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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 - Botaragno

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1
Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 18, 2022, 12:40:17 PM »
MMMmmmmmmm delicious Luddic church content mmmm Yummy

Now how do we spice up the Indie and Sindrian faction rosters I wonder.

2
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 02:02:30 PM »
Quote
Onslaught:

    Reduced arc of side-facing large turrets
    Added built-in Heavy Ballistics Integration

Enforcer:

    Increased armor to 900 (was: 750)
    Increased hull to 6000 (was: 5000)
    Reduced shield flux/damage to 1 (was: 1.2)

YUP
IT'S LOW TECH TIME

3
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
« on: January 12, 2020, 09:56:16 AM »
I am apprently missing the MSS_Heron ship hull spec. Which is odd since this mod version is up to date with 8.2.8 RC3

4
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.1
« on: September 20, 2019, 09:44:35 AM »
WE'RE COMING HOME

5
Mods / Re: [0.9.1a] Underworld 1.4.1
« on: September 08, 2019, 02:47:27 PM »
With the way Pirates seem to spew out endless deathballs of fleets I realise now I'm actually going to have to uninstall this mod.

Every "Strong" pirate fleet is awash with at least 8-10 Dragons and Amalgams and my colonies just cannot hope to build themselves up to withstand that.

Lookit this:


6
It's hard to determine how much "experience" a ship needs to get a new rank, Combat Analysis can help but it does feel a lil hidden

7
Mods / Re: [0.8.1a] LowTech Armada
« on: December 16, 2018, 02:11:45 PM »
God I'm a sucker for Low-Tech funsies, is this mod likely going to be 0.9 compatible anytime soon?

8
So ideally we'd have either the Perseans or Sindrians get a new iconic Capital class (and a few more ship designs) and that would help define them more.

If I hear the words "Phase Capital" I'm going to lose my f-ing mind.

An upscaled Doom in the hands of anyone other than TT cannot bode well for the system at large

9
It's the "Who gets to keep the Capital?" question which bugs me, the Hegemony get the iconic low-tech Onslaught and Legion, Tri-Tach get the iconic high-tech Paragon and Astral, and before the Perseans walked into the scene, the Sindrians had the Conquest to make them stand out.

So ideally we'd have either the Perseans or Sindrians get a new iconic Capital class (and a few more ship designs) and that would help define them more.

10
A "ALL MISSLES ALL THE TIME" faction would be neato, but given how the Sindrians and Perseans are essentially one and the same, I feel like the Sindrians ought be made that "FIRE ZE MISSLES" in fleet doctrine. We have One (1) dedicated Missle Cruiser, now give us moreeeeee.

11
Suggestions / How 2 Make Conquests Good
« on: November 29, 2018, 02:14:35 PM »
Key flaw in the Conquest as a Battlecruiser is that it's attacks going broadside are belied by a weaker structure poorly covered by it's shield. While other capitals go full frontal in guns, armour and shield,

The Conquest has to split it's fire, so the maximum amount of its firepower it can be built with will not be realised without flipping the ship 180 degrees, which isn't very viable in a slugging match as you expose the ships vulnerable sections in that turn.

The key problem however is that it's flux effeciency is still a Cruiser with the guns of a Capital. Which means it simply can't last an engagement, and it's speed is hampered by the fact that flux drops speed at all.

So

1. Increae the flux cap and dissipation in line with actual battleships
2. Increase impulse speed and base maneuveribility/make the ability jets recharge a lot faster.
3. Allow the main guns to have greater turning radius

Ultimate: Revert to 0.32a Conquest, all 3 Heavy Ballistic slots on each "wing"

12
Mods / Re: [0.9a] Mayasuran Navy 8.1.2
« on: November 29, 2018, 09:48:56 AM »
So how do we make the Sindrians more of a unique fleet roster?
They used to have the Conquest and Herons galore, but the Perseans are also drowning in Conquests.

13
Mods / Re: [0.9a] Mayasuran Navy 8.1.2
« on: November 28, 2018, 09:41:10 AM »
But what if I just want them to make the Perseans feel more unique?

14
General Discussion / Who let the Pathers ally with the Church?
« on: November 27, 2018, 01:41:08 PM »
The ingame description of the Pathers explicitly states:
"They view the church as compromised and corrupt, putting worldly ego and comforts before the True Luddic Path in these End Times."

But then they're "Known Allies" from the get go with the regular Luddic Church?

Is Alex really going to keep this forward? This essentially means the Pathers are never not going to be a problem without genociding the Church to oblivion, not to mention how Pathers have a permanent supply fallback with the Church.

15
Mods / Re: [0.9a] Mayasuran Navy 8.1.2
« on: November 26, 2018, 11:24:49 AM »
Man I wish the Sindrians and Luddites had this swell of a ship back

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