Star Valor
Star Valor Vs Starsector
Can someone who has played both explain why one is better than the other?

From what I've seen, it feels a bit like Star Sector has more depth in, for example, trade and finance,
Feel free to share your experience, everything is welcome,

I'm so keen on both, but no time right now for 2 :), but I have a feeling that I'll end up with both leter :) but which one should I start with? However, it is a big disadvantage for me that Star Sector is not available on Steam, as I like to have everything collected here.
Ultima modifica da Judith; 6 ago 2022, ore 9:02
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Visualizzazione di 16-30 commenti su 51
Messaggio originale di HellSlayer:
Starsector seems like management game (boooring)... but i dont own it its just me judging from gameplay videos.

So wrong ;) You will fight, a LOT ;) GREAT Game i cant wait for the day it finaly comes to steam.
I bought Star Sector but never could get into it. Way too much management. Just flying somewhere means you have to make sure your ships have enough fuel and supplies to make it there, and you then just hope you can somehow make some money from it.
I prefer Star Valor. I just want to fly around, blow stuff up, and upgrade my ships. I don't want to have to be a logistics manager.
Messaggio originale di *~MAJA~* Mandragoron:
Messaggio originale di HellSlayer:
Starsector seems like management game (boooring)... but i dont own it its just me judging from gameplay videos.

So wrong ;) You will fight, a LOT ;) GREAT Game i cant wait for the day it finaly comes to steam.
Isnt it fleet based? I like star valor because its balanced around playing with one ship.
Star sector is more like mount n blade in space... And it's stupidly hard
Messaggio originale di Shawn of the Dead:
I bought Star Sector but never could get into it. Way too much management. Just flying somewhere means you have to make sure your ships have enough fuel and supplies to make it there, and you then just hope you can somehow make some money from it.
I prefer Star Valor. I just want to fly around, blow stuff up, and upgrade my ships. I don't want to have to be a logistics manager.

Core gameplay loop is sooo boring in star sector.

And oh my god the floaty fighting is soooo annoying. Why can ships accelerate at the same speed backwards when they have huge thrusters only on the rear???

Why can't my tiny ship catch them going backwards when I am at full burn?

Makes precisely zero sense... Star valor co,bat is so much more sensible imho.
These two games are quite different - Star Valor is more arcadey, while Starsector is a slower but also far more complex and interesting experience (at least for me)

Best example would probably be reactive economy. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. That's it, your deliveries won't change anything.

In Starsector, things are far more complex. Planets produce things based on their own resources and industries and then these goods are physically shipped by convoys to other worlds/stations and even other nations. And these goods matter. Want to mess with a faction? Intercept food convoys going to one of their planets that can't produce food itself and watch that world slowly starve itself to death. Or alternatively, bring in your own shipment of food (which you may or may not have stolen yourself) and sell it to the population at a massively inflated price.

Or another example. There's a terrorist organization operating on the surface of a planet. So, why not smuggle (and you actually need to be stealthy about it and avoid patrols) in some marines and sell their contracts on black market, so that said terrorists can buff up their numbers and cause trouble for the faction controlling the world - trouble that you may benefit from.

Things like that mean that you actually have an impact on the world, especially if you were to play Starsector with mods (there's one called Nexerelin which can turn it into a grand strategy). And lastly, Starsector just has more to do - want to explore? Go explore. Want to trade or smuggle? Do it. Want to be a bounty hunter? Sure. Or you may just found your own colony and turn it into a strategy game or do all of this at once.

So if you want more in-depth experience, go for Starsector but if you want fast paced arcade fun for a while, go for Star Valor. Just keep in mind that SV is very light on content and very heavy MMO like grind)

(edit: also, Starsector has an actual story now. Valor barely has any worldbuilding, sadly)
Ultima modifica da mahu; 11 ago 2022, ore 12:08
Messaggio originale di HellSlayer:
Messaggio originale di *~MAJA~* Mandragoron:

So wrong ;) You will fight, a LOT ;) GREAT Game i cant wait for the day it finaly comes to steam.
Isnt it fleet based? I like star valor because its balanced around playing with one ship.

Theres barely any "forced" management at all in the game without mods to be perfectly honest. Colonizing is completely optional. You can build an entire fleet and just blow up everything you see without ever doing it if you prefer not to. Its just a way to gain a steady income and conquer the galaxy if you want to. Heck trading and even combat is optional too. You can survive just fine never fighting a single battle and just exploring planets if that is your thing.

Other than colonies, the only management is keeping enough fuel and supplies. The rest is just combat, building fleets (literally just buying or salvaging more ships thats all there is to it), and selecting weapon loadouts.

Its not like you "have" to micromanage your fleet. They do just fine on their own doing their thing while you pilot your one single ship. In fact the AI will perform far better than the player can with some ships. So in that regard, it works fine as a "solo ship" game.

I will say this, if you are a fan of top-down elite style spaceship action, you are doing yourself a disservice by not owning Starsector.
Ultima modifica da Geeves; 11 ago 2022, ore 13:02
Messaggio originale di Pax Empyrean:
While they both feature character and ship customization, I feel that Star Valor is relatively more arcade-like in its gameplay. Starsector combat is more deliberate; you feel like you're in command of a full sized warship, and you'll need a fleet to fight a fleet. Piloting a Yacht or even a speedy Corvette in Star Valor feels like you're driving a sports car with a rocket launcher mounted on the hood. Engaging, disengaging, and blowing up enemies happens a lot faster in Star Valor, and if you're good with a fast ship you can win against dozens of enemies. Starsector has more logistical concerns, which don't really exist in Star Valor.

There is more variety in ship and weapon performance in Starsector, I think.

For me, one of the big differences is that Starsector has a huge modding community with some fully featured overhauls. Star Valor is supposed to get workshop support at some point in the future, so it's not there yet in that respect.

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 you get Star Valor right now, the only mod I'm aware of just lets you respec as much as you want (which I really like), but that's kind of the extent of it. Give Star Valor a little more time to finish, I think.

Both are definitely worth the buy.
Where is that mod?
I've played a ton of starsector so I can give you some pros and cons vs star valor

first is combat, in starsector, combat is always instanced, meaning nothing outside of the 2 opposing fleets will interfere unless they are close enough to join, or want to join at all. like if you are trying to get into a pirate station to trade, but a pirate fleet intercepts you, then the station will aid the pirates. But if you get in first, then you dock as normal. If there is a faction fleet nearby that is for some reason allied to both you and the pirates, they will not join.

targeting and weapons feel much more refined in starsector. first off, there is a pause feature which allows you to target the exact enemy you want at your leisure, this is really helpful in massive battles where things can die very quickly if you cant act fast enough. also, all weapons have visible arcs so you know at a glance if you are in range of an enemy and where your turret is pointed. In Starsector, all weapons are turreted of varying degrees. Now, you'll find a number of ships with hardpoints that have very narrow firing arcs, but strictly speaking the mount can still wiggle a bit.

When it comes to weapons, you have 3 main types, beams, projectiles (ballistic and energy) and missiles, and they come in 3 sizes, small, medium, and large. Each ship's hard points will be fixed in size, but you can put a smaller weapon on a big/medium mount. Like Star Valor, each weapon has its own stats, but what puts Star Valor ahead a bit is that you can custom craft your weapons in SV, where as all weapons are fixed in SS. If you buy a harpoon missile system in SS, it will be the same stats everywhere. Additionally, SS has fixed ammuntion for missiles, now you can increase that with ship mods and pilot skills, but you cant cram your cargo hold full of missiles and just fire all day long. But this also means you dont need to go back to a station to replace your stock. missiles refresh after each battle.

One thing that is... dubious depending on how you look at is, is that putting dedicated freighters into combat in SS is a big NO NO. SS freighters are extremely slow, ponderous, and have very limited weapon mounts. They will die unless you know exactly what you're doing and you're up against weak enemies. In star valor my Mule can handle itself fairly okay as i mine away and get ambushed by hostile warp ins.

Now, when it comes to the ships themselves, you have 3 types and 4 sizes. low tech, mid-line, and high tech, along with frigate, destroyer, cruiser, and capital.

low tech focuses on armor and ballistic weapons, mid-line has more hybrid mounts that let you use either ballistic or energy weapons, and high tech loves energy weapons, and trades armor for better shielding. Armor in starsector is different as it is a separate system from hull points. armor weakens incoming damage and is more resistant to ballistic weapons than energy. it can be useful at times to drop your shields and let your armor take some bullets that would fry your shields. But you have to be careful because unlike star valor, you can not repair armor or hull while in combat. (There is a skill that lets you repair hull up to a point, but nothing beyond that outside of mods.)

Lets move on to shields. In star valor shielding is straight forward. it tanks all damage first and regens based on your skills and chargers. it is omni-directional and is basically naturally regenerating health pool. In starsector, shields are typically only cover an arc. Say for instance, a frigate has a fixed shield arc of 180 degrees, which means the shield opens and closes to only cover the front. Some ships have moving shields which follows your mouse, but these are usually only found on mid or high tech ships. Now, some ships have very narrow arcs, sometimes only 20 degrees, while other can have full 360 coverage. Also, shields have various damage resistances on percentage basis. low techs have poor shields which actually take extra damage while some high end high tech ships can have shields that take 1/2 damage from all sources.

So, you may be thinking, just keep the shields up at all times right? well, that's a bad idea.

in star valor, we have energy. it powers engines, shields, and weapons as we know, and when you give extra power to shields it boosts its hp and recharge rate. provided you always have excess power, you can leave it at 200% and ignore it unless you have power hungry weapons, and you need dps more than protection.

in starsector, energy is replaced by flux. here, engines are seperate from flux, they go no matter what. (provided they arent disabled) Here, shields and weapons produce flux, and your ship is constantly venting flux. your shields take damage, you get flux, you fire your weapons (except missiles) you get flux. Once you reach your cap on flux you get overloaded, and your ship gets partially disabled. you cant fire your weapons, your shields are down, and you move at reduced speed. This can last several seconds and as you can expect, you are completely at your enemy's tender mercy. You cant not fire your weapons to cause an overload, an overload only happens if your shields are taking damage. (which is why it can be a good idea to let your armor take those shield shredding bullets.)

There is much more to go into, as each and every ship also comes with a special ability, but i'll let you discover that.

moving onto some topics outside of combat

it should be noted that in starsector, there is no isolation of ship cargo. when i buy, sell, or pick stuff up, it all goes into the same cargo window which is abstracted to be spread amongst the fleet. This is a critical improvement over star valor for me. It's a pain to buy goods in star valor, only to have to refit each ship to deposit the goods in each hold, only to have to do it again at the next station. in starsector, i buy all i can in 1 window, fly over, and sell it with a single button.

There is also no trade codex thing in starsector where you need to buy stuff on your main ship to get the best prices. So like in star valor if you are fitting up a new ship and are currently refitting that ship and you buy equipment, you are paying normal price for that equipment. Currently, you have to look at your new ship, write down (or memorize if you can) all you want to buy or make for that new ship, go back to your main ship, buy it all, take it out of your ships cargo hold, then refit the new ship and put it all on. (yes i suppose you can transfer your codex temporarily, but that doesnt help if you have crew members that also reduce prices and the new ship cant slot those people.)

also, in starsector, the refit screen, in a completely different window than the market, as it is in star valor, however, when you go to buy a weapon, all you need to do it click the hard point and a window will pop up of all available weapons on the market and in your cargo hold will open so you can buy the matching weapon you want. The cargo window is also at the bottom in case you already have the weapons you want and can just drag and drop. One thing that cant not be overlooked here is the simulation option on the refit screen. What this does is that it puts the ship into combat as it is currently equipped and lets you summon your other ships and whatever possible enemy ship you want to test your design against. All if it without risk to the ship. As a bonus, all sales for weapons are not final until you exit the refit screen for that ship. This way, if you buy weapons and find out they are not to your liking, you can undo everything with a full refund.

However, starsector and star valor differ on equipment and crew. In starsector, there is no equipment, and there is no crew per say. starsector allows you a limited number of officers that act as captains for your ships, and these officers can have the same combat skills the player can have, but in a limited number. crew is abstracted to simply possessing enough personnel to man each ship. You can easily lose crewmembers in battle and happens often, but your officers dont die unless you iron man it, and crew members are easily replaceable.

Star Valor's equipment items and crew slots offer a lot of flexibility in and out of combat. Starsector does the same thing but with ship mods. These are mods you can put on to change one aspect of the ship over another, like having the ship carry more cargo, or replace its shield with more armor, or lower its sensor profile so you can sneak around better, or boost its shield arc. In starsector all ships have mod points that are used up by everything from the hull mods i mentioned, to what weapons you have on, to how much you want to increase your flux limit and venting speed.

I'm kind of torn on which is better between the refit options for both games. If i had to choose, i'd pick starsector simply for having the simulation and full refund if the simulation turns out to prove your design is crap. At the same time i do really like upgrading my equipment that star valor offers.

So, lets move on to how does one get more ships? Both games have the option to straight up buy one, as expected, you can also gets ships through events and finding derelicts. Now, derelicts are rare in star valor, but are fairly common in star sector. You can find them out lost in space a lot, sometimes in large graveyards, many times in isolated areas. a real easy way to find new ships is to wait for 2 massive NPC fleets to start fighting each other. as you sit it out, ships can be seen drifting away, and those are perfect acquisitions for a budding admiral such as yourself.

But i hear you say, there must be a catch. If ships are so easy to come by, what's stopping me from getting a massive fleet in a matter of days? Well 2 big things. the first are D-mods, or damaged mods which in starsector are debuffs to the ship, like badly reduced armor, or the shields are weaker, the engines are slower, or they eat up more supplies and fuel.

speaking of supplies and fuel, this is something Star Valor ignores completely. each of your ships require an X amount of supplies each day, and eat Y amount of fuel per unit of distance traveled in hyperspace. The info screens for the ships average the costs into supplies per month and fuel per lightyear to make it easier. Also, your officers, crew, and marines, require payment per month. if you are late 1 month, the crew will expect both month's pay next month. if you cant do that, they start to leave the next time you make port.

So yes, there is management, but it is easy to handle so long as you pay attention. If you are poor, just keep your fleet small and do what you can.

There is a ton more out there, but i will leave it there for now.

edit; before i forget, starsector has zero meta perks or anything for new game+.
Ultima modifica da Gandalf the Morally Grey; 12 ago 2022, ore 19:48
One of the best thing about Starsector is its customizability. You can easily mod and change anything you want to your hearts content in the games text files. I've made my Starsector game more arcadey by disabling fuel and boosting all rewards, catering to my own play style perfectly, and that's on top of all the rich features the game already offers. It really is one of, if not the best space simulator out there. With that said, sometimes I get that SPAZ itch so Star Valor looks like the perfect successor for that.
Main pro 1: More diversity in gameplay/combat style. You want to pilot something nimble in Starsector? Best you can do is a Tempest or Hyperion. You want to pilot something nimble in Star Valor? You can take "nimble" to the extreme, dodging everything fired at you and doing strafing runs.
Main pro 2: More casual than Starsector in all the right ways. You don't have to worry about your expensive allied ships getting destroyed since they will always emergency warp away assuming they have a warp drive and have had a full heal since the last time they had to emergency warp. Inventory management is easy since equipment, weapons, and certain crafting materials are accessible from all stations rather than just the one you deposited them in.

Main con 1: Very much incomplete. Don't let the "version 2.0" thing fool you, this game is very much in a "version 0.5" state. There's even some of the most basic features missing, like stations replenishing their stocks.
Main con 2: Horrendously poor balancing. The issue is that the enemy AI is really stupid, so to ensure there's a challenge sometimes there's two kinds of enemies:
- Regular enemies: Basically harmless. You can easily kill these even when they're far above your level, and you have to play in a pretty dumb way to get yourself killed by them.
- Elite enemies: Arrive in large numbers, have high damage and speed, and ABSURD amounts of health. Seriously, I can't emphasise their health enough, it's like they're solid blocks of steel. They're still *sometimes* beatable (especially lategame when you can make crazy custom weapons and stack tonnes of damage buffs), but only because the AI is dumb and behaves predictably when the player is moving quickly.

In other words, you'll never get a balanced fight, which is Starsector's biggest strength in how consistently it can provide such fights.

If the balance issues are fixed, this could potentially be more fun than Starsector.
But honestly, this game is very much incomplete and unpolished.
Ultima modifica da Bellatrix; 14 ago 2022, ore 0:40
Messaggio originale di Bellatrix:
Main pro 1: More diversity in gameplay/combat style. You want to pilot something nimble in Starsector? Best you can do is a Tempest or Hyperion. You want to pilot something nimble in Star Valor? You can take "nimble" to the extreme, dodging everything fired at you and doing strafing runs.
Main pro 2: More casual than Starsector in all the right ways. You don't have to worry about your expensive allied ships getting destroyed since they will always emergency warp away assuming they have a warp drive and have had a full heal since the last time they had to emergency warp. Inventory management is easy since equipment, weapons, and certain crafting materials are accessible from all stations rather than just the one you deposited them in.

Main con 1: Very much incomplete. Don't let the "version 2.0" thing fool you, this game is very much in a "version 0.5" state. There's even some of the most basic features missing, like stations replenishing their stocks.
Main con 2: Horrendously poor balancing. The issue is that the enemy AI is really stupid, so to ensure there's a challenge sometimes there's two kinds of enemies:
- Regular enemies: Basically harmless. You can easily kill these even when they're far above your level, and you have to play in a pretty dumb way to get yourself killed by them.
- Elite enemies: Arrive in large numbers, have high damage and speed, and ABSURD amounts of health. Seriously, I can't emphasise their health enough, it's like they're solid blocks of steel. They're still *sometimes* beatable (especially lategame when you can make crazy custom weapons and stack tonnes of damage buffs), but only because the AI is dumb and behaves predictably when the player is moving quickly.

In other words, you'll never get a balanced fight, which is Starsector's biggest strength in how consistently it can provide such fights.

If the balance issues are fixed, this could potentially be more fun than Starsector.
But honestly, this game is very much incomplete and unpolished.

Lets counter your cons.

Game makes ship move like they are here. So you blame ai because their ships are not as fast and agile hence dumb ui right? And then to balance it dev put more HP so they dont die so quickly. So you blame that they ships dont get one shooted basically?

So whats your balance would be like? I dont even understand the "ai is dumb" argument. What do you want them to do - die quickly or what?
Messaggio originale di Bellatrix:
Main pro 1: More diversity in gameplay/combat style. You want to pilot something nimble in Starsector? Best you can do is a Tempest or Hyperion.
Hyperion is such a nice ship and there's nothing with teleport in here.
I think Starsector's focus was it combat. It truly is challenging and fun, which is the most important part of these two. However, I feel like I get more depth with SV because of the loot grind which is fun. The Skill tree upgrades are meaningful for example the Miner branch. Once you max that out you make mucho credits which got me in the Donkey. Man this thing can mine like crazy which reminds of the Hulk line of ships in Eve Online.

The graphics are better in SV and the effects are too. The polish is really impressive to me. I just really enjoy SV, so mad I barely discovered it. I do concede that SS has empire building mechanics which I really like. I may have to go back to see the new updates for SS. Either way if you like one, you will like the other. This game also gives me some OG Fleet Control by Origin. It lacks the charm but all the mechanics are well thought out and actually fun. Even exploration, lol! I usually hate that aspect of games minus Elden Ring. This game gives you an achievement and you get a perk as well. The perk is a nice bonus to hard earned stats in a game where min/max is the name of the game for great builds.
I own both games, albeit for a relatively short-time thus far.

Star Valor = instant fun, more arcade style, basically like classic top down elite. You can jump right in and enjoy the game.

Star Sector = more depth, management, complexity albeit similar setting - if you have the time and willingness to learn it's great and will consume possibly hundreds of hours

As a older and now more casual gamer, I currently prefer Star Valor. Maybe when I get bored of SV eventually, SS will take it's crown.
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Data di pubblicazione: 6 ago 2022, ore 9:01
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