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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Topics - BillyRueben

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1
General Discussion / Commission doesn't pay for station destruction?
« on: November 29, 2018, 09:44:53 PM »
Does a faction commission not pay anything for blowing up a station? I just blew up a pirate base, and earned a measly 4000 credits for it. I know I got paid for the frigates/destroyers guarding it, but it was a level 2 station. It should be worth something I feel.

2
Suggestions / State when Technology Mining is no longer producing product.
« on: November 25, 2018, 04:48:19 PM »
It would be nice to know when Tech-Mining is no longer viable. Sure, you can make an educated guess, but when a colony has so many other producers of the same products, it can be hard to tell if it is still worth having. I like to see it notify the player, or simply disappear, when it is exhausted.

3
Suggestions / Auto-Saving
« on: November 19, 2018, 09:42:35 AM »
Forgot one of the downfalls to playing a new version is crashing. Just had a game crash and lost a couple of hours worth of gameplay.

Could we get an optional auto-saving system that would automatically save the game every 15/30/60 minutes?

4
Suggestions / Hull/Armor and CR Widget
« on: November 15, 2018, 07:35:58 AM »
A (hopefully) simple suggestion: Can we change the widget readings to be a little more useful/readable?

As of right now, I'm pretty sure the widget sums up the averages of the hull, armor, and CR for the entire fleet. That isn't as useful as if the widget only showed the average hull, armor, and CR for only the combat ships. When I'm fresh out of combat and there are more fleets nearby, I don't really care about the status of my cargo ships, since they are still at max (or if I just retreated, I'm still running away anyway). I've tried to use the widget to judge my status at a quick glace a few times, but then I'm surprised when I hit a combat situation and my combat ships aren't really ready like the widget made it seem.

Bonus suggestion: Could the color of the average CR bar on the widget reflect the status of the lowest ship in the fleet? For example, if I have a combat ship that is below 20%, the bar would be red, regardless of the total average, just to show that I do have a combat ship that isn't really combat capable yet.

5
Suggestions / Don't base bounty fleet composition on Faction.
« on: May 18, 2017, 09:35:01 AM »
The more bounties you do for a specific faction, the more the bounties are placed from that faction. It gets to the point where I fight nothing but low-tech ships all the time, and it gets kinda old. Spice things up a bit, maybe have the low-tech factions place bounties on high-tech fleets sometimes.

6
One of the biggest reasons I don't use PD ships in this game is that I feel that they are severely hampered from doing their job. I would love to have a couple of PD Wolves escorting my ship and keeping the fighters off, but all of their weaponry (save swarmers) is rendered useless because of my ship being "in the way". If it were possible to have PD (and beam weaponry) pass through/over/under friendly ships, it would help PD and beams be the support weaponry they need to be now that fighters are so crazy.

7
Suggestions / Remnant Bounties
« on: May 15, 2017, 07:27:03 PM »
It would be nice if we could get some bounties that had us go after fleets compromised of Remnant. As a bounty hunter, there really isn't any reason to go in to a system infested with these guys.

8
Suggestions / Single "Peak Time Expired" Message
« on: April 25, 2017, 09:44:39 PM »
I currently have a fleet of six Wolves, and since now the game's battles are more of a marathon than a sprint, they consistently run out their peak time in fights. It can be really annoying to have that "_____ combat readiness is being reduced" message pop up six times. I know it's a bit of an edge case, but is there any way that we could have that message show up once for multiple ships, rather than six times back to back when they all run out at once?

9
General Discussion / The AI and their missiles.
« on: April 15, 2017, 12:36:55 PM »
Have any adjustments (or any planned adjustments) been made to the AI in regards to their use of missile weapons? I've fought against plenty of baddie enforcers that are lined with reaper torps, but they never seem like they want to fire them. Even times when I've been in a flameout situation, they never seem like they want to finish me off. They will just let me recover and blow them up. Even small ships with hammers never seem like they want to use them.

10
General Discussion / Safety Override vs. Range
« on: April 13, 2017, 09:30:41 AM »
Last night I slapped safety override on an Eagle, and I loved it. However, how does the range malus factor in? Would ITU or the gunner perk be totally canceled out, or would there still be a noticeable increase in range?

11
General Discussion / Sensors: Useful?
« on: April 01, 2017, 07:44:19 PM »
So I have just started playing again, and I forgot all about sensor and detection ranges. I would like to know if anyone really uses those two sensor abilities that increase your detection range or decrease your signature. Maybe it's more useful when you are smuggling or something, but I've always used E-Burn to catch or escape anything in the campaign map. Do sensors really have any effect on the way anyone plays this game? Is the new update going to tie in to this system at all?

12
Suggestions / Faction shown (or made more evident) in trade events.
« on: October 11, 2015, 12:37:38 PM »
It can be REALLY frustrating when trying to take advantage of this game's event system. You see an event for "Trade Dispute at _____". So you stock up on whatever item's price just skyrocketed, and fly out to the other system. Then, once you get there, you find out you have a hostile relationship with the faction that owns said station or planet. So now your stuck with a bunch of product you can't sell at a good price, and in the middle of a sector you don't want to be in.

Any chance we could get an upgrade to the event screen that shows up who owns what when these events happen? Or if there already way to know, make it more obvious?

Bonus: Is there a way to see the system map of a system you aren't currently in? Could there be?

13
I've just started playing this game again, since it's been a while. I like most of the newer changes (Salamanders are awesome), but something that keeps screwing with me is the quick options to get to the buy/sell inventory, buy/sell ships, refit ships screens have changed from the letter keys to number keys. Why was this done again? I've been playing for a good five hours now and I still hit those buttons every time I stop in to a station. Any chance we could go back to the previous setting?

14
Suggestions / A Few Thoughts [0.65.1a]
« on: November 16, 2014, 01:34:00 PM »
I've played for a little bit, and there are a few things I feel could be done to improve this game. I'll try to keep this short:


Beam weapons should be able to fire across friendly ships.

This would make beams worth the OP cost, and they would remain a "Fire Support" weapon. Beams need to be able to hit the target constantly for them to have any real effect, and a friendly ship always seems to fly near enough for my auto-fire to quit firing. This would also make the Tachyon Lance a much more attractive option for a fire support ship.


The Sector Map needs to be more readable in crowded areas.

When attempting to fly toward a major trading planet, there are usually a ton of other fleets orbiting nearby, making the task of selecting the planet itself a difficult one. I'd like to see some simple map filters that could fix this issue (Fleets, Planets, ect.). Also, is there a reason that asteroids are clickable?


The Field Repairs skill should be able to speed up CR recovery.

After the patch, a ship's CR and Hull are so closely intertwined that the Field Repairs skill seems almost useless. In most cases, your ship's hull and armor rating is going to be in better shape than the ship's CR rating, especially since taking damage lowers CR. If there was some way that Field Repairs could speed up CR regen as well, or maybe have a ship's maintenance cost halved when only hull or CR is being recovered, I think it would be better.


Trading doesn't seem dangerous enough.

Playing as a trader (to me) seemed very dull. I never really had an issue with any fleets that could catch me, and even when the bigger ones did, getting away with no casualties was never a problem. A few more "trader killer" fleets would make this a bit more entertaining.


Bounties

I get that bounties are new, and probably not completely fleshed out yet, but there are a few thoughts I'd like to throw out there to help improve them:

Bounties should hint at the composition of the target fleet. Nothing extreme, but it can be a little frustating when your bounties suddenly include three Onslaughts after you just defeated the last fleet that had only a few cruisers.

Bounties that are no longer valid shouldn't be displayed on the bounty screen. It just clogs up the screen and I find it confuses me more than it needs to.

The range of bounties in hyperspace should be displayed somehow. The game states that you can get credited for destroying ships near the system in hyperspace, yet I can never tell when close is close enough.

Keep a good spread of bounties. When your fleet is destroyed, nothing but high-end bounties is a rough grind back up.

I never know exactly how many ships do you need to destroy to get the bounty, or if a certain ship needs to be destroyed.

Finally, bounties on factions other than the pirates would be fun.

 

 

15
General Discussion / Could Someone Explain the Market Screen?
« on: November 02, 2014, 09:31:48 AM »
As the title states, I have no idea how to read the marketing screen. I can read when a station is importing or exporting goods, but I can't understand when something is highlighted in green vs. red, or why some things are on the left side of the arrow vs. the right side. So if someone a little more "in the know" could clue me in, I'd be grateful.

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