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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 - chancoco

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1
Mods / Re: [0.95.1a] Exotica Technologies v1.0.3
« on: May 31, 2022, 05:24:25 PM »
Thanks for your work and for continuing the mod. It's basically a second form of loadout optimization, and that's one of the features that I like about the game. I think this mod can really help with the overabundance of resources in the mid/late game, where the player's colonies are well-established. It provides a sink to pour all of it into. Exotics hunting (as opposed to "farming") might be an endgame activity to pursue too.

Some feedback. Having a stat breakdown of what is increasing and decreasing when selecting an upgrade would be helpful. Because there are drawbacks, this would help the player make better decisions on which upgrade to use bandwidth on. I know the hullmod does provide details, but that's after installing the upgrade.

I feel that exotics should take up bandwidth too. Like how we have to decide to take a hullmod over more weapons or flux/vent, the player should have to decide if they want more stats or the unique features of an exotic.

Lastly, maybe add in a generic exotic that halves or nullifies the drawbacks. This one is just a toss-away idea or maybe a band-aid fix.

2
Suggestions / Re: An alternative to repairng D-Mods
« on: August 25, 2019, 11:51:44 AM »
I was attempting to make a personal mod where you would have a chance to salvage parts instead of metal from wrecks. Those parts could then be used to repair one random Dmod from a ship. Frigates and destroyers are repaired with common parts, and cruisers and capitals would require rarer parts.

I didn't get far though, but that's my take on alternative ways to repair Dmods.

3
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 16, 2019, 03:53:19 PM »
If you check the faction files in the mod, you'll see that a few of the vanilla factions were given access to HMI ships and weapons. You can edit them out so that only the factions from HMI get them by default.

4
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 14, 2019, 03:02:49 PM »
Considering how sparse the lore is right now for SS, I don't see anything wrong, lore-wise, with the minor factions added with HMI. Aside from a sentient alien species showing up out of nowhere or a faction manufacturing their own ship/weapon designs more advanced than Domain tech, anything's possible. Even then, we don't know what caused the gates to shut down. It could be aliens. Spooky. I personally like the Mess and the ships that were made for them.

With that said, I do feel they should be optional or be separated from HMI like some are asking for. Some have very weak connections with the main faction and that's why I use the mod. I like the junk ships and want more ships that focus on the mining aspect. (It would be fantastic to get that drill to work). In the meantime, I'm making personal edits to tailor it the way I want it.

5
General Discussion / Re: Raids make little sense
« on: August 13, 2019, 07:52:27 AM »
Everything would make a little more sense if you think of the player faction as another rival pirate faction. No wonder everyone's trying to stop you at every turn. We were the bad guys all along!

6
General Discussion / Re: Questions on progression
« on: August 13, 2019, 12:15:59 AM »
Oh... I guess ship rewards are reasonable rewards then if the player hasn't found the BPs yet. I still stand by my point, the reward has to be something greater than just credits when the bounties get strong enough.

7
General Discussion / Re: Questions on progression
« on: August 12, 2019, 04:07:39 PM »
The higher bounties should be rewarding something other than credits. If it's a mid-to-end game activity, the reward should reflect that. The issue is that there really isn't a middle ground between credits and nanoforges. AI cores are out of the question. A faction giving you a BP makes no sense and would be too valuable. A new ship is something you can just outright buy or salvage from the bounty or elsewhere.

It has to be something unique that isn't readily obtainable, otherwise the player would just ignore it. I'm thinking something like minor building plans that augments colony structures/industries. +1 to a specific resource, +5% stability, etc. It'd effectively link bounties (and other activities) with colony building and create a feedback loop.

8
Suggestions / Re: Drawing borders
« on: August 12, 2019, 11:06:25 AM »
I also made a map for myself in paint to see which factions owned which systems. Currently, since factions don't expand on their own, I feel that there really isn't that much of a need for it. You'd just have a static blob of colors in the center all the time.

Though, maybe a map filter which colors the stars by their sovereign faction would be easier to implement than drawing borders. And another filter to see which star systems are ruled by hostile factions. These would be handy when deciding on which trade routes to take.

9
Mods / Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
« on: July 31, 2019, 12:26:44 PM »
In Artaxerxes' planet description, "Unfortunately the Alexandretta Polity could liberate the beleaguered populace, hardpressed as they were to defend themselves."
The "could" should be "couldn't", unless I'm reading the context wrong.

Thanks for the mod. I especially like the little lore bits put in for the new system. Extrapolating what I can from it, the Alexandretta star system was a key independent system for both CGR and Hegemony space so it makes sense that it's contested territory. On the star map it borders both factions. The intriguing part is that the two factions used Pirate Lord Scarborough's raid as a reason to intervene. My headcanon is that CGR helped repel Scarborough away from Cerberus but Hegemony ultimately dealt the killing blow, giving all three factions a valid claim to the system.

10
General Discussion / Re: How do you play the early game?
« on: July 28, 2019, 08:48:35 PM »
...take a commission with the Hegemony straight away and build a colony in one of their systems. They provide free protection from pirates.

Oh, I didn't know that about commissions. I might try that out and see how it goes. Progression wise, I always felt there was an odd gap between starting out as a lone spacefarer and then being a colony manager fending off every other faction. Being able to work up to that under the protection of another established faction should fill that gap.

11
General Discussion / Re: How do you play the early game?
« on: July 28, 2019, 06:17:06 PM »
As a new player I do a little bit of everything, but mostly I like to do trading/smuggling since I'm not quite good enough to take down bounties unless I outnumber them. Explorer/surveyor should be one of the options. Also, isn't mining exclusive to the Nexerelin mod?

I'm looking forward to colony management when that time comes. Would that be considered mid-game or end-game?

12
Modding Resources / Re: [0.9.1a] SafariJohn's Rules Tool (v1.1.0)
« on: July 24, 2019, 05:52:45 PM »
I only just started using SRT so there's a lot I don't know about it yet, but could I ask for the option to open rules with a single-click instead of a double-click? I spend a lot of time looking at the rules and how they branch out to get a better idea of how things work. That extra millisecond saved per click adds up.

Fantastic tool btw. Thanks for working on it.

13
General Discussion / Re: Missile cooldown rahter than ammo.
« on: July 19, 2019, 02:41:15 PM »
Someone had a personal mod that tied weapon use to modded ammunition, which sounds pretty neat to me. On paper, it'd bring a dynamic relationship between missiles, cargo capacity, and give an incentive to bringing more logistics ships. The missiles will still be finite, limited by cargo space and resources.

There'd be a lot of work converting everything, though, since not all missiles mounts work the same. Missile size, how much space they take, how much inventory clutter it would introduce, how to make it so manufacturing/buying them wouldn't suck a new player dry of credits, how AI ships would be affected since they don't actually use inventories. There's also the question on how it affects performance and how it can be integrated with other mods. It definitely won't be a solution as simple as adding a cooldown.

Basically, I talked myself out of this one...  this concept is terrible! Cue Statler & Waldorf.

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