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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 - DatonKallandor

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1
Update for 0,96a?!

Update for 0.96a now!

2
IS this gonna be updated to the new version ?

it seems to affect all weapons somehow as some changes didn't happen to some of the weapons on my install

(for example my assault guns have a 600 range instead of the new 700)

I have no got around to updating it yet, but it's still the plan. I'm not sure it'll happen for the current version of the game. But I'll post in here and update the title when it does.

3
Suggestions / Re: On the subject of torpedo balance.
« on: August 20, 2021, 09:57:32 AM »
Atropos may as well not exist because Harpoons are just better version of them (Harpoons should really be removed). Reapers are fanatastic and Hammers have niches but usually you're better off just taking a Reaper instead.

4
I think a defensively specced carrier should be about the equivalent of a PD-specced warship. And you certainly shouldn't be able to just ignore both options if you're fighting an offensive carrier containing fleet. That leaves it open for people that don't want to use carriers at all or defensively to still get a strikecraft counter.

For Bomber wings, I'd personally treat them similar to regular missiles - if the PD net is intact, you're not going to do much with a bomber strike, but if you can hit when there's no cover and the PD is dead or EMPed, the bomber strike should mostly work. But it's likely the bomber AI and control is not up to taking that into account. Bomber balance is hard because of that.

5
General Discussion / Re: question about trading
« on: August 20, 2021, 09:26:40 AM »
thank you for your answer i will take a look at those video, still feel like the "honest" trading is a bit too harsh...
will try to get a lot of trader contact and see if it work...

Honest trading isn't supposed to be profitable. It's boring. It's predictable. But if it was profitable, people would still do it despite that.

6
General Discussion / Re: How many units of heavy machinery do you carry?
« on: August 10, 2021, 10:53:11 AM »
50 in the early-midgame, then building up to 100 as my fleet grows.

7
General Discussion / Re: Why don't my ships follow orders ?
« on: August 01, 2021, 03:12:44 AM »
Yeah, it's very much intended to not be an RTS, which is why there's an order limit and units have their own AI at all times. And personally I think that's a good thing. I would hate having to micro a fleet just to get performance out of it. In fact, micro in general is a clutch of RTS games that the genre should have grown out of decades ago.

8
General Discussion / Re: Why don't my ships follow orders ?
« on: July 30, 2021, 11:37:45 AM »
Like, currently it feels like the AI's priorities are:
1. COMBAT!!!!!shift1
2. Orders

Rather than:
1. Orders
2. Combat

The latter would result in a lot of dead ships and a lot of complaints about how there's no point giving the AI a ship to fly because they'll just get it blown up.

9
Suggestions / Re: Station Drones as high-OP LPC's
« on: July 21, 2021, 10:29:59 AM »
Riders are replaced for free between battles, and you can have riders that would be far too powerful as a standalone ship, but can be limited by being tied to a carrier.

Usually the reason for Riders to exist in a setting is because they let you build ships that perform better mass-for-mass because you can leave out all the FTL drives and long-term supplies that you'd need for a "real" ship.

10
Suggestions / Re: Station Drones as high-OP LPC's
« on: July 19, 2021, 10:33:25 AM »
A ship with Battle-riders would be nice though. Non-replaceable, frigate (or larger) sized combat ships carried by a tender that devotes most if it's systems to carrying the riders. If the riders are customizable even better.

11
Missiles are a limited resource and PD is not. Of course a few small mounts of PD won't make you immune to missiles. It'd be hilariously bad game design if it did.

12
Blog Posts / Re: Skill Changes, Part 1
« on: July 02, 2021, 02:26:37 PM »
This all sounds great, the only thing I'd want is for both Industry Capstones to have "All ships are recoverable when destroyed" not just one of them. Especially since they are essentially mutually exclusive. It's Industry! Both paths are about getting ships blown up and not caring, but only one of them gets the tools to really not care.

13
I don't think increasing the speed would significantly increase survivability anyway. It doesn't matter if you fly at speed 50 or at speed 400, if you're going in a straight line that large shot is still going to hit you. You'd have to make strikecraft fly in evasive patterns instead of straight to really help them dodge shots (at which point PD efficiency becomes mostly a factor of projectile velocity more than anything else).

14
I'm still going through the beta testing things, but I do have on piece of feedback:
Please make the portraits a separate optional download. I like everything about Archean Order except the portaits. A good chunk of them are fine or even good, but there's some really bad duds in there that just do not fit the art style whatsoever.

15
Unfortunately the old fighter commands don't work with how strikecraft are currently controlled. I also liked being able to set bomber rally points for them to wait at until they had built up a critical mass for strikes and then return to after rearming - but it's gone and almost certainly won't be coming back.

The only fighter control upgrade that I could see being easy to implement with the way fighters work right now is the ability to tell strikecraft to dock and stay docked. That would be easily done by making it the hold-for-1-second functionality of the toggle-fighter-command button. No need for new controls, no possibility of conflict with existing controls.

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