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Topics - Szasz

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1
Suggestions / untrue harassment mechanic
« on: May 19, 2022, 12:57:58 PM »
Technically I couldn't put this under "Bugs & Support", because I think this is either intended or an oversight but I was never fond of the flowchart how SS handled battles and here's a good example why: enemy fleet wiped out of existence, their station and two tankers are out of range and the player has no option to simply leave or stomp harassers, only to destroy the station or suck up a major logistics loss.
This harassment costed exactly 704 supplies for a 265 DP fleet.
Please tell me who was able to conduct the badgering at this point. Even deploying all of my ships in a pursuit would have been more cost efficient.
I know that it's possible to construct some explanation that won't hold water and I'll find this mechanic out of place anyway. Can you please change this and stuff like that negotiation dialogue that makes the opposing force look completely stupid if the player has a large fleet?

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2
Suggestions / combined recovery view should be default
« on: December 24, 2021, 12:30:14 PM »
This dialog makes more clear if a story point is being used and avoids instances when there is no standard recovery available and the player accidentally wastes story points thinking that the only available recovery options are standard.

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3
Suggestions / be a good game instead of scientifically incorrect
« on: December 22, 2021, 05:23:01 AM »
Having relatives who worked as physicists and doing math contests, programming and video games (mostly playing) for about 26 years now, an attitude was born in the process: don't take a game seriously that calls a projectile weapon a laser.
As a rule of thumb it worked well, since such games usually lacked background research, finesse and somehow always proved to be of low quality.
But since I love Starsector (and 60% of its community) so much I wish that it doesn't make the following mistakes:
 - Lasers with subsonic speeds. Even a tactical laser is not a laser in this game.
      Lets make them light-speed or call them something else. But seriously, lets make them light-speed. I can't name a game other than Earthsiege, Mechwarrior, Evochron and Elite off the top of my head in the history of video games that has real lasers instead of pew pew guns dubbed 'lasers' for the arcade crowd.
 - Lorentz-force affecting projectiles from advanced space weapons so hard that they can have their speed reduced by as much as 75%.
      Ever tried going in reverse and shoot some vanilla weapon? The projectile almost stands still and have ridiculously low range. Going sideways? You have better chance hitting an ally next to you. Sounds familiar?
Could you, Alex, please, fix these?

4
Suggestions / flares OP for blocking damage
« on: December 22, 2021, 04:55:47 AM »
I've seen in game files how much HP flares have. They can soak thousands of damage and beam weapons are turned ineffective just because some fighter decided to poop in front of them, not to mention heavy blaster shots. Their purpose is different. Nerf them.

5
Suggestions / incremental discount per d-mod
« on: December 22, 2021, 04:30:42 AM »
So this came up in Starpocalypse's thread, because the mod exposed some weirdness about the game that was previously semi-transparent and forgettable.
I've been fiddling around with the d-mod removal skill since its appearance in 0.95 and making considerable profit with it and the situation did not change ever since.

The problem is: d-mod price reduction amount is the same, be it one or five on a ship price fluctuations are erratic and due to the equation under the hood it cannot be tweaked reliably: either d-modded ships will worth nothing compared to pristine or price difference between d-mod count will be negligible or both (applies to buying and selling).
This makes :
 a) 1 d-mod ships insanely lucrative for Field Repairs/Hull Restoration or whatever is the skill called now.
 b) a big gap between selling one d-mod and pristine ships.
 c) selling one d-mod ships pointless, since the player can wreck them as many times as they want, accumulating any number of d-mods and still sell for the same price almost the same price leading to breaking immersion: why are they worth the same nothing/almost the same
 d) a niche use-case for buying a ship with many d-mods (for Derelict Contingent or whatever its called rn or if the hull is rare)

So I would suggest the following, I would really like to see these in-game:
 1) Take d-mod number into account when determining a ship's price. Rethink the logic how d-modded prices are calculated.
 2) Tweak prices so trading with ships can be profitable during the player's adventure. (considering the state of the sector, ships are probably the most valuable and sought for commodity, especially flawless ones [think of how the conversation scene with Baikal Daud sets the atmosphere - a newly built pristine Eagle in the background demands respect])
 3) Make hull restoration (at a dock) less rigid and somehow different so it could complement the skill (right now its only use is to get rid of Ill-advised Modifications and other scripted d-mods introduced by mods)

edit: gathered more experience on the subject so had to correct stuff, ironically the problem seems to be an imperfect logic rather than a bug but the suggested solution remains the same

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6
General Discussion / What's up with Assault and Escort Packages?
« on: December 20, 2021, 08:19:15 PM »
With the skill changes 0.95.1a brought I'm wondering where the use case for these modspecs lies. Previously I sometimes kept two Auxiliary Kites as torpedo carriers and the Assault package was worth putting on, for the cost of 3 capacitors it provided the same flux capacity with the added bonus of some extra armour.
But now they seem borderline useless. Am I missing something?

7
Bug Reports & Support / Purposeless modspec drops
« on: December 15, 2021, 07:59:49 PM »
Neural Integrator and Neural Interface hull mods drop from random sources and they require the Neural Link skill to use, but learning that skill teaches these hullmods therefore there is no point learning the modspec themselves. Why do they drop? Wastable 10k credit chip?

The skill is fun though, I like the new tree and how things are balanced better.

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8
I'm trying to add new weapons to the game. I get how graphics, stats and some basic stuff work but sound effects leave me puzzled.
I've checked modding resources here on forum, only info there is that sound files override originals (yay!) so I peeked at existing mods how they tackle this problem and um I just don't get it. They seem to refer a vague, imprecise expression that resembles a wildcarded ID with either 'fireSoundOne' or 'fireSoundTwo' function, and the game magically pulls out the correct sound effect no matter the folder structure. When I try to do this I end up with silent weapons or erratic crashes.
Other method seems to be firing up a script and that is something I don't wanna do just yet.
So what to do when a weapon, its projectile and its stats are set up and I got a sound file for it?

9
Bug Reports & Support / autofit incosistency
« on: November 10, 2021, 04:20:57 AM »
Short version: Some hullmods are left out even with "Randomize" option unchecked

There is something funky with autofit, seen it many times with different hullmods (even in 0.91) but here is the exact case I did just now and will most certainly cause a fault on your end as well.

Grab a Tarsus, leave only "Use ordnance from cargo", "Use ordnance from storage" and "Strip before autofitting" checked.
Create and save the following loadout : Expanded Cargo Holds, High Resolution Sensors, Insulated Engine Assembly, Shield Shunt, Unstable Injector
Try to apply this loadout now, you'll see that Shield Shunt will be missing and 5 vents are added instead. Do it again or manually stripping a ship beforehand works fine so "Strip before autofitting" option is clearly not the same.

End user wise the issue with this behaviour is either requiring hitting autofit twice to get correct results or tricking the player into using a wrong setup, not what they intended.

10
If the player possess nanoforge augmented heavy industry and orbital works then fleet quality does not get calculated correctly (20% bonus of orbital works gets ignored).
Since I reproduced this without industry altering mods, I'm pretty sure it's a vanilla bug.

Screenshot: pristine nanoforge provides +50% bonus from the heavy industry on another planet, current planets orbital works bonus isn't listed on the colony screen; patrols spawn with d-modded ships so it seems legit

edit: subject updated

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