
Starsector Max Level Mods Are Probably
It's an indie sandbox/fleet management space thing with a few RTS elements.Im really glad of just how much Starsector has improved over the years. Edit: YOOOOOOOO, built in hullmods are probably going to receive a nerf earlier or later.So, anyone else tried this out? I got directed to it from Scott Manley's youtube stream. I'll either change the max level or how many skill point I get each level up later, so I can get everything, because I don't like seeing it with skills not taken, but I like how you now progress faster but still have to make meaningful choices where to invest.
Starsector Max Level Upgrade Your Own
There is a mod that lets you go over it. It is, of course, still in alpha.level 1. 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. For every 4 additional levels you can get an extra 1 skill up to lvl 10, the most you would need if you want your officer to be able to get all perks to 10 should be 36(9 perks 4 lvls to get to 10 per)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.
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.Combat Skills also give fleet-wide buffs at level 3. Two collectors editions were available for purchase before the release of the game, one exclusive to Japan which contains the game, an artbook and the original soundtrack, and one available. 2y.ASTRAL CHAIN ( Asotoraru Chein) is a synergetic action game developed by PlatinumGames and published by Nintendo for the Nintendo Switch, released worldwide on August 30th, 2019.

It's an interesting mechanic which leads to some intense battles.The ship building aspect is pretty good with lots of strings to pull and knobs to twiddle. 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). 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 ship-on-ship combat is very good though, hinging around the "flux" mechanism. It's still pretty much, though.The RTS elements are less successful, mainly because of the limited number (and quality) of commands you can give your fleet.
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).But 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. 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).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).
Not much beyond growing your army and fighting. Going in to town was basically just for shopping for weapons and equipment. I fired it up, dropped in and wondered what all the fuss was about as I was run down by a random roving band of enemies. Come more camapaign expansion this is going to be one solid piece of design.It reminds me of the first time I played Mount & Blade (while it was in. 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.
Starsector basically wants you to automate as much as possible. But that could take a while.Edit - Oh yes, and as for combat. It's already got a pretty fun framework down there, just needs more bits hanging on it.
A lot of ships can grab 360 degree shields this way (a huge help). Many players also simplify shield management by upgrading to front shield+extended shield as early as possible. About the only weapons I fire manually (since they are about timing) are any high-flux weapons (plasma cannons and anti-matter cannons mostly) and missiles (because you need to wait for an opening on most of them).
In smaller combats, you rarely have to send out new orders, things are over so fast that there is rarely ever time. He wanted you to issue a few high-level orders, close the window and get to fighting. Alex, the dev, didn't really want to have the player over-focusing on the minutiae of the fleet in combat.
Then have your fast stuff flank in and hit priority targets as needed. Rush in a few fast ships to get a store of CPs while you send your heavier ships in for combat. I kind of like the overarching feel this gives to combat.
Send an intercept command and all available frigates respond, set an escort and nearby frigates move in to position, set an engage order and larger vessels move in to attack position on the target and anything nearby. It kind of helps that most of the commands given are fairly wide. Even with only 3 CPs I tend to have one left over.
But that hails from a time when the game only had one available and it never restocked.But now, they are a bit more expensive to deploy and on the whole their shorter engagement time mixed with energy weapons tending to be a bit weaker has me favour them more as player ships (along with most other high-tech frigates). That will keep them near your destroyers instead of running off.2x Dual Light Autocannons on the fixed-forward slots2x 1-shot Reaper Torpedo Tubes on the missile slotsBut then, I've come not to trust NPCs with Wolves. It is relatively self-sufficient, has some good combat capabilities and isn't terribly slow for a ship of its size.As for Lashers, in larger engagements make sure they don't wander off from ships by setting available frigates to medium escort duty (or more depending on the number you have). If there was a 0CP option to retreat them, then I'd have few complaints about the system.The Apogee is nice as a command ship. The only place it really needs work is on frigates, now that they have limited peak efficiency.
Need more command skills to grab a cap ship. But I can't quite manage the size of an undamaged plunder fleet quite yet. Currently running an Aurora as my flag, a Sunder (went with high intensity laser and twin heavy blasters), a Medusa (efficient beam weaponry with twin D-LACs for close in damage great pursuit ship), a Hammerhead (twin heavy autos and missile racks to the front), an Enforcer (all the dakka!), a Brawler (twin Atropos racks and twin heavy autos), two Lashers (with point-defense build above) and then the usual support compliment of a Buffalo and 4-5 tugs.Though this has somewhat killed the challenge since now pirate carrier groups flee from me on sight (leaving me to run them down the hard way).
