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Messages - MeatyBoii

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Suggestions / Re: Destroying patrols should reduce colony fleet size
« on: September 19, 2019, 06:10:45 AM »
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Military History Visualized of YouTube says that Naval strategy is a built strategy, and a country loses command of thr seas if its fleet is destroyed faster than it is built.

That applies to seas. Starsector is in space. While patrols are destroyed, we don't really know the true extend of faction reserves. Each and every navy always has something in reserve. You destroy some ships, they can replace them. Once the replacements are destroyed, then you can worry. However, this has nothing to do with the following:

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Would open up gameplay opportunities and make game mechanic more intuitive if a colony’s fleet size is reduced whenever its patrol fleet loses ships,

Why should the numbers of population be influenced by ships losses? I could understand if that was an effect of famine or saturation bombardment, but otherwise it doesn't make much sense. Japan lost a huge majority of its navy mid-44, leaving it with a single fleet that never undertook a major operation again (if we discount the operation Ten-Go). However, they kept fighting until September 1945, and would have continued, should americans not have dropped nuclear bombs - but that's history fiction at that point.

My point is however, that losing the fleet didn't influence the combat spirit of japanese. They kept fighting, defending isles, and continuously fought wherever they were attacked, be it China, Burma, Pacific, or Indonesia. Civilian population, while under very bad situation, perservered - except for the ones killed by american bombing and its effects. Destroying navy shouldn't reduce the size of colonies, because it just doesn't influence it. If you manage to cut the supply of food or materiel to it, then sure - otherwise, I don't see how destroying patrols would influence the population in any way.

2
Suggestions / Re: More Installable Items
« on: September 17, 2019, 03:04:10 AM »
How about something is added that falls between +1 and +3 in case of nanoforges and synchrotrones?

3
Suggestions / Make a prompt asking wether or not quit the game.
« on: August 17, 2019, 04:53:32 AM »
Seriously.

I can't really count on how much progress I've lost due to me clicking exit window instead of exit trade window inside the game. Playing in windowed is like walking on a minefield.

4
Suggestions / Gas giants and colonies
« on: August 12, 2019, 03:28:08 AM »
Gas giants are, like name implies, a gaseous planets. It isn't really a good idea to try to land on it, when we know already that plunging into Jupiter, Saturn, Uran or Neptune will be end of you due to pressure, and unless we make major improvements in both survivalibity, everything sent down there is on suicide mission.

In StarSector however, it's a bit different. Currently, when creating a colony on a gas giant, colony is just... kind of there. I know we're not striving for biggest realism, but I think it would be good to think about other options. How about orbital stations?

Instead of creating colonies, if player wishes to estabilish a colony on a gas giant, he'd be forced to build an orbital habitat. It could take some time, be expensive, but increase accessibility greatly, and have rather small population, which limits it to only single industry (mining). To increase that, player would need to enlarge the station, which would in turn be rather expensive, etc, etc.

I could think of specific mechanics of that, assuming it's even possible in the game.

Thanks for your attention.

5
Discussions / Re: [HELP] Police Brutality in Hong Kong
« on: August 11, 2019, 02:37:30 PM »
I feel bad for you, but petitions rarely, if ever, work. USA doesnt have much influence over what happens in Hong Kong.

6
Bug Reports & Support / AI Behaving weirdly on jump points
« on: August 11, 2019, 01:45:28 AM »
I've run into a small problem in my system.

I own a system with three jump points, one of them extremely close to the star, and two outside of the outer ice belt. One of colonies is close to the star. The AI that trades with this planet (Jita) tries to fly through the jump point that's close to the sun. Unfortunately, problem is - they cannot jump through. I think it's the way they are moving. I tried it myself, just setting a waypoint on the jump point, and my fleet wasn't able to jump either. For it to be fixed, takes to leave the system for at least 10 days, which doesn't always help. Would it be possible to force AI to use other jump points, if those are unsafe? Or maybe put them somewhere else in the system, so AI doesn't break?

I don't know if it's much of an issue for my colony. I still get nice influx of cash. Problem is, there's at least ten fleets trying to jump, and I think it destabilizes trade in a long shot, eventually starving destination and origin markest.

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