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Topics - Graidon

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Suggestions / Toggling strafe to cursor
« on: May 11, 2014, 08:37:45 AM »
Hi guys...I'm not sure if this has already been suggested or not, but I'm wondering if there's a possibility that an option could be added so that, instead of holding down the "strafe to cursor" button, it could be toggled.

Sort of like in first person shooters where there's an option that you can set so that you don't have to hold down the crouch button to stay crouched. Press it once to crouch, again to stand up. I would love to see an option like that for "strafe to cursor."

2
Bug Reports & Support / Got a new pc and...
« on: November 28, 2013, 07:19:14 AM »
So I recently had to replace my dying machine for a new one, and I was excited to run Starsector on my shiny new hardware, but somewhere along the line, the game seems to have forgotten that I bought it, and is now asking for my activation code, which I no longer have because I bought Starsector years ago, and I have long since lost and forgotten that code. Is there some way I can get it up and running again because I can't really afford to have to buy it again...

3
There's a game that can give you an experience that's pretty damn close, though it is set in a steampunk/dieselpunk world rather than space.

I give you Guns of Icarus Online. It's a multiplayer game where each team is divided into crews of four, who must work together to operate a massive balloon-powered airship.

Captaining a ship in GOIO is a lot like flying a large frigate in Starsector...except that your guns and shields, instead of being operated by you or the AI, are being operated and maintained your human teammates, who you have to direct by giving orders.

It's a blast guys, go check it out on Steam. It'll be on sale for 9.99 for a while. And while you're at it, back the kickstarter for their Adventure Mode, where they will be introducing a dynamic world environment which will provide players with missions, pve, progressions for their characters and the world itself.

Since there seems to be some interest from the community, I'm going to start a list of Starsector players who play GOIO, so we can find each other in game! Just reply to this thread with your GOIO name so I can friend you, and I'll see all of you in the skies!

Starsector Forum Name:  GOIO Name (Steam Name if different)

Graidon: Audie Murphy (Zwerchau)

http://www.youtube.com/watch?v=g5WCQm4-tVU
http://www.kickstarter.com/projects/musegames/guns-of-icarus-onlineadventure-mode
http://www.youtube.com/watch?v=Og9XUbrpHY4

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Suggestions / Quck Fix suggestions for weapon descriptions
« on: April 23, 2013, 05:44:25 AM »
Hi guys, I was just designing a Medusa destroyer with a pair of antimatter blasters, and I found that the weapon statistics are a bit clunky when you're trying to figure out how much flux each shot costs. I ended up having to get a calculator so I could multiply 146 flux per second by by 60, to convert to flux per min, and then divide that by 5.9 shots per min to get ~1500 flux per shot.

But it woulda been realllly nice if it just had "costs 1500 flux per shot" in the weapon description. I think this is important not just for convenience's sake. Sometimes, with really slow firing, heavy weapons, the "flux/sec" number will be deceptively low, because you aren't firing a shot every second. This can cause idiots like me to accidently outfit smaller craft with weapons that their capacitors can't handle because there's big difference between flux generated per second and flux generated for shot. The antimatter blaster is a perfect example. It seems like a low flux cost weapon at first, but if you put it on a ship that only has <1500 flux capacity, you're going to max out your capacitors every time you shoot. Now, maybe that's okay with you (thinking of a strike frigate), but the statistics on the weapon aren't giving an accurate enough portrayal of how the weapon behaves.

It would also be a useful thing to know for weapons that do burst, like burst pd lasers or the autopulse, so that you know just how taxing a full volley of burst fire will be on your ship's capacitors.

I think there's a lot of confusion that could cleared up if a "flux cost per shot" stat was added to weapon descriptions, in addition to or perhaps in replacement of the "flux per second" stat.

Also, on a side note: Flux cost is listed "per second," and damage is listed as "per second" and "per shot," so why is the rate of fire listed as "shots per MINUTE?" Why not have it be "shots per second" or "seconds between each shot?" It seems like that would make more sense.

5
General Discussion / Question: Crew Exp
« on: September 07, 2012, 02:26:48 AM »
So, I really like the system for the advancement of your crew members from green to elite.

However, I haven't been able to figure out exactly what that does, beyond a new shiny symbol.

Can anyone explain the difference between how a ship with a veteran crew behaves and how one with a green crew does?  Any tips on which ships should take priority when assigning veteran crew members?

6
Suggestions / Suggestions for overland flight
« on: April 25, 2012, 11:05:15 AM »
I have a few more suggestions I'd like to put forward, this time regarding the overland map.

Suggestion One:

Could it be possible to make the camera able to zoom out farther?  There have been a number of instances now where I'm chugging along, minding my own business, when a huge hostile fleet shows up on my screen and we're on a head on collision course.  I'd try to get out of the way, but the imperfect maneuverability of my fleet drags me down and I get caught.  I feel sort of helpless, and I feel like a massive fleet should be easier to spot and avoid.  Maybe give more detailed information about fleets (exactly what ships they have or where they're going) on the radar map so I can plan my route easier.

Suggestion Two:

I like the formula that you guys are using for overland flight speed.  It makes a lot of sense.  What I'd like to see is a tooltip that I can look at that shows me exactly what my fleet's overland flight speed is and what factors are going into it, so that, when I'm shopping for a new ship, I can know exactly how much it will slow me down.  Overland travel speed is a hugely important statistic in a game where you are surrounded by hostile fleets that you must either outgun or outrun, and the more control I have over the speed of my fleet, the happier I will be.

I don't think it'll get tedious, either.  I really enjoy the fleet management part of the game and I would look forward to solving the dilemma of "I really want this ship, but it'll slow me down too much and I'll be too vulnerable to raiders."

7
Suggestions / Comments on Balance, and a command suggestion
« on: April 24, 2012, 05:16:49 PM »
Firstly, I should say that I've been enjoying this game immensely.  It's got me hooked, and I'm having a blast!

There are two things I'd like to see:
Problem:  Fighter squadrons strike me as way too powerful.  As much as I like having those big, menacing cruisers and capital ships, they seem to me to be nowhere near as effective as a few squadrons of heavy fighters, like broadswords.

Pros:
-fast
-overall firepower comparable to a light destroyer
-combined health of a frigate
-can repair in the midst of battle.

Cons:
-supposedly weak to point defense weapons, but so far the only reliable way to take them out that i've noticed is just mass tac lasers.

The bottom line:  Fighters are more cost effective than any other ship, and 3-4 squadrons of them can easily overwhelm the point defenses of even cruiser or capital ships and take them down.  I don't like that.  It makes no sense that

Suggested Solutions:  Perhaps specialized fighter weapons that can only damage low armor ships?  Perhaps lower armor on fighters so they are more easily killed should they get caught out of position?  Perhaps an upgrade to the effectiveness of anti fighter weaponry so that they become more hesitant to bum-rush a ship with a couple of swarmer pods?  How about reducing their ammo so that they must spend a lot more time re-arming?

Next: a command suggestion

Problem:  I have a small fleet of 4 frigates and a fighter squadron.  I'm up against a similarly sized fleet with one exception:  They have a big badass cruiser.  I know I can take them on if I single out their smaller ships, take them out, and then gang up on the bigger ship, but when I try, my ships won't stop engaging the cruiser and getting taken out.

Suggestion:  I really would like to see a mechanic that gives me the option of placing an objective on an enemy ship (in the same fashion as one would place a "harass" or "strike" objective on them) that orders my fleet to avoid that ship like the plague.  It'd be cool to put something similar on a waypoint.  I really enjoy using hit-and-run tactics, and there's lots of great options for the "hit" part, but the only option for the "run" part seems to be the "retreat" command, and I don't always want my ships to book it all the way off the map.

8
Bug Reports & Support / Framerate Issues
« on: April 24, 2012, 03:53:39 PM »
Right, so, this might be an issue with my machine, but I'm experiencing some pretty terrible drops in fps when battles start getting really hectic.  Also, even in the overland map, if there's more than 4 or 5 massive fleets on screen, it starts to slow down again.

My system:
2.0 GHz quad core processor
4GB RAM
nvidia GeForce 540m graphics card
1GB dedicated video memory

Now, maybe my computer simply isn't cut out to handle the massive fleet battles of Starfarer, but I find that a little hard to believe considering that it'll run games like League of Legends or Warhammer 40k: Dawn of War 2 without any problems at all.

Is anyone else having this problem or did I make a mistake and purchase a game my machine can't handle?

9
Bug Reports & Support / When in fullscreen, game flickers to desktop
« on: April 22, 2012, 07:56:41 PM »
Fortunately, this doesn't interfere with my ability to pay the game much at all, so I'm still enjoying the hell out of it, but I'm having an issue with fullscreen mode.

Every 20 seconds or so the screen flickers back to the desktop very very briefly.  If you blink you might miss it, but it happens regularly and it's really starting to get on my nerves.  I have no idea if this is an issue with the game or if it's an issue with my machine, but, since I've never had this problem with any other game, I'm pretty sure it's the game.  Has anyone else encountered this?

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