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Messages - gmansawesome

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Suggestions / General Suggestions
« on: November 22, 2019, 09:30:45 PM »
Some general suggestions for the game

Industry Growth
Some things about the Mining and Farming industry doesn't make much sense. Are you telling me the agricultural sector from the colony that touched down 60 days ago has the same size and output as the one that has existed since the Domain? The output/consumption of these industries should scale with the population growth of the colony and may be capped based on the farming/mining industry modifier inherent to the planet and/or at a general cap.


Real AI ships
The future update that is coming out for starsector adds AI officers, but let's take things one step further. During the AI wars, Tri Tachyon used what would eventually become the remnant to wage their war, but what about the Astral's and Paragons of which there was no remnant equivalent? I'm proposing that High Tech ships should all have AI compatibility where AI cores can be attached and, depending on how advanced, provide buffs to the overall performance of the ship. Some ideas for the said buffs could be:

-Gamma: +50% Maneuverability, the AI can make the thrusters and engines work together with the most efficiently, allowing for higher turns speed overall.

-Beta: +50% Maneuverability +60% target leading accuracy, The Beta core can not only increase the maneuverability of the ship but also assist the gunners with leading targets.

-Alpha: +50% Maneuvaribility, +60% target leading accuracy, +Class specific Buff, The assistance an Alpha can provide to a ship can vary from class to class, increasing replacement speed and rearming time for fighters on carriers, Ballistic and Energy weapons buffs for Destroyers, Cruisers, and Warship Capitals, Speed/Shield buffs for frigates.


More carrier variants
Falcon - The medium energy mounts on the arms of the ship are removed and dedicated to hanger space, and the medium ballistic mounts replaced with medium missile mounts. 2 fighter bays, one for each arm. The openings of the hangers face towards the space between the arms

Eagle - Similar to the falcon refit. Medium energy mounts are removed and the ship now has 3 fighter bays. There are two openings for the shared hanger on the sides of the ship, and another in front replacing the center medium ballistic weapons mount. The other 2 are replaced with medium missile mount.

Mora - should get 4 fighter bays instead of 3, which I think makes more sense in terms of size and comparing it to the heron.


Dedicated low-tech carrier
After the release and success of the Astral, it would make sense for rivaling corporations to develop a low-tech capital class carrier in order to compete. This new carrier would be matching in fighter complement size, but perhaps not in speed, shields, or flux efficiency.


Raid and Troopship rework
Ground support hull mod - Instead of providing a buff to raids, it should be the hullmod that decides whether or not the ship is capable of performing raid operations. This is similar to the Surveying equipment hullmod and others like it, only ships with these hullmods can perform the specific task. This plays into the description of the ground defenses (industry?) that says that it would shred any ship that got close enough to the defenses, meaning that only ships specifically designed to carry and land troops should be able to perform raids.


Independent Stations
There should be a different sprite or depiction of the habitats and stations that are not orbiting planets in battle. The center of the station should be much larger to accommodate the industry and civilian population. This is unless I'm missing something and the "battle station" (industry?) you see in the habitat's profile is a battle station orbiting the actual station that just isn't shown when not in combat. If that's the case, then it should be shown.


Faction Colonizing
Why is some estranged madman hunting trade convoys and engaging in illegal trade across the sector with a couple million credits under their belt able to colonize a planet, but established factions with millions of credits to spend, large fleets, and countless cycles of governing experience unable to? Factions should always be colonizing and looking to expand.

Also, there could be an interesting side to this regarding TT.  They have locations of class V planets decivilized or lost during the collapse and AI wars. Wink Wink.


Core Story Developments
Whenever you visit a market, you may notice that there is a description detailing the story of the planet/station. This pirate station used to be a habitat that fell into warlord control, or this independent planet broke away from a major faction. Well, what if said major faction decided to cleanse the pirate station, or invade the planet that broke away? What's stopping them? I think there should be important story developments that happen randomly every 6 months-1 year, like the hegemony retaking Kanta's den. There could be a large number of these events (20-30) programmed in, and every new game they are randomly selected and executed at random intervals, the most time between "events" is a year. Building on this, there could be chain events/branching events, or "core" events with different setups and outcomes specific to certain planets or systems, one of which is always guaranteed to happen. A great example of this would be the Sindra system. There could be one programmed event that causes Sindria to launch a violent retaking of Umbara, causing Nortia to become worried and seek help from the Persean League, straining the longstanding Persean league/Sindira Diktat alliance against the Hegemony. Meanwhile, there is another event where Sindria's military dictatorship crumbles from internal fractures. The Sindria Diktat is severely weakened from a war between revolutionaries and the established government. The other 2 Sindrian planets likewise fall into chaos. Both the Hegemony and Persean League move into the system, the Hegemony to reclaim lost planets and the Persean League to stop the Hegemony. In a sneak attack, the Hegemony invades and captures Sindria. Nortia elects to join the Persean league for protection against the Hegemony. With both factions now having footholds in the system, war ensues between the Persean League and the remaining Sindrian planets against the Hegemony. While this is happening, TT sees their chance and quietly buys out the pirate leaders of Umbara, taking over the planet.


All ships deployed in combat
There's plenty of space in space, so right off the bat combat deployment points make very little sense outside of the need to not destroy the player's computer. So why don't we get rid of deployment points altogether and just have all the ships from both fleets be deployed? Now, you're actually concerned about one or two frigates ending up behind your warships, and might consider having escorts for your civilian ships or, god forbid, arm them. There's also a use now for the "civilian ship" waypoint you may have noticed.

2
Suggestions / Some suggestions
« on: November 15, 2019, 09:24:26 PM »
Industry Growth
Some things about the Mining and Farming industry doesn't make much sense. Are you telling me the agricultural sector from the colony that touched down 60 days ago has the same size and output as the one that has existed since the Domain? The output/consumption of these industries should scale with the population growth of the colony and may be capped based on the farming/mining industry modifier inherent to the planet and/or at a general cap.

Real AI ships
The future update that is coming out for starsector adds AI officers, but let's take things one step further. During the AI wars, Tri Tachyon used what would eventually become the remnant to wage their war, but what about the Astral's and Paragons of which there was no remnant equivalent? I'm proposing that High Tech ships should all have AI compatibility where AI cores can be attached and, depending on how advanced, provide buffs to the overall performance of the ship. Some ideas for the said buffs could be:

Gamma: +50% Maneuverability, the AI can make the thrusters and engines work together with the most efficiently, allowing for higher turns speed overall.

Beta: +50% Maneuverability +60% target leading accuracy, The Beta core can not only increase the maneuverability of the ship but also assist the gunners with leading targets.

Alpha: +50% Maneuvaribility, +60% target leading accuracy, +Class specific Buff, The assistance an Alpha can provide to a ship can vary from class to class, increasing replacement speed and rearming time for fighters on carriers, Ballistic and Energy weapons buffs for Destroyers, Cruisers, and Warship Capitals, Speed/Shield buffs for frigates.

3
Suggestions / More Realistic
« on: October 19, 2019, 04:31:13 PM »
Some suggestings that I think would make the game more realistic:

Commissions - Why does a faction give you tens of thousands of credits in return for literally nothing? I feel like there should be different kinds of commissions,  completing monthly trade runs for a faction or fill a pirate frigate quota. All of these would have to be gained first by doing barely-profitable trade/escort/military missions for a specific faction to prove yourself reliable and gain a factions trust.

Buying ships - First of all, there should be a bigger distinction between military-grade vessels and combat-capable civilian ships. Military-grade vessels should have more guns, bigger guns, better shields, better armor, have more
Fighters(Carriers), and be actually flux-efficient. With this line drawn, military-grade ships shouldn't be sold on the open market. In real life, there are military weapons for sale. You can buy a gun, and some old military equipment or vehicles. However, you can't buy a modern tank or an aircraft carrier. Why should things be different for factions in starsector? There is a greater need for civilian personal protection now that the peaceful era of the domain is gone, so in the 200+ years since civilian ships have been modified with weapon mounts and older military vessels such as condors and wolfs are permitted to be sold to the general populace. However, if you've gained enough trust from a faction you can buy real military ships from their military market, or just buy one from the black market for a very high price. Capitals should also never be sold on the black market, they're just too big.

Scanning - Why should scanning be restricted to stop-and-search encounters after you've done trading on the black market? Wouldn't the best time for scanning be when a fleet is docking to a station or planet? More authoritative factions such as the Hegemony, Persean League, and Sindrian Diktat should do scans whenever you dock, though with less likelihood to find something than if they were actually onto you. Ships could also be modded to have a special hiding spot where scanners will never reach, which you can use by placing the item into a highlighted spot in the cargo/inventory tab.

More specialized resources - There should be more planet/sector-specific resources like the voultarian lobster, to make the galactic economy more complex and diverse-feeling.

Combat deployment - Deployment points and choosing which ships will engage in combat makes no sense to me. There's plenty of space in space, and fleets are tiny. There is more than enough space for all the ships in a fleet to engage in combat, and even if you have ships you don't want engaged in combat they should at least be IN the actual battle, just behind your combat ships. This can create more complex and larger battles, with you having to defend your weaker cargo/fuel ships or crippling an enemy fleet by destroying theirs. All your ships are deployed in a battle, and if you lose you are destroyed. In the current game, if you only deploy your combat ships and lose, all your civilian ships get pursued and destroyed afterward anyways. The result is the same, only less realistic. Also, you can no longer defeat bigger and more powerfull fleets because they don't have enough deployment points to use their full strength, that's very silly. The scale of the map size for battles can also change based on how many ships are involved.

4
Adding to my previous comment.

Would a new ship data file of a modified vanilla ship automatically override the core vanilla ship file in-game?

5
Hi, I started playing starsector after watching Seth's video and I want to make some personal adjustments for my game. My favorite ships are carriers, and I feel like it would be much cooler if there were more LPC slots. Is there any way to edit Vanilla carriers to add more LPC slots?

6
Hi, I finally decided to try this mod and I want to know if the following mods are compatible:
-lazylib
-graphicslib
-disassemble reassemble
-Combat Chatter
-Audio+
-Speed up

7
Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: September 27, 2019, 12:08:34 AM »
Scy is a great faction mod with very interesting lore and great ship designs. However, the spawning of the Scy in the core makes no sense to me. I expected it to be clusted in one or 2 systems on the edge, but instead they were spread out around the core, like a normal faction. This doesn't really make sense with the lore, they were a small colony on an asteroid traveling system to system. They were discovered after the collapse, attacked, and lost 1/3 of their population. How did they suddenly recover and take so much of the core?

8
Suggestions / (Nerexelin)Planet Strength
« on: September 24, 2019, 11:03:34 PM »
Does anyone else think planets in Nerexelin are too easy to take over? Is it realistic that a planet with hundreds of thousands of people have less than 2000 people defending it? It should, at the very least, be 3 times more than that amount. I've never seen a use for troopships, but if a planet you wanted to invade had half a dozen thousand people defending it you would have to invest lots of money to stock up on marines and heavy armaments, those ships would actually come into use and it would feel harder and more satisfying to take a planet. This is opposed to tactical bombarding them then walking in with 400 marines.

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