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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 - Mr Magpie

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General Discussion / A Couple of Questions
« on: August 25, 2012, 04:43:16 AM »
Anyone know any good mods that really enhance the original game or are just damn fun to play with?

Also, how do increase the number of command points I have so I can increase the overall size of my fleet?     

2
Suggestions / Shot Cannon!
« on: August 23, 2012, 03:14:51 PM »
A cool weapon idea I came up with that may or may not be original.

A large, ballistic weapon That fires a random, narrow spray off 6 or 7 projectiles. Medium range but only effective at close range because of the inaccurate nature of the weapon.

So tell my what you think, its certainly something I would like to see!

3
Suggestions / Ideas Regarding Invisibility
« on: August 22, 2012, 03:31:14 PM »
I'm just here to argue the effectiveness of Phase ship as strike craft and some cool ideas to solve ineffectiveness that I've experienced.

Note: I haven't actually had a lot of experience with Phase ship so I could just be rubbish at flying then, making this post a load of nonsense.   

I'll start my argument with the name of the new mission to show off the  phase ships, Ambush. The word ambush puts me in mind of a big cat concealed behind a bush or in long grass almost invisible to its prey ready to strike when the time is right with a fatal blow. However the Doom-class isn't concealed, its about as discreet Onslaught coming at you. Even before your phased out the secret is out and your quickly engulfed in a hale of gun fire and missiles. Now I know Alex didn't like the idea of complete invisibility (though I didn't get his side of the argument), so I'm not saying that phase ships should be completely invisible, only mostly.

Here's an idea, Phase ships would be invisible for most of the time, but from time to time the ship would flicker in to existence giving you an idea of where its at and where its going so you know what ships its aiming for and what precautions to make. But the Phase ship still has that initial surprise to strike which is untimely what Phase ships are for.

An alternative, and maybe better, idea would be, in the same way energy weapons do more damage when at high flux, the Phase coils become more efficient at high flux making you ship more or less, invisible. The longer you stay phased out, the more invisible you become but, therefore, less flux for you to work with when you phase out, its the consequence for being invisible. Consequences, I heard you quite liked those Alex.

So its just another idea of hundreds that have already been thrown at this project but I'll see what you guys think of it.                 

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