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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Catattack998

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1
Blog Posts / Re: Ship Recovery
« on: January 20, 2017, 03:28:33 PM »
This is quite possibly the best balance game-changer in Starsector's history! I am really excited to not be so nervous about deploying or losing ships, as I never let my fleets get to more than 2-4 ships in combat at once, because I just couldn't handle the attrition costs.

As for construction rig ideas, if you haven't already thought of this, you could have them reduce the chance of d-mods when recovering, or even allow you to remove them outside of port. Actually, I think an interesting mechanic is where construction rigs could consume supplies to remove d-mods over time, like how your ships repair automatically. Having more rigs supports "de-downgrading" more ships at the same time.

2
Blog Posts / Re: Economy Revamp
« on: April 21, 2016, 08:03:51 AM »
Is there any indication of how this will affect/be affected by player or npc pirating? Will we see systems shift their purchasing faster, slower? Will it be easier/harder to keep farming the same area, or to see where the trade is happening?

3
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: October 19, 2015, 11:41:24 AM »
This is really going to be something! I think it's about time I start spriting a Space Battleship Yamato...

[Knowing that one day the update will be released fills you with cosmic determination!]

4
Blog Posts / Re: A Starsector Reading List
« on: March 13, 2015, 06:43:17 AM »
I love the blog post, and I am definitely adding a ton of books to my reading list now.

That said, I am more than a little surprised to not see the Dune series by Frank Herbert, as well as its prequels. I would highly recommend reading any or all of the zillions of Dune books, by Frank Herbert or Brian Herbert/Kevin J Anderson, as they tackle how many different societies approach multitudes of issues of the future, especially space travel.

5
Oh man, it's been so long since I played Starfarer Starsector. It's great to hear from you, Mendonca and Eric. So much of this game has changed, but my favorite mod is still Junk Pirates. As others have said, the balance is perfect to vanilla, but also the art style is so incredibly consistent with vanilla ships as well. Don't get me wrong, lots of mods have some great art, but these ships don't feel out of place, nor do they look like glued-together vanilla ships.

My one request is that the newer ships be added to the post in another fleet overview image. I think that would be the Scythe, Splinter, Octopus, Stoats A & B, and the Reaper.

6
Discussions / Re: Hurricane
« on: October 30, 2012, 10:25:49 AM »
Eye of the storm passed near us, but I live near DC, and we didn't lose power. Worst that happened to us was a couple small branches fell near our tenant's car, and we tracked a lot of leaves indoors. Also cabin fever.

7
Suggestions / Re: Better codex scrolling
« on: October 26, 2012, 06:21:10 PM »
+1 for its simple usability and (theoretical) low coding time.

8
Suggestions / Re: New weapon hint: PERFECT_AIM
« on: October 26, 2012, 06:20:05 PM »
+1 to this, it adds another (albeit small) option to weapons, and could also be used on "unmanned" ships, instead of having normal crew level weapons.

9
Suggestions / Re: inside view
« on: October 20, 2012, 08:05:11 AM »
Sorry to get kinda off topic, but I am playing R:TW and would be happy to know how you do look at your cities.

10
Suggestions / Re: hull damage lowering ship performance
« on: October 18, 2012, 05:54:48 AM »
I think there should be some quirks when a ship is severely damaged other than maybe the engines being temporarily disabled or your armor being shot. But, I think it would really hurt the player and make ship combat more boring if all sorts of stats were lowered, as it would punish the player for living life on the edge.

I think it would be cool if things happened like your engines randomly flaming out or flaring up and providing unwanted thrust, or weapons flickering offline, or even the shield flickering off for a split second repeatedly (without forcing the shield to be fully raised, but it would add a miniscule window that would make players nervous about shots getting through). Maybe even your ship might do a flux vent for a quarter second as the computers malfunction (although this might conflict with the reasons that I forget behind your ship having to fully vent).

11
Suggestions / Re: Sonic realism: the Alien tagline
« on: October 18, 2012, 05:45:24 AM »
+1 on this idea. It really confuses me when people get all puffed up over "removing the sounds". Alex already has sounds implemented, so why would he remove his code for the sounds when it would take no longer (maybe) to add another option. It still makes my head hurt that you have to specify that some things should be options.

12
Mods / Re: Ascendency (Beta 1.1 Released)
« on: October 10, 2012, 10:30:39 PM »
Hey Psiyon, how's the mod coming? Made any progress behind the scenes? Don't worry, I don't expect anything other than "been busy with life".

13
Suggestions / Re: Changing Proximity Fuses
« on: September 18, 2012, 07:38:31 PM »
Alex has specifically stated that he does not like being beckoned, though. I was just referring to that, as I don't know how to properly summon him. If you look at the suggestions threads I have created, you will see they garnered little attention from the devs (Which I am totally not a teeny bit selfishly cranky about. Nope, not at all...)

14
Suggestions / Re: engineDelay
« on: September 18, 2012, 07:36:27 PM »
This. This would probably be a simple thing to code, but would add just another touch of realism to the game. And, it might allow for some interesting weapons. PROTIP: Delays make everything better (except IRL). I could foresee having a bomb that launches out missiles that spin very quickly, then turn on their engines and fly off in all sorts of directions, or end up spreading out before tracking a target. I think it would also allow for a cooler way to make the second stage of the MIRV, as well.

15
Suggestions / Re: Changing Proximity Fuses
« on: September 18, 2012, 07:29:45 PM »
Protip: Alex will chose to NOT respond to threads where people call for him. He does not like to be "summoned". He said so somewhere that I can't remember. But I still agree that this would be a great thing to be able to mod in, if by mod you mean have available easily and possibly somewhat in vanilla.

EDIT: Maybe have a SMART_PROXIMITY weapon hint, or just act this way if the min/max ranges/hp threshold columns were filled in in the weapon table.

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