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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 - RSS_Ornel

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1
Bug Reports & Support / Re: Losing focus on screen.
« on: July 14, 2013, 07:20:41 AM »
Could be that it is compiz acting up as well. It only happens in full screen and only with this game so it could be compiz/gnome freaking out with full screen. I mean its not that big of an issue i just need to remember to save often :).

2
Bug Reports & Support / Losing focus on screen.
« on: July 12, 2013, 01:58:50 PM »
The linux machine that i use acts up when i alt-tab out of the game. The biggest problem is i CANNOT return focus to the game. I wonder if thins is a bug with the code or if it is my gnome classic acting up.

Specs: Release 12.04 (precise) 64-bit
          Kernel Linux 3.2.0-48-generic
          GNOME 3.4.2

3
Blog Posts / Re: Fleet Encounter Mechanics, Part 1
« on: April 01, 2013, 05:33:20 PM »
Honestly if fleet splitting is implemented i will love to have my own fleet be a pure elite one full of high tech phase frigates and such so i would love an engagement type that lets you split a portion of the enemies fleet off. I have an idea for this: the chance of success is not 100% and thus sometimes you will fail the "leadership roll" and you will not successfully ambush a fleet. Also could this require phase ships so i have a reason to use them again.(alex pls ;D)

4
Suggestions / Re: Phase ships on campaign map
« on: March 22, 2013, 06:10:29 PM »
My problem is how much flux the phase cloak uses in battles -- even with full capacity and venting, there's no way you could phase a ship for more than a minute.  When you look at the rate of time that passes on the campaign map, there's just no way a ship could remain effectively cloaked to hide.  Not to mention how readily visible a cloaked ship is (the glowing "phase anchors" or whatever).
This ends up being the cause of the phase cloak being as useless a as the pre buff TL. I have only used the one with the EMP system to this point as the others just die in AI controlled hands. This is IMHO a COMPLETELY necessary buff to the cloak to make it usable as a mechanic.

5
General Discussion / Re: Things you didn't expect from starsector
« on: February 01, 2013, 07:50:34 PM »
I didn't expect being able to solo an onslaught with a tempest.
Spoiler
holy damn! +50% OP tempest are OP!
[close]
i didn't expect to make a LoL joke in reference to starsector
Spoiler
Tempest OP nerf irelia!
[close]
to expand on that: tempest op? Better nerf the taychon lance


6
Suggestions / Re: Initial invisibility for phase ships
« on: January 21, 2013, 04:23:04 AM »
I like this idea. I think at some point i thought i was the only one who thought phase cloaks were horrifyingly useless.
On topic: Maybe a second detection radius would do this. like fog of war.

7
General Discussion / Re: The great return
« on: January 13, 2013, 05:25:21 PM »
just a thought. sorry if i sounded terrible. I guess that is true. But the soontm thing needs some explanation imo. Again sorry if that sounded like i was implying something

8
General Discussion / Re: A Few Starfarer Dev Questions...
« on: January 13, 2013, 04:49:23 PM »


Sure count me in (as far as english ---> german ), what we really need is a spanish, portugese and russian speaking guy or gal, there is a huge spanish, portugese and russian speaking internet out there.
I can speak Russian pretty well but if this happens i don't know when i could find the time. but if it is ok with the legal shenanigans this would be an amazing project.
 (?????? ??? ??? ????? ?? ?????? ?????????????)
edit: apparently no Cyrillic support on the forum. OK then.

9
General Discussion / Re: The great return
« on: January 13, 2013, 03:49:23 PM »
as to when it is done, soontm
Yea i think there needs to be a sticky thread with that title so people know not to ask that question.
Gothars get on it.
on topic: i don't play with mods(i really should though). so idk what to tell you.

10
General Discussion / Re: Just learned of Starsector
« on: January 13, 2013, 03:45:30 PM »
Idk what the answers are for the char creation but a wolf is the easiest frigate to start off with imo. lots of harass(oh god i play to much league of legends) and very strong shields to protect against pesky rail-guns(which are kinetic so they do more damage to shields). oh and harpoons to finish unshielded enemies so those cheeky buggers cant retreat.

11
General Discussion / Re: estimated finish date of game?
« on: January 09, 2013, 02:27:47 PM »
As Alex says
Spoiler
SoonTM
[close]
Oh and Gothars.this might need to go on some of your informational sticky threads. just a suggestion.

12
Suggestions / Re: Multiple Fleets for player?
« on: January 07, 2013, 08:19:15 PM »
I have been worried that this may never come about . I mean it is one of the mechanics the game seems to revolve around.
Anyway back to the point, I have not seen posts by the devs on this topic and I am just wondering if this is even planned.

      Personally though I would love to see my factions fleets swarm an enemy base or patrol my star systems.


                       Just my (slightly) delirious thoughts at 11:18 pm .
 

13
Suggestions / Re: Beam Buff & More Hull Mods
« on: December 28, 2012, 12:10:47 PM »
I have never been a strong proponent of this belief but : Fun over realism.

sure it isnt the most realistic thing in the world but, it would make beams useful in a niche support role. that seems like fun to me.

14
Suggestions / Re: Ground combat
« on: December 18, 2012, 09:50:53 AM »
Spoiler
I think the invasion can come in stages with minimal work.

Stage 1:
You see a screen sort of like the end result of the battle screen showing ships of yours that have weapons attacking vs. the defenses on the ground. It auto resolves and your ship artillery (large bore weapons like mjolnir cannons) has a chance to blow away defenses on the ground and kill soldiers. The ground defenses also have a chance to damage air born ships and to destroy very weak ones.

Stage 2:
The largest transport ships you have are shown depending on the number of marines (if you have a hundred marines and two ships that carry fifty, you can see two ships. If you have one ship that holds a hundred, you see one.) The ship holds a certain number of transport craft holding five or so marines. Depending on the ground defenses, a number is shown of how many marines you have vs. the number of enemy soldiers holding the planet.

Stage 3:
Marines battle local ground forces and depending on their rank and equipment or some other factor can win or lose, surviving enemy defenses and surviving ships with anti ground artillery can help or damage your chances of sucessful invasion.

Stage 4:
You can choose how to manage the colony.

I will post screens of how I imagine this would look later.
[close]
This is a nice idea considering it would be rather easy to implement with minimal effort.

15
Suggestions / Re: FTL engines to travel to other systems.
« on: December 18, 2012, 08:42:50 AM »
I think there is one thing you should know:

Spoiler
Don't mention multiplayer they dont like that here
[close]

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