So happy to see Starsector get some attention. It's really a great little game, and the modding scene is terrific. The base game, while still in development, is already quite well fleshed out, and you can extend your gameplay well into the hundres of hours with the many high quality mods available.
I'll let you guys know right now, the mods for this game are straight insane, pretty much all of them are incredibly well developed and easy to install
Fun Fact: You CAN leave the starting area before completing the tutorial. If you can get Transverse Jump. This locks that area in the kinda easy mode settings of the Tutorial, but more importantly keeps the colonies there completely cut off from any outside resources. Meaning it will run out of things like food and organics. Which you can get from other areas in bulk via transverse jumping to sell back to the crippled tutorial colonies to make great profit!
You get information about missions when you're in range of a comm relay. Pretty much every system in the core worlds has a comm relay. If you ever decide to start colonizing things, building a comm relay means you'll be able to pick up missions while you're hanging out near your colony, and it'll increase your colony's accessibility.
I've been fiddling with StarSector on and off for a while ... since it had been Starfarer. One of the things I like is the way tactical and strategic combat are blended together quite elegantly. Early on you have fairly few ships, so your direct piloting often is necessary. As you get more, you can make small groups of two or three ships that more or less cooperate, and then you lead a group with a couple wingmen. As you get more and get your first capital ship, you need to start picking up ships with different roles. A destroyer is great, but unless you have a few smaller escorts it can be easily flanked, its shields overwhelmed, or clobbered by fighters, so point defense and screening frigates are necessary. As you build up and get a cruiser, you'll likely have a few destroyers that are the centerpieces of their battlegroups, and when you fight, you'll be mostly on the game map as you deploy and assign different ships to different groups, set waypoints and missions, and order things like torpedo runs and fighter sorties... if that's the direction you want to go. I haven't seen too many games where there is good tactical and strategic space combat that flows so easily, though. Once you have some heavier ships though, it is still fun to take over for a bit of .. erm .. 'gunnery practice'. Getting some poor pirate in the sites of your three triple heavy autocannons as you wheel around your Hegemony Eagle and shredding them to bits with one or two well-placed volleys is - satisfying. I don't know if you can still do this in StarSector .. I haven't played with it for a bit, however I found it fairly fun to engage in pirate piracy. When you defeat a group of ships, sometimes there are some that are still recoverable, or just disabled with crew still aboard. I would tool around in Corvus, pounce on pirate groups and try to as gently as possible knock out their ships so I could capture them with marines or recover them. If they were too beat up or damaged, I'd just limp them over to Jangala and sell them, if they were decent, I'd fix them up.
The last part isn't really a viable way to play the game anymore. A while ago Alex changed boarding mechanics significantly. First of all, there's no more boarding.Instead, sometimes the ship is 'recoverable' after you disable/destroy it. Secondly, ships now come with these things called "d-mods" or damage mods, which do things like reduce the base flux vent, sensor range, ship speed, ship health, etc. The maximum size of the shipyard the faction in question has access to (because ships are now produced by colony) and whether or not it has AI cores attached, or if it has a forge or not (and what quality of forge it has), as well as the fleet doctrine of the faction controls how many d-mods any given ship might have. At Jangala you may, infrequently, find ships with no d-mods, while more have at least one, and most have two-three. Pirates rarely have less than three, and every time you recover a ship it has a significant chance of getting more d-mods. Oh, and though the effects of d-mods stack you cannot have, say, two armor d-mods. In the end, there are quite a lot of d-mods you might not be worried about for a specific ship, like cargo capacity and crew capacity for a combat ship, but the more d-mods a ship has, the more likely it is to have one of the really bad ones, like increased maintenance, or reduced shield flux efficiency. What's even worse is that removing one costs the same amount of money as buying the ship, and at the same price as a perfect one too. To make it EVEN WORSE, that is per d-mod and you have to remove them all at once. There's also ship variants now, and pirates have (cooler looking) worse ships that can come with unique and un-removable mods like ill-advised modifications or damaged weapon mounts.These variant mods don't exclude other d-mods either, and don't count as d-mods themselves. To top it off, ships are way waaaay more expensive to buy, and are worth so so much less to sell. You might buy a lasher for 10k and then sell it for less than 1k. Oh, and d-mods make the ship worth less. OH, and repairable damage knocks the price down next to nothing, so you can sell that Onslaught with no d-mods that you just got for like 600 credits. In other words, to sell a ship for any cost at all, it has to be repaired, which takes supplies. And because of the new economy and reduced salvage values (you mostly get metal now), if you aren't running a fleet with salvage rigs or something else with the Salvage Gantry mod, you will always get less supplies than you used to kill your enemy, unless you're doing something screwy with d-mods. It's not all bad though. For one, you can recover multiple ships at a time now. And if you max out two of the industry skills, one which reduces the effects of d-mods, and another that reduces supply cost/recovery cost for d-mods, then increased maintenance actually decreases the total amount of maintenance to run a ship for basically no cost. And of course there's a salvage skill that decreases the likelyhood of getting extra d-mods when recovering a ship to begin with. Almost forgot, fleet spawns are way down, while the average number of ships in any given fleet is up, while there is no more standing bounty on pirate ships except for special events. And the possibility of rare or valuable ships in any given fleet has decreased as well, so it's even harder to find good ones. Combine that with the sensor mechanic which prevents you from seeing where the majority of all the fleets are at any given time, and the fact that due to the system the pirates never have their transponders on and can see you far and away before you can see them... and well... So yeah, it's literally impossible to do the old thing where you started out with a single wolf and shredded pirate ass for hours on end until you had a fleet that would make the sector quake in fear. Overall it's a better game because you now get to have colonies and shit, so there's more to do. But whatever.
18:48 if you are in the outer worlds, and is thus outside communication array's range, you can make a 'makeshift communication array' when you enter a system and find a 'stable location'. This will allow to receive updates and missions from the core world. It requires some volatiles and materials though so you have to have some in your cargo. Also you can put sniffing devices on the comm arrays of the different faction to let you now more missions. Just make sure no one is around when you put them.
They're planning on revamping the skill system next big path. And adding in a parallel system that allows bigger customization, like making hullmods built in.
Hullmods are your way of modifying your ships to the task you want it to preform, you can add larger cargo/fuel, add extra missile storage make them more stealthy or faster combat speed but it's all at a cost of op (the points you have to fit per ship).
I've always liked the way Starsector does straight trading: You'll never get ahead without doing some shady shit eventually, which is 100% Realistic™. Be sure to give Nexerelin a try once you start looking into mods for the game, it adds additional mechanics to the game which makes it deeper.
YES!!! I've been playing this game off and on since around 2011, when it was just a selection of battle scenarios with preset ships. It's one of my favorites, and I hope you enjoy it as well.
This exploit is still in the game lollll. When I want to RP I don't use it, but if I want to just build a beefy fleet and wreck everything I exploit the hell out of that system.
@quill18 the way getting missions work is that depending on the distance you are from an active Comms station the later you get the missions, if you are too far away the missions will have been taken or cancelled before you get them so essentially you don't get any missions if you are too far from Comms, sometimes planets themselves request help and those missions will only pop up if you are close to that planet, often planets that's been attacked and lost their station will give a lot of quests and be quite profitable if you have the storage capacity
This game, is absolutely, a phenomena of the human genius, this game is literally made by one person named Alex, he's been working on it for 8 (?) years now, the amount of love and passion he put in it is simply ground breaking for just one person, and this is coming from a person who loves space games, has two eve online accounts, NMS watcher, star citizen backer, space engineers, astroneer and even have space engine on my computer This game, is by far, the best one among all of them, hands dowm HIGHLY recommend it
Play more! This game is more than anyone can expect! Btw, you can toggle the show fuel range to take the guesswork out of the can I make it there game.
It's great to see this game get some play by some major youtubers. The dev has done some excellent work over the years and I'm glad to see he's getting some publicity. That said, I do miss some of the old mods, RIP ironclads, but the show will go on.
@Mercb3ast More like Star Control... I mean the systems/combat etc. are basicly identical to it... I can somehow see the mount and blade comparison but combat is completely different...
I would really recommend raising the ingame volume higher, the ambience is massive with sounds from the stations and nearby fleets. I know you like to keep ingame volume very low in your lets plays, but in this case the game really needs to be heard to avoid awkward silence.
I heard about the game from the Spiffing Brit. Apparently, there was an exploit where you could get level 3 on navigation without actually repairing the jump point in the tutorial system, and then if you leave the system without fixing the jump point you can trade supplies and such for ludicrous prices, since they are effectively trapped. Not sure if they ever fixed that.
@@Mathignihilcehk Sseth is how I heard about it first and the only problem with Spiffing Brit's trick, whether it was updated to how it is now or not after his vid, is that you don't get any signals/intel while the tutorial is 'active', making it hard to do much more, other than trading on far slimmer margins. You can certainly use it to build up enough to go straight to colony management, or build a fleet to go exploring/bounty hunting/whatever, but it's definitely worth ending the tutorial at some point.
Industry is amazing, especially early - free repairs is really strong and easy to get and the D-Mod skills eventually turn D-ships into better versions of pristine ones. Once you have the "salvaged ships start with x% CR" skill you do have to manually salvage every ship, then immediately scrap them to get maximum benefit unfortunately, but it's not strictly necessary to optimal play anyway. The Show Fuel Range buttons on the map screens are your friends. They are brilliant. Repairing in dock doesn't save you anything but time (which can, if you were planning to do nothing while waiting for repairs, save you supplies)
Hi Quill18 You can actually become the sole provider for the first totorial area, by maxing out navigation first so you can jump out of the system before they have their transwarp gate retored (it requires you to do the quests to build it) and then you can go to another system, buy as much food as possible and warp back to totorial world and sell it to them, over and over. essentially unlimited money.
26:00 No, the hull integrity normally would be 5000, but due to the compromised hull D-mod, it has lost 30% of that (so, 1500), bringing it down to 3500.
while you have 90ish days of supplys left, 17 days further out and around 40days back to the core is realy cutting it close, any damage from a hyperstorm can drain your supplys dry. you might want to suspend repairs until you are back in the core in that case. PS: awesome game, highly recommend it to anyone who hasnt played it yet, also has an incredible modding community.
@@battlemode well the MOO series, specifically MOO 2, were games that helped shape that genre. So that's true but even their influence has waned over the years.
@@steakthedoggaming5333 It has but that hasn't stopped developers the world over churning out an almost constant stream of MoO-clones. Even just recently we've had Interstellar Space: Genesis, Stars in Shadow, Polaris Sector (all very close to MoO or MoO2) and there's Astra Exodus (incoming from Matrix/Sliterine), Dominus Galaxia (also incoming) and a bunch of others that aren't springing immediately to mind. These are all games that are to all intents and purposes remakes with more or less variation from that original formula. I've noticed in recent years more MoO1 influence than MoO2, and most of the 4x-fans I know rate the first game more highly for it's tighter mechanics: MoO2 was beautifully presented but the building system is just so boring to use once you're several hundred turns in and you're having to build the same shit on every planet! The sliders in MoO1 were way better IMO. Aaaaanyway, all that aside, Master of Orion is/was a great game, and some of the above games I mentioned are good too (I think Stars in Shadow is probably the best of that lot) but 4x has developed beyond that early example for sure. I like Distant Worlds: Universe best :)
Games it's close to in my mind: Kenshi, M&B Warband, EvE and the X series of games. Good to see it getting some more attention, shame you're playing unmodded but understandable. Some of the mods have some simple but deep effects, some add new factions with very interesting premises and then there's ones which turn it further into a 4x game. Ingame in settings you can adjust combat size, but also of note a lot of the settings such as level cap,fleet size, combat size limits etc are modifiable in the settings config file where it's installed, one specifically which allows you to hold alt and move mouse over items to transfer them can be very useful in saving time shifting large amounts of items. Last comment: Most people tend to believe that Fleet logistics under Leadership and Navigation under Technology are the most powerful all around skills as at level 3 they reduce supplies/fuel cost by 25% on top of other bonuses and Nav3 allows you to jump out of and into systems away from the predetermined jump points.
Hey Hey quill. Sweet, I am glad that you found this game. I played it for 100 hours myself, until i controled the whole galaxy...Cannot wait for the patch that makes the little fleet bound together to fight you instead of endlessly running.
Escape Velocity: Override is getting re-made for modern platforms! It's on Kickstarter now: www.kickstarter.com/projects/cosmicfrontier/cosmic-frontier-override/
Somehow reminds me of a programming 'tuturial' i once saw here on youtube... can't recall the channel, it's been ages since something was posted there :(
I knew this thing looked like something I already seen before. It used to be called starfarer... Thank you for digging it out for me. I paid them in 2012 ;DDD because i loved the idea. Time to download. ;DDD
@@DarkRipper117 Unironically late to the game comment here, but I also bought this game during it's beginning development and then sort of shelved it in the back of my mind for a decade ( checking in on it a couple times a year ). Out of nowhere ( it's been a couple years ) I thought about the game, and I figured I would give it a go; spent about an hour sifting through my email account looking for the activation key. Thankfully it was still there, and I stumbled upon some humble bundle stuff I hadn't activated that I bought years ago too, lol! Everything went like it should, and I even got a nostalgic feeling of having to find the install & cd key for a game I haven't played in ages, like it was the 90s again.
7:41 I lol-ed at that Helmsmanship skill, so, the engine redline works like you're doing silicon lottery and you can 'overclock' your ship to fly faster? I don't think that worked that way hahahh!!
Mount and Blade, the Space game. Thats the main comparison ive been hearing for this game. I kinda want this game but i think i would sink way too much time into it lol
OK! SO! Heres how to make a shit-tonne of money really early: Step one- go to Umbra in the Askonia system, buy Marines there cheap, get about 300, have a big enough fleet that the pirates don't mess with you. Step two- Go to Nomios in the Arcadia system, turn off transponder over the planet, check to see what their imports are, raid the planet with the goal of knocking out their megaport, leave. Step three- Buy up as much supplies, food, marines, whatever was in the planets imports, try to get it cheap. Step four- By the time you got your crap together, Nomios will be open to you again, sell everything on the black market at a huge markup, and get the colony's organs (usually 360 or so a pop) for a whopping 30$ EACH. -Note, sell your marines at a premium at Nomios now, so you don't have to pay their wages. Step five- Cart the organs to a stash, like the abandoned terraforming platform in Corvus, keep carting supplies to Nomios until it gets back on its feet. Step Six- Once Nomios is stabilized, wait a bit, sell off all your Organs you bought for 30$ for 360$ Then repeat the process. And that's how you make 3-4 million bucks early game.
Starting out in a combat role never seemed to work for me. Bounty hunter/free lance never had enough firepower to do anything on their own except help larger fleets already battling. And if you somehow managed to get enough wealth to start a colony(where the money is at) you usually haven't explored enough to find good planets or vital blueprints.
Quill18 has joined the Merchants Guild I see
Hey hey, people
Mandalore, uh I mean Seth here
Some of us knew about Starsector before Sseth did, you know.
You get a cookie 🍪
@@kongfeet81 It's all I ever wanted!
So happy to see Starsector get some attention. It's really a great little game, and the modding scene is terrific. The base game, while still in development, is already quite well fleshed out, and you can extend your gameplay well into the hundres of hours with the many high quality mods available.
Can't wait for 1.0, already in developement for what, nine years? Great game but the release can enable the team to grow.
not that litle anymore. a true gem
I'll let you guys know right now, the mods for this game are straight insane, pretty much all of them are incredibly well developed and easy to install
Didn't start with a Hey Hey :( but having Quill do it means moar content!
Praise our Ugandan Overlord!
Patrician taste in game reviews. I also am a fan of Mandalore's unrestrained id.
Fun Fact:
You CAN leave the starting area before completing the tutorial. If you can get Transverse Jump. This locks that area in the kinda easy mode settings of the Tutorial, but more importantly keeps the colonies there completely cut off from any outside resources. Meaning it will run out of things like food and organics. Which you can get from other areas in bulk via transverse jumping to sell back to the crippled tutorial colonies to make great profit!
You get information about missions when you're in range of a comm relay. Pretty much every system in the core worlds has a comm relay. If you ever decide to start colonizing things, building a comm relay means you'll be able to pick up missions while you're hanging out near your colony, and it'll increase your colony's accessibility.
I've been fiddling with StarSector on and off for a while ... since it had been Starfarer.
One of the things I like is the way tactical and strategic combat are blended together quite elegantly. Early on you have fairly few ships, so your direct piloting often is necessary. As you get more, you can make small groups of two or three ships that more or less cooperate, and then you lead a group with a couple wingmen. As you get more and get your first capital ship, you need to start picking up ships with different roles. A destroyer is great, but unless you have a few smaller escorts it can be easily flanked, its shields overwhelmed, or clobbered by fighters, so point defense and screening frigates are necessary. As you build up and get a cruiser, you'll likely have a few destroyers that are the centerpieces of their battlegroups, and when you fight, you'll be mostly on the game map as you deploy and assign different ships to different groups, set waypoints and missions, and order things like torpedo runs and fighter sorties... if that's the direction you want to go. I haven't seen too many games where there is good tactical and strategic space combat that flows so easily, though. Once you have some heavier ships though, it is still fun to take over for a bit of .. erm .. 'gunnery practice'. Getting some poor pirate in the sites of your three triple heavy autocannons as you wheel around your Hegemony Eagle and shredding them to bits with one or two well-placed volleys is - satisfying.
I don't know if you can still do this in StarSector .. I haven't played with it for a bit, however I found it fairly fun to engage in pirate piracy. When you defeat a group of ships, sometimes there are some that are still recoverable, or just disabled with crew still aboard. I would tool around in Corvus, pounce on pirate groups and try to as gently as possible knock out their ships so I could capture them with marines or recover them. If they were too beat up or damaged, I'd just limp them over to Jangala and sell them, if they were decent, I'd fix them up.
The last part isn't really a viable way to play the game anymore. A while ago Alex changed boarding mechanics significantly.
First of all, there's no more boarding.Instead, sometimes the ship is 'recoverable' after you disable/destroy it.
Secondly, ships now come with these things called "d-mods" or damage mods, which do things like reduce the base flux vent, sensor range, ship speed, ship health, etc. The maximum size of the shipyard the faction in question has access to (because ships are now produced by colony) and whether or not it has AI cores attached, or if it has a forge or not (and what quality of forge it has), as well as the fleet doctrine of the faction controls how many d-mods any given ship might have. At Jangala you may, infrequently, find ships with no d-mods, while more have at least one, and most have two-three. Pirates rarely have less than three, and every time you recover a ship it has a significant chance of getting more d-mods.
Oh, and though the effects of d-mods stack you cannot have, say, two armor d-mods. In the end, there are quite a lot of d-mods you might not be worried about for a specific ship, like cargo capacity and crew capacity for a combat ship, but the more d-mods a ship has, the more likely it is to have one of the really bad ones, like increased maintenance, or reduced shield flux efficiency. What's even worse is that removing one costs the same amount of money as buying the ship, and at the same price as a perfect one too. To make it EVEN WORSE, that is per d-mod and you have to remove them all at once.
There's also ship variants now, and pirates have (cooler looking) worse ships that can come with unique and un-removable mods like ill-advised modifications or damaged weapon mounts.These variant mods don't exclude other d-mods either, and don't count as d-mods themselves.
To top it off, ships are way waaaay more expensive to buy, and are worth so so much less to sell. You might buy a lasher for 10k and then sell it for less than 1k. Oh, and d-mods make the ship worth less. OH, and repairable damage knocks the price down next to nothing, so you can sell that Onslaught with no d-mods that you just got for like 600 credits.
In other words, to sell a ship for any cost at all, it has to be repaired, which takes supplies. And because of the new economy and reduced salvage values (you mostly get metal now), if you aren't running a fleet with salvage rigs or something else with the Salvage Gantry mod, you will always get less supplies than you used to kill your enemy, unless you're doing something screwy with d-mods.
It's not all bad though. For one, you can recover multiple ships at a time now. And if you max out two of the industry skills, one which reduces the effects of d-mods, and another that reduces supply cost/recovery cost for d-mods, then increased maintenance actually decreases the total amount of maintenance to run a ship for basically no cost. And of course there's a salvage skill that decreases the likelyhood of getting extra d-mods when recovering a ship to begin with.
Almost forgot, fleet spawns are way down, while the average number of ships in any given fleet is up, while there is no more standing bounty on pirate ships except for special events. And the possibility of rare or valuable ships in any given fleet has decreased as well, so it's even harder to find good ones. Combine that with the sensor mechanic which prevents you from seeing where the majority of all the fleets are at any given time, and the fact that due to the system the pirates never have their transponders on and can see you far and away before you can see them... and well...
So yeah, it's literally impossible to do the old thing where you started out with a single wolf and shredded pirate ass for hours on end until you had a fleet that would make the sector quake in fear. Overall it's a better game because you now get to have colonies and shit, so there's more to do. But whatever.
starsector is an amazing game, it has retained my attention longer than endless sky. I hope more content is added over time.
18:48 if you are in the outer worlds, and is thus outside communication array's range, you can make a 'makeshift communication array' when you enter a system and find a 'stable location'. This will allow to receive updates and missions from the core world. It requires some volatiles and materials though so you have to have some in your cargo.
Also you can put sniffing devices on the comm arrays of the different faction to let you now more missions. Just make sure no one is around when you put them.
They're planning on revamping the skill system next big path. And adding in a parallel system that allows bigger customization, like making hullmods built in.
What are hullmods?
@@Ascordigan Hull modifications that either give you a boon or a bane
Hullmods are your way of modifying your ships to the task you want it to preform, you can add larger cargo/fuel, add extra missile storage make them more stealthy or faster combat speed but it's all at a cost of op (the points you have to fit per ship).
Hey, hey, people. Quill here.
This game is amazing. Always glad to see it getting attention. It even has a big modding community that adds new ships, factions, and game mechanics.
I've always liked the way Starsector does straight trading: You'll never get ahead without doing some shady shit eventually, which is 100% Realistic™.
Be sure to give Nexerelin a try once you start looking into mods for the game, it adds additional mechanics to the game which makes it deeper.
"I swear that's not my AI, officer. I'm just holding it for a friend!"
YES!!! I've been playing this game off and on since around 2011, when it was just a selection of battle scenarios with preset ships. It's one of my favorites, and I hope you enjoy it as well.
"In the tutorial you start out in a system you can't leave"
*Laughs in Yorkshire Tea Gold*
"Perfectly Balanced"
Aka leave with the jump skill and have a starving system that only you can sell stuff to.
The best exploit is one that's explainable in-universe
This exploit is still in the game lollll. When I want to RP I don't use it, but if I want to just build a beefy fleet and wreck everything I exploit the hell out of that system.
isn't that all realistic? in real life, he who can exploit the most is the most successful man on Earth.
Starsector is awesome. Awesome modding community as well
HOLY SHIT! I've been playing this awesome game for the past year. Thank God Quill finally gave it coverage. It is an amazing game.
The merchant guild got to him
I think you're gonna love this game, Quill.
when your favorite youtuber plays your favorite game
Funny that you put this out, I literately bought this game this morning even though I didn't have time to play it.
@quill18 the way getting missions work is that depending on the distance you are from an active Comms station the later you get the missions, if you are too far away the missions will have been taken or cancelled before you get them so essentially you don't get any missions if you are too far from Comms, sometimes planets themselves request help and those missions will only pop up if you are close to that planet, often planets that's been attacked and lost their station will give a lot of quests and be quite profitable if you have the storage capacity
This feels a bit like star control. Sweet.
This game, is absolutely, a phenomena of the human genius, this game is literally made by one person named Alex, he's been working on it for 8 (?) years now, the amount of love and passion he put in it is simply ground breaking for just one person, and this is coming from a person who loves space games, has two eve online accounts, NMS watcher, star citizen backer, space engineers, astroneer and even have space engine on my computer
This game, is by far, the best one among all of them, hands dowm
HIGHLY recommend it
Play more! This game is more than anyone can expect!
Btw, you can toggle the show fuel range to take the guesswork out of the can I make it there game.
Yes, do a whole series on this
This game is so great, lots of fun, been playing it for years on and off
I would love to see a full series of this game!
Truly, make more videos about this game! Continue this playthrough
This game looks awesome. Can't wait for next parts
Escape Velocity was the BEST game of my childhood too! Still searching for a newer game that truly scratches the same itch though.
It's great to see this game get some play by some major youtubers. The dev has done some excellent work over the years and I'm glad to see he's getting some publicity. That said, I do miss some of the old mods, RIP ironclads, but the show will go on.
Sorta vaguely like Sid Meier's Pirates! but in space
I like both of those things, and space!
@Mercb3ast More like Star Control... I mean the systems/combat etc. are basicly identical to it... I can somehow see the mount and blade comparison but combat is completely different...
It's has a lot more depth than Pirates though.
Much better...
Quill your teaching is amazing you cover everything with absoluteness Great job thank you
Wow this game looks beautiful!
Dude! This game literally ate my soul just last week!
I would really recommend raising the ingame volume higher, the ambience is massive with sounds from the stations and nearby fleets. I know you like to keep ingame volume very low in your lets plays, but in this case the game really needs to be heard to avoid awkward silence.
Oh yeah, definitely want to see more of this.
You had me at "escape velocity". Call in Captain Hector....
I have a feeling this is like a Sid Meier's Pirates in space. Interresting, i might give it a try.
More Mount&Blade, but both have similarities.
I love this game so much!
Quill, you can't get me hooked on a new series and then only post one episode
I love this game, hope it becomes a series! I haven't tried mods yet but I think adding a few might make the universe feel a bit more alive.
last time I herd about this game was from totalbiscut like 10 years ago...
I heard about the game from the Spiffing Brit. Apparently, there was an exploit where you could get level 3 on navigation without actually repairing the jump point in the tutorial system, and then if you leave the system without fixing the jump point you can trade supplies and such for ludicrous prices, since they are effectively trapped. Not sure if they ever fixed that.
@@Mathignihilcehk you guys should watch ssethtzeentach's review of the game. top kek
No wonder it looks so familiar...
@@Mathignihilcehk Sseth is how I heard about it first and the only problem with Spiffing Brit's trick, whether it was updated to how it is now or not after his vid, is that you don't get any signals/intel while the tutorial is 'active', making it hard to do much more, other than trading on far slimmer margins. You can certainly use it to build up enough to go straight to colony management, or build a fleet to go exploring/bounty hunting/whatever, but it's definitely worth ending the tutorial at some point.
RIP TB
Just got this one yesterday, It runs incredibly smooth. I'm having fun with the early game-play.
the Merchant Guild makes another sale and another member.
Industry is amazing, especially early - free repairs is really strong and easy to get and the D-Mod skills eventually turn D-ships into better versions of pristine ones. Once you have the "salvaged ships start with x% CR" skill you do have to manually salvage every ship, then immediately scrap them to get maximum benefit unfortunately, but it's not strictly necessary to optimal play anyway.
The Show Fuel Range buttons on the map screens are your friends. They are brilliant.
Repairing in dock doesn't save you anything but time (which can, if you were planning to do nothing while waiting for repairs, save you supplies)
Hi Quill18
You can actually become the sole provider for the first totorial area, by maxing out navigation first so you can jump out of the system before they have their transwarp gate retored (it requires you to do the quests to build it) and then you can go to another system, buy as much food as possible and warp back to totorial world and sell it to them, over and over. essentially unlimited money.
This is one I am going to keep a close eye on. Looking forward to seeing more episodes from you Quill!
I remember getting this game 10 years ago or something, must have been in super early development.
26:00 No, the hull integrity normally would be 5000, but due to the compromised hull D-mod, it has lost 30% of that (so, 1500), bringing it down to 3500.
Yes! Looking forward to this!
I'll probably be buying this when it's finished! Looks really interesting.
Buy it now
Remember, he who controls the lobster controls the trade
This is a joke btw the lobster is more like a local delicacy
Volturnian heretic! We all know that he who controls the organs controls the Sector!
The *f u e l r e i g n s s u p r e m e .*
they probably should use lobsters as main currency :)))
I love this game. Please play more! :D
LOVE THIS GAME !
About time you got around to playing this Quill! I can't wait to see what shenanigans you get up to.
This has come a long way since I last played it. Will have to try it out again, thanks for bringing this to us. :)
Ah, to what glory and honor, trade and profit, scheme and deceptions will be done today? But this time in SPACE!
Fun times ahead.
while you have 90ish days of supplys left, 17 days further out and around 40days back to the core is realy cutting it close, any damage from a hyperstorm can drain your supplys dry. you might want to suspend repairs until you are back in the core in that case.
PS: awesome game, highly recommend it to anyone who hasnt played it yet, also has an incredible modding community.
quill18 very glad you picked it up!
It's Mount & Blade in space (both excellent sandboxes with a stand out action mechanics), with a bit of Master of Orion thrown in.
Great, great game.
Which game in the MOO series?
@@steakthedoggaming5333 I just meant space 4x in general, it's not really like Master of Orion specifically
@@battlemode well the MOO series, specifically MOO 2, were games that helped shape that genre. So that's true but even their influence has waned over the years.
@@steakthedoggaming5333 It has but that hasn't stopped developers the world over churning out an almost constant stream of MoO-clones. Even just recently we've had Interstellar Space: Genesis, Stars in Shadow, Polaris Sector (all very close to MoO or MoO2) and there's Astra Exodus (incoming from Matrix/Sliterine), Dominus Galaxia (also incoming) and a bunch of others that aren't springing immediately to mind. These are all games that are to all intents and purposes remakes with more or less variation from that original formula. I've noticed in recent years more MoO1 influence than MoO2, and most of the 4x-fans I know rate the first game more highly for it's tighter mechanics: MoO2 was beautifully presented but the building system is just so boring to use once you're several hundred turns in and you're having to build the same shit on every planet! The sliders in MoO1 were way better IMO.
Aaaaanyway, all that aside, Master of Orion is/was a great game, and some of the above games I mentioned are good too (I think Stars in Shadow is probably the best of that lot) but 4x has developed beyond that early example for sure. I like Distant Worlds: Universe best :)
@@battlemode yep time marches on but great games will always influence and have games that are inspired by them.
Nice that you also show this game out 😃👍
More Please, EV was by far my favorite early game as a young'an. Been waiting for a true remaster or successor.
Games it's close to in my mind: Kenshi, M&B Warband, EvE and the X series of games.
Good to see it getting some more attention, shame you're playing unmodded but understandable. Some of the mods have some simple but deep effects, some add new factions with very interesting premises and then there's ones which turn it further into a 4x game. Ingame in settings you can adjust combat size, but also of note a lot of the settings such as level cap,fleet size, combat size limits etc are modifiable in the settings config file where it's installed, one specifically which allows you to hold alt and move mouse over items to transfer them can be very useful in saving time shifting large amounts of items.
Last comment: Most people tend to believe that Fleet logistics under Leadership and Navigation under Technology are the most powerful all around skills as at level 3 they reduce supplies/fuel cost by 25% on top of other bonuses and Nav3 allows you to jump out of and into systems away from the predetermined jump points.
First saw Sseth's review ( and key) but this is as gold a recommendation as their comes.
Hey Hey quill. Sweet, I am glad that you found this game. I played it for 100 hours myself, until i controled the whole galaxy...Cannot wait for the patch that makes the little fleet bound together to fight you instead of endlessly running.
SsethTzeentach
introduced me to this game, it's awesome.
Escape Velocity: Override is getting re-made for modern platforms! It's on Kickstarter now: www.kickstarter.com/projects/cosmicfrontier/cosmic-frontier-override/
hEY hEY people, quill here.
Hey hey people, Seth here
Wow why have I never heard of this game before? It looks like a ton of fun.
Escape Velocity Nova was such a phenomenal game.
I Love this game!!!!! Why did you stop? :( Keep playing!!!
Somehow reminds me of a programming 'tuturial' i once saw here on youtube... can't recall the channel, it's been ages since something was posted there :(
I knew this thing looked like something I already seen before. It used to be called starfarer... Thank you for digging it out for me. I paid them in 2012 ;DDD because i loved the idea. Time to download. ;DDD
They kept their promise...if u still have the old activation code, it could still work on your new installation, no need for a repurchase.
@@DarkRipper117 Unironically late to the game comment here, but I also bought this game during it's beginning development and then sort of shelved it in the back of my mind for a decade ( checking in on it a couple times a year ).
Out of nowhere ( it's been a couple years ) I thought about the game, and I figured I would give it a go; spent about an hour sifting through my email account looking for the activation key. Thankfully it was still there, and I stumbled upon some humble bundle stuff I hadn't activated that I bought years ago too, lol! Everything went like it should, and I even got a nostalgic feeling of having to find the install & cd key for a game I haven't played in ages, like it was the 90s again.
i hope to see lots of this, this is wonderful!
Looks like a successor in the Space Ranger series.
Quill, you need to be on some kind of warning list or something.
Any time you show off a new video, I just can't help but want to buy that game!
have it the same way.
I loved Escape Velocity Nova and I can definitely see the comparisons. Looking forward to this, and hey, maybe you could do a playthrough of EVN :D
I played EV Nova when I was younger. My favorite story is Auroran. I found a game on steam "Endless Sky" that is very like EV Nova.
I don't mind a low-combat playthrough, it's actually my preferred playstyle!
Odd that Quill and Splat have both released a video for this game on the same day 🤔
Reminds me of Escape Velocity mixed with Space Ranger. Neat!
Quill and splattercat just hapen to decide to start the same game within 24h. Intresting intresting.
Mathas also started playing recently. Really weird that 3 of the youtubers i watch started playing this at the same time lol
Not rocket science. They are being paid to do these videos lol Starsector is due to release to 1.0 soon, makes perfect sense.
Quill, I think it's time to revisit this game...
7:41 I lol-ed at that Helmsmanship skill, so, the engine redline works like you're doing silicon lottery and you can 'overclock' your ship to fly faster? I don't think that worked that way hahahh!!
Mount and Blade, the Space game.
Thats the main comparison ive been hearing for this game. I kinda want this game but i think i would sink way too much time into it lol
You're right...it's a time sinker...
Love this game
Looks very interessting. I hope to see some combat in the next video
OK! SO! Heres how to make a shit-tonne of money really early:
Step one- go to Umbra in the Askonia system, buy Marines there cheap, get about 300, have a big enough fleet that the pirates don't mess with you.
Step two- Go to Nomios in the Arcadia system, turn off transponder over the planet, check to see what their imports are, raid the planet with the goal of knocking out their megaport, leave.
Step three- Buy up as much supplies, food, marines, whatever was in the planets imports, try to get it cheap.
Step four- By the time you got your crap together, Nomios will be open to you again, sell everything on the black market at a huge markup, and get the colony's organs (usually 360 or so a pop) for a whopping 30$ EACH. -Note, sell your marines at a premium at Nomios now, so you don't have to pay their wages.
Step five- Cart the organs to a stash, like the abandoned terraforming platform in Corvus, keep carting supplies to Nomios until it gets back on its feet.
Step Six- Once Nomios is stabilized, wait a bit, sell off all your Organs you bought for 30$ for 360$ Then repeat the process.
And that's how you make 3-4 million bucks early game.
bro i already love this game please play more :)
Looks interesting. Also, I need to play Escape Velocity Nova one of these days...
Check out Endless Sky if you haven't. It's a free open source spiritual successor to EV:N, and available on Steam.
As a long time viewer quill i must say - this game is VERY you. Like to the point i'm amazed you have not seen it sooner.
Just got into playing, love this game, does anyone recommend a noobie mod(s) for a first play? or just play vanilla for your first fleet?
I like this series! Upvote!
you can show the fuel range on the map
I like this game already :D Space exploration, dealing and fighting,. Cool,Cool, Cool,. :)
Starting out in a combat role never seemed to work for me. Bounty hunter/free lance never had enough firepower to do anything on their own except help larger fleets already battling. And if you somehow managed to get enough wealth to start a colony(where the money is at) you usually haven't explored enough to find good planets or vital blueprints.
@Quill18 recommend getting Nexelrin mod to make factions do more factioning stuff since vannilla factions are straightforward
You can cheese the current tutorial mission by spending all your skill points to transverse jump and get alot of cash
Very interesting stuff!
Anyone know if the UI is scalable (seems slightly small for my old/tired eyes)?