star sector

Star sector

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Fractal Softworks' Starsector formerly Starfarer is a top-down space combat game. As the player, you directly control your own ship, while issuing orders to other ships in your fleet. The game is currently under heavy development, and many planned features are not yet implemented - however, the planned gameplay for Starsector goes above and beyond a basic action tactical shooter. The game will be an open-world, single-player, space-combat, roleplaying, exploration and economic sim, with the player set to seek out glory and riches however they choose. Game Credits Starsector in the Media. Starsector 0.

Star sector

The comforts of the high age of civilization are but a memory. The Domain of Man's latest expansion effort into the Persean Sector has been halted by the sudden and catastrophic collapse of the interstellar Gate network that connected the burgeoning empire to its colonies. The Persean Sector, struck in the middle of the colonization process by the Collapse, was severely crippled by the sudden destabilization of the colonial supply effort. Partially terraformed worlds were left unfinished and largely uninhabitable, some of them lightly populated by the now-decivilized colonists who were unable to leave. The Black Box devices used to build ships and construct colonial industries became priceless and irreplaceable overnight, as the colonists lost the knowledge necessary to construct or even repair them. Desperate factions, from the militaristic Hegemony to the ferociously economic megacorporation Tri-Tachyon, fight over the few remaining habitable worlds, while sending scavengers out into the untouched for centuries border systems to scavenge for long lost blueprints to technology they no longer possess. And many of them don't return, lost either to roving bands of pirates, fundamentalist terrorist cells dedicated to the destruction of industrial society, or the unforgiving and hazardous star systems of the Sector. It has been centuries since the Gate network collapsed, and the Sector is on the decline as more and more technology is irretrievably lost in the conflict for survival. And all the while, something stirs deep in the far reaches of the Sector, something that predates even the Collapse. You start your captaining career with nothing to your name but a few thousand credits, a small crew, and a few combat-capable ships of various types, start depending and a support vessel or two, perhaps. Through blood and sweat you will gradually build a fleet, amassing control of fighters, bombers, interceptors, small carriers to repair them in, various frigates, supply transports, fire support ships, destroyers, cruisers, and all the way up to massive capital ships like battleships and fleet carriers. And almost every single one of these ships can be further customized to fit your needs. In time, you may even be able to start your own personal colonies and faction. With sheer firepower, clever tactics, and no small amount of luck, you will eventually grow in power such that you will have the capacity to decide the fate of the factions, be that unifying them or destroying them outright.

Installing cores in your colonies brings significant bonuses - but also confrontations with both Hegemony and the Luddic Path, star sector. The downsides are that they tend to be less flux efficient and have less effective range than ballistic weapons, but high-tech star sector that are meant to make use of energy weapons tend to have high flux capacity, dissipation rate and mobility in the first place to make up for those flaws.

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Old Earth cast out its dissidents, its unruly dreamers, its fanatics, and its utopian ideologues in those first leaking starships to build societies fitting their dreams — and sometimes their nightmares. The era of the sub-FTL expansion to the first neighbouring star systems is rife with legend and half-truth, but those insular cultures scattered and mutated, cut off from Old Earth, and created a flowering of unique worlds. The far end of cycles of war and occupation found the edge of the colonized Hyperspace Expanse. But this was not enough for the Domain, driven as it was by a spirit of conquest to never be sated. Humanity was thence scattered abroad upon the face of the galaxy, speaking one tongue, united by the demon Gates in one body of worldly law.

Star sector

There are dozens of systems, which can be classified in two groups, the Core Worlds , and the outer systems. As of the current version, most of the sector is procedurally generated, which means that the sector will vary from campaign to campaign. Even the Core Worlds have some measure of procedural generation on them, in their outer systems. The Sector has two types of generation settings for its seed: Age and Size. Age will alter the amount of planets, resources and star colors that will spawn in the Sector's constellations, while Size will alter the amount of star systems in the Sector. The top image's seed is MN M stands for "Mixed", which makes it so that different constellations have different ages. N stands for "Normal", which means the Sector has the normal amount of star systems on it.

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Examples include making the ship much more detectable while traveling, increasing fuel consumption, reducing weapon firing arcs, reducing combat endurance, increasing weapon reload times, decreasing cargo space and increasing crew requirements. Taking them grants more command points, extra fleet points to call in reinforcements from your main army, and even direct boosts to your fleet such as maneuvering bonuses and radar extension. The Black Box devices used to build ships and construct colonial industries became priceless and irreplaceable overnight, as the colonists lost the knowledge necessary to construct or even repair them. The rest of the sector are too busy fighting each other or barely scraping by to engage in their own colonizing, though they will tend to take an interest in your colonies once they get going. Starsector has a real-time economy and different planets will require more or less of different resources based on the industries they hold. It'll give you an ultimatum: Leave it in control, or it'll tell everyone you're using AI cores. If the flux hits capacity your ship overloads, leaving you to drift helplessly while flux dissipates at a snail's pace. Posts: Can someone who has played both explain why one is better than the other? Visually, they're yellow and olive drab, and usually have an optionally-pronged wedge shape and yellow exhaust, though their shields are a similar blue to High Tech ships. I'd start with Starsector just because it's got more content with the mods and whatnot, and give Star Valor time to get the workshop up and get some mods going. If a shield exceeds the ship's flux capacity, it will overload the system and leave it vulnerable for a short period of time. However, it has less armor than even an Eagle-class cruiser, and it sports a measly 60 degree omni shield with a poor efficiency of 1. Ships that have been disabled or destroyed in combat can be recovered, but acquires one or more Damage Modifications D-Mods , which vastly affect the performance of the ship.

Starsector 0.

There are also EMP weapons, which easily disable weapons and flameout engines but do minimal damage otherwise. There comes to be a far larger focus on your 'stats', tanking and dishing firepower out using your crew and a few main guns hooked to your mouse. So if you want a giant ship, not a problem, and with Star Valor too you don't have to switch to larger slower ships which often in some of those games end up faster anyway due to the best outfits being that much more powerful. The 0. Your email address will not be published. Each tech base generally has at least one gunship and one carrier at each size level above frigate. The Battlestar : A given, as the gameplay intentionally resembles modern naval combat in space. Later lore has walked this back a little bit as, among other things, it's been pointed out that people would be able to figure out how to make and maintain at least industrial levels of technology without that much difficulty, assuming they had any education and reference material on physics, chemistry et al. The hull under the armor is one pool of hitpoints instead of several localized pools like a 'Mech's internal structure, meaning that punching through the armor on a particular section of a ship is more effective than trying to burn away all the armor. At the start of the game, the player is given the option to choose their portrait and spawns in the world with a small fleet of ships. You can order your ships to focus on certain enemies, escort one another, capture and defend objectives, send a small detachment off to take out an enemy or even harass an enemy ship without direct intent to kill it. A good point defense system can usually take out the majority of missiles in a salvo and wreak havoc against fighter squadrons. Might as well play this game instead, it's fully released and a very good game as well.

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