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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - tanith

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1
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: September 05, 2019, 04:28:27 AM »
Could you add a 5 degree traverse to the Sparrowhawk's small universal wing mounts? I'd like to try them with something other than missiles, and they're a bit far apart if you're looking to hit something smaller than a cruiser with any degree of regularity.

2
Suggestions / Re: Intel Screen Exploration Clutter
« on: August 01, 2019, 03:18:42 PM »
2) Made it behave the same way for debris fields, in addition to also making debris fields only scavengeable once

Do not discount the tension of repeatedly mashing the salvage key to get every last blueprint from a research station while the sizable pirate fleet spawned by your opportunistic antiquing comes emergency-burning in, otherwise there's nothing keeping you there for them to be a threat.  :)

What if: you salvage an item's debris field once, but you remain stationary and vulnerable like during a transwarp jump warm up for a discrete time, variable with origin size and complexity (small equipment cache or a Kite to Research Station). Each debris field size is salvageable for a maximum number of ticks (Frigate=1, D2, C3, B4, Mining 5, Habitat 6, Research 7), and if you disengage before completing the job, you run the risk of losing crew, machinery or salvaged items, maybe with an additional penalty if you're within sensor range of an unknown fleet, a hostile fleet, or a hostile fleet specifically pursuing yours. People like me are already going to be sitting around hitting salvage again and again until we're satisfied, but you could automate the process like this and still preserve some tension about what happens when you trip a transmitter on a wreck. (My base assumption here is that spawning the investigating fleet closer to the player to compensate for only salvaging once would not go over well.)

3
Suggestions / Re: Empty star systems
« on: August 01, 2019, 01:45:18 PM »
In the same way that a hostile fleet in realspace on the other side of a jump point gives you a horn toot when you're about to drop out of warp on top of them, could we get a warning honk that there's some bad news on the other side, or a visual cue in the hyperspace map about where the CR-annihilation beams are pointed?

4
Suggestions / Re: Interface woes and space marines!
« on: August 01, 2019, 01:37:38 PM »
A few interface thoughts that culminate in something:
I would really like a toggle in the codex to view a ship's turrets and arcs. I would also like to zoom in and out of the pictures in the codex. There is no place to click to take you to a ship's codex entry from the refit screen, or something to mouse over that gives you the codex details in a convenient pocket-sized popup. Thumbnail ship images in the codex listings would be a nice option (like a file manager viewing as a list or icons).

What if you merged the codex into the refit screen? They're both lists of ships on the left, with an image of the selected ship and performance numbers (sector map- or combat-related, below or above). I'd like to be able to see all the details about one ship on one screen, and it's silly that I have to use the mission interface refit screen to get a look at the turret arcs/mount type location of ships I don't own in the campaign.

Other codex interface thoughts:

Given the profusion of modded everything: seeing the codex get a search string, or adding blueprint-style categories (high-tech, {REDACTED}, midline, etc) would also be nice.
.
With upcoming changes to {REDACTED} salvage, could ships that are otherwise hidden in the codex when you start get entries after you own them, pokedex-style, if only to save me the trouble of popping back to the fleet screen to click the codex link from the ship itself?

While we're talking about Interface Flow:

The current flow at Stations is a mess.  How to buy a new ship?  Click on Trade... and, uh, figure out you're supposed to hit the Fleet button.  Things like that should get addressed; I honestly think the Station Dialog will need a revamp at some point before 1.0, to make it easier to understand / navigate.

Speaking of stations: I would love hotkeys to cycle left/right between open, military and black markets. A and S aren't doing anything in the inventory or fleet screens right now, so you could use them for it.


5
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82RC3)
« on: December 29, 2015, 06:46:58 PM »
Is there any reason why the Singularity's burn speed isn't 10? I've already changed the CSV file so I can chase small pirate fleets more effectively, but when it's the Nexerilin starting craft, it's a small hassle.

In unrelated news, the Causality frigate remains one of my favorites. Current fleet has six of them and they just scoot around, tarballing and distracting everything until a heavy hitter can roll up and finish the job.

6
Mods / Re: [0.7.1a] Combat Chatter v1.0
« on: December 22, 2015, 03:28:50 PM »
If you have not done so already: for the next version, can you have near-death frigates report a breach in the starboard fusion chamber?

7
Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 12, 2015, 12:19:18 PM »
The thunderbolt changes should be interesting, and should prevent things like my unstable injector tempest missing and then circle-strafing its butt right into their path as they curve back around and getting flamed out.

8
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: December 03, 2015, 06:16:40 PM »
First one is a reference, but not an anime reference.

Kevin Stewart?

9
Mods / Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« on: December 02, 2015, 12:56:09 AM »
Only one of the Valiants in a squad ever seems to do any shooting, the other two seem stuck in high speed mode?
And thanks for reviving this!

10
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 10:43:57 PM »
The AI doesn't seem to want to fire the Squall when it's equipped on an Apogee, even when it's the only weapon installed. (Only in sim so far, but strange.)

In the mouseover text for Coatl, I think you meant to say "so close the to Chicomoztoc"

11
Mods / Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
« on: April 24, 2015, 10:19:22 AM »
More frigates is always a good thing, can't wait to see what you've done when it drops.  :)

12
Mods / Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« on: March 19, 2015, 03:05:05 PM »
Another minor thing for when the mod gets updated again, can the advanced photon torpedo casing that's left over after expending its payload be made to explode like, a second after it discharges or something?  They spoof PD systems pretty well, which matters when you've got 20 or so missiles on the screen.  I appreciate it from the perspective of being the one firing the ordinance, but this should probably be tweaked: PD AI shouldn't be going after unguided stuff running on momentum that does single-digit damage.

13
Mods / Re: Diable Avionics (v.1.05)[0.65.1a]
« on: March 17, 2015, 05:23:44 PM »
Has anyone else using this that the Calm and Gust never show up fleets?  I really only ever see the Hayle and Haze.

14
We all appreciate the effort you're putting in, Erick :)

15
Mods / Re: Neutrino Corp. (v. 1.75doubleD)
« on: December 05, 2014, 08:48:00 PM »
I'm hoping for a combo Neutrino-Diable Avionics release too.  Love your stuff, FlashFrozen!

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