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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 - dotdotdot

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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: June 05, 2022, 02:48:24 PM »
What does activating hard mode in the settings do? Does the Legio get more aggressive/numerous?

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I think I ran into a bug with mercenary officers and the academy on 2.2d.
It won't let you retrieve regular officers if you're at a number of officers equal to your cap even if you technically have a slot free (like 7 regulars + 1 merc).
Likewise, it won't let you retrieve merc officers if you're at your cap + 1.

3
Suggestions / Re: Remove player fleet cap
« on: May 26, 2021, 02:33:43 PM »
I think the new soft cap with a supply penalty for going over is a step in the right direction (In general I prefer soft to hard caps)
One possible option is that instead of having each ship take up 1 slot, you have each size take up a certain number of slots based on size or maintenance cost. Like a capital ship will take up 2 slots, cruiser 1, destroyer 0.5, frigate 0.25. Likewise, the over-the-limit supply penalty affects the larger ships more than smaller ones.

You could also have hull mods (External Tenders, UNREP Rigs, whatever) that can be added to cap ship or cruisers that provide additional slots for destroyers and frigates.

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General Discussion / Re: How do we make small ships useful?
« on: September 18, 2020, 10:36:41 PM »
Perhaps one possibility is to have destroyers and frigates operate on their own "layer" like fighters do, including having their ordinance pass through allies or the ability to park on top of a larger ship and fire within the shield (though they'd still be vulnerable to getting blown up when the enemy ship explodes). This can allow them to more easily run behind the "tanks" of your fleet for cover or rush behind enemy capital ships and cruisers.

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