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Messages - Spedwagon

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Very neat. I like it. If there would be a technology that protects you form negative aspects of all those environmental effects you could intend to battle enemies in "terrain" or should I rather say space that gives you advantage and damages enemies. Even with weaker fleet you would be able to weaken enemy and exhaust it.

2
Suggestions / Multiple currencies
« on: July 27, 2020, 10:44:43 AM »
I am not saying that every faction should have their own currency but some of them should like for example Luddics could have their own currency and describe the standard one as haram.

Multiple currencies would allow player to earn lots of money on trading currencies etc.

It does not mean specific factions should not accept the standard curency, they would not be keen on doing that and would prefer their own one. The deeper you are in the sector of a specific faction the less likely they would agree on letting you pay them with your money (it would also depend of how much they like you).

Imagine attacking Luddics to destroy their economy and by that power of their money just to buy lots of it and then, after they rebuild sell it with 300% income.

What do you think guys? If yes, which factions should have their own currencies?

3
Suggestions / Re: "Terraforming" late-game tools
« on: June 30, 2020, 04:43:07 PM »
Why it is not implemented in game? Basically sector is dying. People struggle to survive, not expand. No reason of long-term terraforming investments if you are not sure will you survive few next days. So, I would say, it unlikely to be in vanilla. Ever.

How do they struggle to survive when I have 30,000,000$ in my pocket, flexin' on those virgin losers - remnants, flying around building colonies?

4
Suggestions / "Terraforming" late-game tools
« on: June 29, 2020, 06:00:37 PM »
Very late-game remnant tool allowing you to for example change the orbit of a planet.

When a planet is very hot because of its proximity to a sun, after long hours of playing Starsector there should be this insanely expensive method to increase the distence between a planet and its star. This would also work the other way, when you want to tighten the distance to warm up the planet.

The "terraforming" or however we name it tool, could also enable player to create an atmosphere on barren planets etc.

The more unhabitable the planet the bigger the costs.

Before you are able to shape a sector to your will you would need to fulfill some tremendous conditions. It is just an idea, how do you perceive this?

5
Suggestions / Re: Upgrades to transmitter
« on: December 16, 2019, 04:39:54 AM »
It does not acually matter how do the devs add this to the game. What matters is that this technology is in game, is balanced and makes sense.

6
Suggestions / Re: Upgrades to transmitter
« on: December 14, 2019, 07:42:03 AM »
Every fraction should be able to use this ability, the thing is, it would be rare and the tech would be hard to obtain.

For example pirates would use it to get close to you and force you to fight with them by that. It makes the game more difficult but so what? I consider it a gear option and mechanic to be in game.

7
Suggestions / Upgrades to transmitter
« on: December 13, 2019, 12:29:54 PM »
Right now transmitter can only be turned on or off. I think there's a lot of possibilities to expand its potential.

How about impersonating/disguising as citizents of other federations and clans by using your transmitter. It would be possible after you upgrade it by some technology you obtain somehow, I don't have an idea how yet but it is not important at the moment.

Of course it would be illegal and if Patrol Officers finds out during standard inspection it would result in negative consequences.


8
Suggestions / Re: Add at least one more industry slot
« on: August 14, 2019, 02:39:08 PM »
COMMERCE should NOT be an industry
 >:(

reeeeeeeeeeeee this is such a waste of industry point, why would anyone think wasting a precious industry point on commerce is a good idea?!

9
Suggestions / Add at least one more industry slot
« on: August 13, 2019, 09:10:27 AM »
The equasion of INDUSTRY SLOTS should go like this:

POPULATION SIZE/2

4 industrial slots are not enough in my opinion and having this one extra 5th slot as a reward for having 9 and 10 population would be just and balanced.

10
Hi, welcome to the forum! You've got a couple of options.

First, you can set "enableShipExplosionWhiteout" to false in the settings file found at \starsector-core\data\config\settings.json, which will disable the flash entirely.

Or you can use GraphicsLib, which will tone down the flash quite a bit and generally make the game look better. It has a performance impact of course, but you might be surprised how small it is, and the mod is highly configurable anyway, so you can disable the graphics improvements you don't care about.

Thank you Sundog, very cool!

11
Suggestions / Option to TURN OFF flash effects after a starship explodes
« on: August 12, 2019, 07:02:07 AM »
I do not suffer from epilepsy or anything but I mostly play the game at night and it just pisses me off when everytime a starship gets destroyed my eyes get flashbanged.

Players should be able to turn that effect off, or just minimalize its density.


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