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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - TJJ

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General Discussion / Re: Is there any reason to use Astrals over Condors?
« on: October 06, 2019, 01:41:36 AM »
Captains is another reason.

Astral needs just 1..... Condors need many.

I'd sooner take an Astral over a dozen Condors.

Discussions / Re: Raspberry Pi 4
« on: September 18, 2019, 10:03:23 AM »
While it'd be an interesting curiosity, you could buy an entire recycled business PC for around the same money as a Pi 4!
I'd wager it'd be far more capable, though obviously in a much larger form factor.

General Discussion / Re: Supply consumption is ridiculous and unfun:(
« on: September 08, 2019, 11:39:26 AM »
If supply consumption were more predictable, this would be less of an issue.

I say it every time fighter balance gets mentioned, but.....
Fighters being neither fun nor engaging to fight either with, or against, is a bigger issue than their current power level.

Fixing balance is largely just tweaking numbers, fixing gameplay requires a rethink of fundamentals.

I would like to suggest that the separator for numbers should not be commas, (or full stop) but to use a space instead, as is used internationally to prevent confusion.

Example: 534 523 or 18 466

Should really be based upon language/locale selection.

Though as the game is only in English atm, comma convention seems reasonable.

Suggestions / Re: Antimatter Blaster
« on: August 07, 2019, 11:53:44 AM »
I like it as a concept; it definitely sets itself apart from the other small energy weapons, and for its mount size poses a moderate threat.

However, range has always been king in Starsector.
Getting close enough to use short range weapons inevitably* costs a great deal of flux in either shield hits, or phase cloak.
A fact I think could be better accounted for in terms of weapon balance.

*The exceptions to this rule being armour tanking, and fighters.

I don't think I'd want to increase its range; that'll just makes the weapons more homogeneous.

Perhaps buff its alpha-strike capability to make it a weapon to be truly feared?
Have it behave a little like the auto-pulse; building up charges over time (but much faster than the auto-pulse), and then releasing them all in a single 'blast'.

It'd offer a radically improved alpha-strike (maybe ~double what the current weapon delivers?), but with a recharge time that delivers a slightly lower DPS.
With the AI coded to wait for a full charge when the target has shields, or lots of armour; min charge in other circumstances.

Another possible direction to go would be to have it apply a special status effect to the target; perhaps 'destabilise shields', incrementally increasing shield damage taken from other sources. (though that'd tread on the toes of the Entropy Amp ship system)

What's the performance like?
How much of the slowdown is attributable to the Windows wrapper?

A direct port of the compiled binary would be a 'fun' project.

General Discussion / Re: things far away
« on: August 07, 2019, 12:41:57 AM »
Yes, there can be wrecks, caches and other anomalies quite far from the star.

Use the Neutrino Detector to find them relatively easily.

Bug Reports & Support / Re: I buy the game and don't start
« on: August 03, 2019, 01:14:30 PM »
Idle thought on how to resolve this issue permanently;
If the launcher were a lightweight VM, it could control the launch parameters & environment variables in which the game-proper executed.

Fix bugs like this, tune the game's VM according to the user's system specs and/or preference (for mods).

I've finally managed to get into this game recently, and have been surprised by its depth of mechanics & story - even moreso given it's a mobile game.

I especially like the way they've approached crew & skills, making every crewman feel important, and contacts, making mission givers a vital resource that has to be discovered & nurtured, and trade permits/bans/alliances, so that profitable trade is possible without being trivial.

The scope of combat is obviously completely different from SS, but many of the campaign-level mechanics are applicable & IMHO would fit excellently into SS.

If you don't mind the darkest dungeon-esque combat mechanics, it definitely gets a thumbs up recommendation from me. It's readily available for next to nothing too, on both mobile platforms & Steam. ( I think I got mine from a bundle some time ago)

Suggestions / Re: Slightly buff the Heavy Burst Laser
« on: August 01, 2019, 11:09:47 AM »
Agreed, though burst pd is itself a bit of a lemon.

I bet pd effectiveness of the burst pd would not be significantly reduced if it had only a single charge.
Not that I'm suggesting such a change, just pointing out where the flaw of the current implementation lies.

Suggestions / Re: D-mod Disparity
« on: July 27, 2019, 12:16:10 PM »
They could be balanced by modifying the upside; might be a little more flavourful that way too.

The launcher need not run inside the same VM as the game.

Besides gaining better control of launch parameters, partitioning game from launcher could accelerate launcher load speed & marginally reduce the game's peak memory usage.

Sounds like we need a mod to mod the mod loading code so that mods can better mod mods.  :o

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