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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Vaster

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1
Discussions / Re: Which One?
« on: October 01, 2012, 12:02:41 AM »
None of them.

2
Discussions / Re: Mount and Blade 2
« on: September 30, 2012, 06:01:30 PM »
You people realize the meaning of "teaser", right? :P It's not meant to show you gameplay. Teasers are mainly to announce the fact that a development of such a game even exists.

3
Discussions / Re: Rate the above posters Song/Music!
« on: September 30, 2012, 05:56:57 PM »
7/10 Its catchy

Dramatic piece! :P
http://www.youtube.com/watch?v=nklD6vc-oxY

Pfftah. Touhou. 8/10.


Electronica-ish. Purity Ring - Lofticries http://www.youtube.com/watch?v=VgKk8Eqyzkk

To spoil the incredibly ambiguous lyrics/sound, the song is about two children murdering a sexually-abusive parent.

4
General Discussion / Re: MWHA-HA-HA-HA!! The undeniable power!
« on: May 01, 2012, 03:21:28 PM »
Okay.

5
Mostly a suggestion to Alex as an in-depth idea for the travel system/how it would work.

I'm not sure how much Alex has given thought to his implementation of a multiple systems thing. Probably a lot. May even have a system planned. But if not/still open to new ideas, I'd personally like to see a Galaxy Map system similar to...perhaps something like Space Rangers 2 (cheesy name, great game). May have been suggested before, but I'm a bit lazy when it comes to searching the Suggestions forum.  :P

I am referring to something like this piece of DeviantArt work of Mass Effect.
http://fc00.deviantart.net/fs71/f/2010/199/6/e/Mass_Effect_Galaxy_Map_by_DWebArt.png
(Ignore the silly lines, pretend the dots are smaller, and pretend that the map is larger [maybe])

Basically, a large grand galaxy map could be brought up, and you could select a dot, which represents a system, and travel to it. The fuel consumed would depend upon the distance between the system you're traveling from and to, of course.

This would also be excellent for mod compatibility, as modders could simply create a system sheet for their mod and specify coordinates of where it would be placed on the galaxy map (as well as other data). Allowing for quite a lot of consistently with compatibility.

6
General Discussion / Re: SF on a flash drive?
« on: April 18, 2012, 11:44:25 AM »
Personally, I'm very much against DLC in general, but that's just preference, it leaves a bad taste in my mouth so to speak.

Helps that DLC costs quite a bit for the so little content it adds. I miss just plain old expansion packs, myself.

7
Modding / Re: Valentine Corporation (faction)
« on: April 18, 2012, 10:52:21 AM »
It'll proooobably be released several hours from now. I'm tired, on the verge of collapsing. And still have to do a few .ship/.variant files as well as the actual faction. Which I'll finish up after sleepses. But it will be released soon after I awaken later. ;) The first version anyway, which will require some alpha testing to assist me in balancing. Hope you guys are up for that. ;D

8
Suggestions / Re: Dragging disabled ships with you?
« on: April 18, 2012, 10:48:44 AM »
Ehhhhh. I agree with K. I think it's fine the way it is.

9
General Discussion / Re: Added a simple spoiler tag
« on: April 18, 2012, 10:47:04 AM »
Here it is in action:

Spoiler
Surprise!
[close]

The button text isn't customizable.

Oho. Glad to see my suggestion/directive was taken to heart. ;D

Excellent, it'll definitely come in handy. Thanks Alex.

10
Modding / Re: Valentine Corporation (faction)
« on: April 18, 2012, 09:00:11 AM »
Wait wait wait hold up you can mod ship turning speed?

Is this an astounding revelation to you?

11
Discussions / Re: Ruin a Wish (forum game)
« on: April 18, 2012, 08:58:31 AM »
Granted. We threw in the universe as a bonus. But you still exist.

I wish I could compose decent music.

12
Modding / Re: Zero Wing: All Your Base Are Belong To Us
« on: April 18, 2012, 08:47:01 AM »
Is it ok if I included this within my awesome mod at some point?

Psssh, go for it, I'm an open source person.

13
Suggestions / Re: Blow It To Pieces! (Detached damaged ship parts)
« on: April 18, 2012, 02:37:41 AM »
Never played Battleship Forever, but sure, sounds exactly like what I was trying to get across.

14
Discussions / Re: Ruin a Wish (forum game)
« on: April 18, 2012, 02:14:59 AM »
Granted. The explosive power of the sound, however, "rips you a new one" so to speak.

I wish I had a lightsaber.

15
Suggestions / Blow It To Pieces! (Detached damaged ship parts)
« on: April 18, 2012, 02:11:48 AM »
(Might be slightly hard to follow if you're not a modder)
Just a small idea I thought of. I thought it might be cool for ships to have parts of it destroyed and detach if said parts take too much damage. As in, we could have things like wings, or misc parts of the hull be separate images, but still be attached normally in-game as one ship (attached to the base image coded into the ,ship file). However, if that part takes too much damage, and is "destroyed", it is detached from the ship as a piece of flaming wreckage. (Note: It doesn't change as an image, it just has a lot of heat/etc like how ships normally take damage) A code in .ship could specify coordinates on the detach area and cover it with damage effects to not make it look so weird in case the part doesn't look that great when cut from the ship.

This would not be a forced option. It would only be extra specifications in the .ship file. If it doesn't have the specification, then ships are simply destroyed/disabled as they normally are. So no extra work for modding/etc if you don't want to put forth the effort for it.

Thoughts?

hydremajor probably explained the idea better than I.
You mean a "sections" system like in Battleship forever ?

I.E. "Child" section is linked to "parent" section wich is linked to "parent2" section

If "parent" section destroyed, "child" section goes drifting in space

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