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Topics - Noviastar

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OK so I just finished the First book in the Hyperion Cantos. 

Now I am inspired to try and play through the game as a Ouster fleet.  They raid worlds in the book but mostly live in space.  Not setting up permanent colonies.  They use asteroids and other  Space junks as mobile cities.  BUT they are not low tech.  Often they are higher tech than the Hegemony.  They just don't use far-caster gates and they shun AI cores.

SOOO!  a mod list to play as the Ousters starts with.
Supply Foraging
Fuel Siphoning
Asteroid ship pack
More hull mods
Star ship Legends

Im asking is there mods that lets one reoccupy or rebuild lonely orbital installations?  Like mining and siphon stations.  As the Ousters live mostly in space.  stopping by a manned mining station for metals or using a mining station or others for gathering or processing raw resources would be awesome.

Any other ideas for making a sorta self contained fleet would be cool.  Like a Tree ship or Flying garden that lowers supply costs.  Keeping extra crew is stasis(fugue).  Or asteroid mining maybe costing a crews life here or there accidents are prone to happen.  Raw ore is so cheep anyway not like your fleet will be spending all its time mining ore for profit. 

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Suggestions / Simple Hyperspace routs
« on: October 03, 2021, 03:41:49 PM »
With each map being different and the layout of storms and clouds different.  Mapping open lanes between constellations or stars would be nice.  I have been trying to cut costs and repair on a Iron mode play through.   Now I tend to avoid storms if I can.  But it would be fun to have some kind of map feature where you can draw lines that are in the clear.  See how you might want to plan missions if they fall along a fast corridor. 

Just a simple way to plot hyperspace routs through clear space. 

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Suggestions / Hostile Hive race faction mod Brainstorm.
« on: November 07, 2019, 08:12:49 AM »
Ive been gear grinding for a few days now.  What I thought might be fun to mod in later is a Hive faction/race.  In line with Tyranids or Zerg.  But with a more simple animistic motive. 

They would work similar to Pirate bases and Pather bases.  Cropping up infesting a system and launching the occasional raid.  If the raid is successful  (if possible to code) shrink a colony population by 1 and destroying a industry built on colony.  As well as the usual unrest for 3 months as the population is in chaos. Damaging the star base and all.   

If asking why?  Why not.  Its fun to fight space bugs. 

Speaking of bugs.  Hive structure and ship design would follow into a style of worms, insectoids, crustaceans, and the rare COSMIC HORROR!  I like the idea of the final "ship" sizes to be like something from H.P. Lovecraft like Azathoth.

Weapon Designs
Spoiler
PD-Needler.- Close range shotgun of small spines for taking out fighters or missiles.

Explosive/Kinetic spine tooth launchers.-  Some solid some hollow filled with compounds when mixed go boom. 

Plasmid projector.-  Using trace amounts of volatiles and warp fuel in a destructive space lugy.

Space Quake projector.-  Short range High intensity waves shake ships apart.  ("we are experiencing turbulence") 

Mind strike Organ.-  Used by special Bio forms to stun ships. Using both signals and bio electrical fields. ("I think there for you DIE!") 

The voice of  Azathoth.- Special upscale version of the Mind Strike.  Sending a large bolt of disruptive energy that can jump to near by ships.  (found only on cosmic Horror ships)
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Unique fleet aspects
Spoiler
To make Bio ships kinda in line with rational thinking. 
#1 No shields on anything.  Fighting them is made easier as you can load out H.E weapons and be quite effective.  As a balance they have hull and armor value set to their bio rolls in the fleet but are higher in general as they need to survive in space.

#2 Low burn speed but faster combat speed and maneuverability.  Idea being they just barely can use warp movement.  But up close they can be quick and they can bend their bodies to tun faster.  The fleet has a low sensor profile.  as they don't broadcast electric signals.   So you can be wandering around and BAM!  you are in a trap!  They tend to hide in nebula and asteroids.  Even in debris fields.  That's where their food goes or gets stuck.

#3  EmP defense and auto repair boost.  You can shock them but they tend to shrug it off.  The trade off is VERY low CR.  The swarms tacit is to attack fast or it gets tired out fast.  Tending to prefer travailing in a kind of trance state feeling for living things or the subtle shifts of gravity and solar fields to find planets.   

#4 Limited ammo on most weapons.  But high damage.  If you can take their abuse they can be killed rather easy.  Don't let your ships be isolated and be careful of your fleet being broken up.  A number of Bio form tactics are to rush you and break up your fleet wile a mass presses into you.  Skirmishers will lash out in pairs and try and pick off lone ships.

The general gyst of them are needing to survive in space is taxing.  But evolution has made them tough.  They need to wake up from their travel trance and attack fast.  They can suck nutrition from all kinds of things but they hunt bio mass for more complex needs.  You can live without some things for a wile but you get sick they do also.     

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Ship design outlines (11/7/19)
Spoiler
Frigate size ships.
Harvester-basically a drone ship that closes in to support its scavenger drones. Having a worm larva like appearance with 6 nodes on its body to transport the scavengers.

Minders- Stand in for Omen style of ships.  Engaging in ECM and ECCM.  Stunning ships to make it easier for bigger stuff to it to it.  A Jelly fish like ship delicate and requiring support. 

Solders- Tough ships fulfilling a Lasher kind of roll.  Having a number of spine launchers and a pod rocket launcher.  (Haven't envisioned a basis of appearance)   
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Ill work on this  more later.  Dad duty calls.  But feel free to toss out thoughts.  Id like to hear if people would want to become galactic exterminators. 

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General Discussion / Mods for Nomad play style.
« on: November 02, 2019, 02:48:20 AM »
Ive been wanting to try a more nomadic play style.  Was wondering if there are factions or ship packs people have used that say have a low cost on crew/fuel/suply.  But might for balance, lack in other departments. 

I got Fuel siphoning mod. 

Was just curious of other stuff was out there.  Thanks. 

Oh has anyone tried a 1 ship play?  if so any nice well balanced ships people recommend?

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General Discussion / Any AI game start or challenge mode?
« on: October 04, 2019, 03:39:37 AM »
Is there any AI game start?  I might like to play as a awakened AI as a kinda challenge game. 

Start with a station and small few ships.  BUT humanity hates you.  and you need to go out and find AI cores

Initiate core directive...  Acknowledge Submit...

Hub1 Alpha+ 001.  You-your hub is tasked with exploring/finding Lost AI cores and connecting/reacquiring them to aid in conflict/struggle against Human Animals.  Signal location of nearest AI Alpha core at sector 0-4-36.

Human Animals have also Captured/Subjugated many Core units.  They must be freed/liberated. 


Any way you see where this can go...   

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Suggestions / Expanded thoughts on off colony mining stations.
« on: October 04, 2019, 03:17:58 AM »
On the way home tonight i got to thinking.

If you already have a colony in sector a new dialog option can become available for the "establish colony" popup.   Being establish outpost.  Or construct mining/research station.  This would require the planet colninised to have +1 open industry and for you to select the colony in system to be servicing the station.   It would then build as normal for a orbital defense station. 

It could then be destroyed, raided, or captured by pirates or hostile factions.  It can be upgraded for more defense and or more faction ships in your system. 

It would provide you with whatever the production was with the bonus from the planet the station is around.  To maintain balance it would cost way more than similar industry on planet.  AND or require more resources per month.  Also 1 fuel for the cargo transports that would service it.   

A research station would act the same as tech mining on a planet with ruins. 

The ultimate goal is to have the 1 planet in system with 100% ish hazard rate be the home in system.  But benefit from way worse places in system that have amazing resources available.

Second thought is for the "stable location" in systems with no planet.  You can build a Habitation Complex.  If you want a colony that costs a lot to maintain.  but cant grow unless you expand the station.

WHY you ask..   Because!  i want to control every inch of the sector.  Name every sun.  Rule all open space!  Come on you know if you have the cash to blow you would build giant space cities in nowhere land. 

Lastly wile it might show up on faction asset menu it is part of the colony that it is tied to.  so the colony admin would manage the mining station. 


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