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Messages - jhb

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1
Suggestions / Re: New name for energy weapons?
« on: September 04, 2013, 08:12:10 AM »
Maybe radiation or electrical for one or the other?

2
Discussions / Re: The Anime List
« on: May 07, 2013, 05:14:23 PM »
I'll pretty much watch anything by Shaft:

Arakawa Under The Bridge
Bake/Nise/Nekomonogatari
Denpa Onna To Seishun Otoko
Hidamari Sketch (dat wideface)
Madoka (Already mentioned twice, but I'll back this again because it's so good.)
Maria†Holic (Trap!)
Natsu No Arashi!
Pani Poni Dash!
Sayonara, Zetsubou Sensei (surprised this wasn't mentioned)
Soredemo Machi Wa Mawatteiru

Non-Shaft:

Ore no Imoto ga Konnani Kawaii Wake ga Nai
Read or Die
Tamako Market
Working!
GA: Geijutsuka Art Design Class
Bludgeoning Angel Dokuro-chan (Pipiru piru piru pipiru pi!)
Gosick
Nichijou ()
Panty & Stocking with Garterbelt ()
Shinryaku! Ika Musume
Ladies Versus Butlers!
Kannagi
IDOLM@STER
Dai Mahou Touge
Hen Zemi
Ano Hi Mita Hana no Namae wo Bokutachi wa Mada Shiranai (tearjerker every episode)
Durarara!!
REDLINE

Queued to watch:

Acchi Kocchi
Little Busters!
Yama no Susume
One Off
Mangirl!
Teekyuu
Kokoro Connect
Hyouka
Ano Natsu de Matteru
Aiura
Yuyushiki
Yahari Ore no Seishun Love Comedy wa Machigatteiru
Hataraku Maou-sama!
Hentai Ouji to Warawanai Neko
Sakurasou no Pet na Kanojo

I'm a sucker for slice-of-life and moe anime.

3
Suggestions / Rotate Turret Arcs
« on: April 29, 2013, 04:09:40 PM »
It would be nice to be able to change the direction some turrets face, like on the Onslaught (letting the 3 large mounts face forward would be so useful).

Of course, there would be limits and drawbacks, like only being able to rotate a turret a maximum of 30-45° (or whichever angle), and making the turret arc narrower the more it's rotated. There could be an OP cost as well. Limits/drawbacks/costs could scale with turret/ship size, or could even be restricted to specific ships.

Now, I understand that this might make weapons look weird on certain ships or make some of them overpowered, and that this might be difficult to implement, but I think this would add a lot more customizability to the game; being able to customize my ships is the best part of Starsector, in my opinion.

What does everyone think?

Spoiler
(I'm suggesting this because my flagship is the Conquest, which I love, but I hate that the ballistic turrets don't face forward; I'm terrible at piloting without shift+a/d, and the Conquest's broadside configuration makes it very difficult for me to simultaneously pilot and shoot effectively. Also, random thing: doesn't the Conquest look like it should have a built-in weapon like the Onslaught? I mean, the whole ships looks like a giant cannon!)
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4
Discussions / Re: Piano music i listen to, any recommendations?
« on: March 09, 2013, 04:47:44 PM »
Beethoven, Mondscheinsonate (Moonlight sonata):

Don't forget the third movement!

Also, Yiruma. and

5
Discussions / Re: The Atmosphere of the Forum
« on: February 28, 2013, 06:48:42 PM »
I know i can run my mouth a lot and end up talking off topic tuu much but i hope that the fingers arent pointed at me x_x
Off-Topic: What is your avatar from?!
That's Popura Taneshima, from the anime Working!!

6
Discussions / Re: DCS games.
« on: January 15, 2013, 05:12:18 PM »
Isn't that the game with the 600+ page manual? I dunno, seems a little too technical for most people. It is entertaining to watch other people try (and sometimes fail) to play it, though; I learned about it from watching Giantbomb's quick look on it.

Random fact: the mounted gun's recoil force is actually greater than one of the Warthog's engines thrust output. (link,link)

7
Suggestions / New skill/perks (view enemy ships/orders)
« on: January 14, 2013, 07:55:31 PM »
It would be cool to have a new skill that essentially lets you "spy" on the enemy in the Command UI/Command & Control (C2).

The base bonus would be "all ships in fleet, +x% sensor range per skill level" where sensor range (as I understand it) is the visible area around your ships in C2, and "x" could be somewhere around 5%.

Level 5 perk would let you see what ships the enemy deploys ("Incoming enemy vessels"), like the it way was before 0.54a.

Level 10 perk would let you see what orders the enemy has given to their ships.

The skill could be called "Improved Sensors" or something like that, and would most likely be under the Leadership aptitude.

Also, it would be useful to be able to "tag" enemy ships so that you would see whatever the tagged ship sees in C2 (even when it goes out of sensor range), like the Queen's parasite ability in Starcraft.

Note: This is how I originally wrote this post before doing a little searching and finding this thread. I felt that, other than the base skill bonus, this post was different enough to warrant its own thread. If not, please move this post to the aforementioned thread.

8
Suggestions / Re: The Name of the Game
« on: January 04, 2013, 06:50:50 PM »
Starfighter, in order to keep the SF acronym.

9
Suggestions / Flameout timer
« on: December 31, 2012, 05:43:28 PM »
There's already an overload timer and vent timer, so why not a flameout/engine repair timer? Here's a picture:

Spoiler
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10
Suggestions / Re: Armed/Hostile Asteroids
« on: December 30, 2012, 10:06:29 PM »
That's a good idea; it definitely makes more sense than armed asteroids. It would certainly seem feasible if this was ever implemented.

11
Suggestions / Re: Armed/Hostile Asteroids
« on: December 30, 2012, 08:13:40 PM »
I meant more like an environmental hazard in combat (along with normal asteroids and nebulas), instead of a location on the system map.

I know, I just went from "Guns that shoot out asteroids" to "Asteroids that shoot guns".

12
Suggestions / Armed/Hostile Asteroids
« on: December 30, 2012, 07:20:08 PM »
What if some asteroids had weapons? They would simply float around the battlefield, shooting at whatever is closest to it, except other asteroids. They would be pretty rare out in open space, but more common around Corvus III (the asteroid belt, near the pirate station). Kind of like a space minefield. Here's a picture:

Spoiler
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Of course, asteroids wouldn't have engines, shields, or systems. Once weapons are disabled on an asteroid, they're disabled for good, since asteroids wouldn't have crew or machines to repair them. Ammo could be limited or extended, or they could just use energy weapons.

(I kinda got this idea after reading Alex's tweet about asteroid cannons)

13
Suggestions / Re: Idea to make Beam Weapons more useful.
« on: December 18, 2012, 06:23:26 PM »
What if beams could pierce? Here's a couple of topics I found relating to this:
http://fractalsoftworks.com/forum/index.php?topic=4486.0
http://fractalsoftworks.com/forum/index.php?topic=1853.0
http://fractalsoftworks.com/forum/index.php?topic=3985.msg61160#msg61160

I'm thinking that beams should be able to pierce shields, at the cost of doing reduced damage to the ship when piercing.

When the enemy's shields are down, beams could pierce through ships (instead of just hitting one spot), doing damage to the ship's armor/weapons/engines along a line. Also, beams could cause the enemy to gain soft flux even when the shields are down.

The piercing of unshielded ships could also have a scaled damage system: the bigger the ship, the longer the beam penetrates, the more damage the beam does.

This would make Phase Beams and Tachyon Lances much more useful by being able to disable some of the enemy's weapons when their shields are up, and disabling drastically more weapons when the shields go down.

EDIT: Also, some hullmods could counter the shield/ship piercing (stabilized shields to counter shield piercing, for example).

14
Suggestions / Re: Convert Weapon Mounts
« on: December 02, 2012, 08:37:18 PM »
Meh.  No, doesn't sound right.  Does a lasher with 5 small energy mounts sound good to you?  Or an Onslaught with more energy mounts than you can shake a stick at?  Not saying that it's a bad idea, it just seems OP to me.
That's why I included a limitation on the number of mounts per ship you can convert...

Hi jhb, welcome to the forum :)

It was speculated that the convert button will be able to convert some ship classes into others, for example Tarsus transporter into Condor carrier. It might also just get removed. http://fractalsoftworks.com/forum/index.php?topic=4915.0

I don't think mount conversion will make it into the game. It's mount types are a defining characteristic of a ship class, to be able to change them would just cost it personality and mix up the balance. It was indeed suggested before.

Don't let you first post being no hit stop you though, mine was something about Diablo style random loot and was crushed instantly^^

Darn, and I was thinking of suggesting something similar where ships would have random stat buffs/debuffs. Oh well.



I see what you both mean about certain weapons being out of place on different ships. Maybe some ships can only have specific conversions (low-tech: ballistic <=> missile only), but that might be getting too complicated. The reason I suggested this was because I prefer high-tech ships w/o missiles, and I would love to have some more ballistic mounts on them.

Anyways, thanks for the feedback and encouragement!

15
Suggestions / Convert Weapon Mounts
« on: December 02, 2012, 06:42:11 PM »
Here's an idea for the unused "Convert" button in the refit tab: Converting weapon mount types from one to another (energy to ballistic, ballistic to missile, etc).

Of course, there would be some limitations or drawbacks to converting mounts, like:

  • Converting a mount could decrease its size by one tier (large to medium, medium to small, small unconvertable or stays small)
  • Only a certain number of mounts could be converted per ship (1/2/3/4 for frigates/destoyers/cruisers/capitals)
  • The ability to convert mounts could be unlocked by a certain skill (more points in skill = more/larger mounts)
  • Converted mounts could have reduced firing arcs
  • Converting mounts could have a high OP/credit cost or refit time, or only be done at (friendly?) stations
  • Converting mounts could require the sacrifice of another mount
  • Weapons in converted mounts could have reduced stats (slower turn rate, reduced range, etc.)
  • Different conversion types/sizes could have different costs (large missile to energy more expensive than medium ballistic to missile, etc.)

What does everyone think? Feel free to add your own ideas, or tell me if this has been suggested before (I searched, but couldn't find anything similar).

Spoiler
Also, first post. I hope it's a good one...
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