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Topics - Blips

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Suggestions / Clearer refit screen
« on: October 28, 2014, 03:47:14 PM »
I find that the refit screen can be a challenge to use with ships that have a lot of mounts. Making the base ship black & white and allowing us to zoom in further would be nice to help contrast the various components.  :)

Bug Reports & Support / 65a - Hammerhead AI
« on: October 23, 2014, 07:05:50 PM »
I've fought though numerous battles, with me piloting a Wolf-class and the AI piloting my Hammerhead. Up until now, the Hammerhead AI has been great: rarely taking damage, very competent. We've been usually out numbered and the Hammerhead would always keep its distance and focus on isolated enemies.

But now, my Hammerhead is just charging into swarms of enemy ships and is (surprise!) getting completely overwhelmed and destroyed rather quickly. I'm really not sure what has changed. I've not changed the Hammerhead's loadout at all - I've simply added additional capacitors as my skills have increased my ordinance points.

Suggestions / Crime oriented skills?
« on: October 23, 2014, 05:03:25 PM »
What do people think about a crime based skill set? Some quick ideas:
  • Criminal Culture: unlocks access to black markets, decreases chances of illegal transactions being discovered.
  • Smuggling: unlocks smuggling related hullmods which make illegal items less likely to be detected and gives the player economic bonus or options for smuggling.
  • Piracy: unlocks hull mods and options related to salving equipment and ships after battles
  • Hacking: additional options and bonuses for sniffers

Bug Reports & Support / Market error?
« on: October 21, 2014, 04:34:06 PM »
Goods were available for purchase when in the market detail screen they were listed as being imported (and demand not being entirely met). Is this a bug?

I'm assuming it's not, but I'm posting this just to be safe.

Suggestions / Map filters and more
« on: October 21, 2014, 04:30:34 PM »
After some time with 0.65a it's clear that Starsector is only going to get more involved which is fantastic. To help both new players and veterans alike, here are some features to make both the current version and future versions more accessible:

  • Map filters: some simple filters for fleets, planets, wormholes, etc.
  • Map tooltips: it would be helpful if tooltips were available for objects on the map.
  • Navigation: creating waypoints to intel reports (to bounties for example), or to player determined locations, plotted routes would be a hugely helpful.
  • Markets: the detailed market screen, where goods are listed as being exporting or importing, would be far more readable if the arrows (import or export indicators) were horizontally aligned, with the goods being offset from the center.
  • Player log: information related specifically to the player (relationship changes, ship repairs, payments, etc) can occasionally flood the player. It would be great if a permanent log was available from the intel screen where these things could be listed.

Suggestions / Inventory / Store filters
« on: February 27, 2014, 03:05:14 PM »
There are a lot of different items in the game, a number that I imagine is only going to grow.

Can we get some filters for the inventory and shopping windows for different weapon types, items, etc?

Suggestions / New Hull Mod
« on: January 20, 2014, 10:13:58 PM »
Possibly unlocked via the construction skill: Enlarged Vents. Essentially increases flux dispersion while reducing armor by X% and hull integrity by Y%.

General Discussion / Increasing deployment points?
« on: January 19, 2014, 12:07:54 PM »
I'd love to field a couple more ships to support my battlecruisers - is there anyway of increasing the number of deployment points we can have?

Suggestions / Battle Replays?
« on: January 18, 2014, 04:43:52 PM »
Whether it's re-watching an amazing battle or trying to see where something went wrong, replays would be great. Any chance of them appearing Alex?

General Discussion / Pulse Laser vs Heavy Burst Laser
« on: January 18, 2014, 01:33:52 PM »
Which of the two are better weapons? The Heavy Burst Laser has a higher DPS but then it says it only has a sustained DPS of 82 which has me a bit confused.

I'm looking for a medium energy weapon for my fleet of Medusas that is a step above the Pulse Laser but the Heavy Blaster generates too much flux.

Bug Reports & Support / Crash after battle
« on: January 17, 2014, 11:04:42 PM »
18175273 [Thread-5] INFO  - Finished loading
18328296 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 33, FP2: 62, maxFP1: 80, maxFP2: 120
18855174 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
at com.fs.starfarer.combat.CombatEngine.getPlayerFleetManager(Unknown Source)
at Source)
at Source)
at com.fs.starfarer.ui.T.super(Unknown Source)
at$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

Was victorious after a long fought battle, battle faded with the tactical map thing open and I was making a selection (dragging cursor, producing rectangle) when the screen faded and the game crashed.

Bug Reports & Support / AI wasting phase jump
« on: January 17, 2014, 09:01:41 PM »
Deployed an AI controlled Medusa for a one on one battle and my AI controlled ship wasted its phase jumps long before it was within range of the enemy vessel. I'm guessing this is a bug? It wasn't dodging missiles or anything as the few missiles that the AI did encounter were quickly taken care of by point defense.

edit: apparently I misunderstood the info on the phase jump and thought it was limited to three jumps per engagement. Never mind............................

Suggestions / Drones
« on: November 18, 2013, 01:10:03 PM »
New weapon idea: Drones.

They would be launched individually like missiles / rockets. They could pursue enemy vessels by themselves or defend the craft that launched or perform repair functions or more.

Apologies if this has already been suggested - which is likely.

Bug Reports & Support / Autofire bug?
« on: November 15, 2013, 11:58:47 AM »
Haven't played starsector in a long time, so perhaps this has been changed, but for some reason I cannot get autofire to set for a weapon group when holding down shift and pressing the corresponding number.

Is this a bug or am I missing something?

So my fleet consists of just 3 ships. I'm flying a frigate, I've got another frigate dedicated to point defense that I have escorting my third and final ship: a Hammerhead Destroyer.

The loadout for the destroyer is:
  • 18 Capacitors
  • 8 Vents
  • Integrated Targeting
  • Stabilized Shields
  • 2 x Tactical Lasers (front turrets)
  • 2 x Light Needlers
  • 2 x Harpoon MRM

The problem is, the destroyer is scared of actually getting into a fight. I keep setting up the destroyer with perfect opportunities to attack other destroyers from behind, but instead the Hammerhead is constantly on the edge of battle playing it safe. I'm guessing the AI is disliking the loadout I've selected for the ship.

Another issue I've noticed, when putting the wolf-class frigate on escort duty at the beginning of a battle, it will only use its phaze jump in order to catch up the Hammerhead. I've yet to see it actually use it to avoid incoming fire.

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