a slightly unique experience - affixes beyond just numbers and resistances, but optional mechanics, different phase order, etc. there's a lot of cool things that could be done here. I can imaging having to fly around a ship/base that is 2 or three screens huge, taking out defenses all the way around it bit by bit in order to be able to attack it, or as mentioned, have different phases, or repeatedly finding the weak spot as the enemy beefs up defenses where you have been attacking it. Huge boss ships/special encounters would be great. But obviously the gameplay loop is running that character through many systems/games, so this makes sense.) Perhaps that persistence is a skill tree which you have to make choices in rather than being able to unlock everything - hard choices and specialization are fun! (Persistent in this case would be to the character/guild, not to all characters in your local installation - start a new character/guild, start with a blank slate. A lot of people, myself included, really enjoy having persistent bonuses and upgrades unlocked, so that could play in well. That could be a cool differentiating feature from the original.

starsector character builds

I love HuntingU's idea of you controlling a small "Drox Guild" instead of just one ship.












Starsector character builds