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Topics - Embolism

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1
Suggestions / Teleporting systems ruin the game - and should be removed
« on: October 13, 2019, 12:43:02 AM »
I'm talking about the Phase Teleporter and the Recall Device.

The problem is what these two systems do to the ships they're on. They completely railroad otherwise interesting ships into very boring loadouts.

Recall Device:
Based on Blog posts and Alex's Twitter feed, it's clear that different types of fighters are meant to be used in combination to achieve synergistic effects. The Astral spits on all this by having a system that strongly encourages equipping mono-bomber loadouts. Highly disappointing when it's supposed to be the epitome of carrier gameplay.

Phase Teleporter:
Because of this system the Hyperion has undergone drastic nerfs to encourage the player not to play with it: it breaks a dozen flux conduits with every deployment and even when deployed it sputters out like a candle-flame within two minutes. When not deployed it chugs supplies like a logistics black hole. To add salt to the wound, the system encourages this supposed pinnacle of High Tech ship design to use Mining Blasters.

.....

My suggestion for the Astral is to replace Recall Device with 'Secondary Flight Command'. When activated, this system takes control of the squadrons in decks 4 to 6, and sends them to either attack a targeted enemy ship or defend a targeted friendly ship. If there's no target then it defaults to defending the Astral. This effectively lets the Astral split its squadrons to deal with two targets at once.

For the Hyperion... I don't know. It could have something boring like HEF or Phase Skimmer, or it could have something else that's unique. Something to do with flux manipulation, maybe; to emphasise its modular nature.

2
I was wondering why my own ships are so cavalier about flying right into friendly mine range and die. Then I noticed they don't collide with friendly mines, much as they don't with friendly missiles - except mines can explode on a timer instead of on enemy contact, which messes with friendly AI.

As an aside, I was hoping Missile Specialization levels 2 and 3 would affect mines. Alas, they don't.

3
Suggestions / Missile Autoforge should be a Hullmod
« on: November 27, 2018, 05:37:57 AM »
The only difference between the current one-use Missile Autoforge and a built-in stackable Expanded Missile Racks is you have to back off once during the battle to use Missile Autoforge. It feels like a passive buff with a shoehorned in one-time active component.

If Missile Autoforge is to remain a one-use only thing then why not just make it a Hullmod (there's even an icon for it already) and give the Gryphon Fast Missile Racks, or some other more interesting to use missile system?

4
Suggestions / Phase ships aren't scared enough of Mines
« on: November 27, 2018, 05:25:16 AM »
The biggest killer of my own phase frigates is my AI Doom. Quite often I'll see phase frigates uncloak on top of friendly Doom mines even when they have no flux (so aren't at all forced to uncloak), and then get blown to smithereens. It's not uncommon for phase frigates to die right at the end of the fight as they do their "Phase victory dance" and uncloak on a yet-to-explode mine.

I'm not sure if the same applies to enemy Doom mines, but something's off with how Phase ships determine mine threat. It's not a misjudging AoE issue either as they literally uncloak stacked on a mine sometimes.

5
Suggestions / Charge Bars instead of Charges?
« on: September 09, 2018, 04:32:05 AM »
The charge mechanic for certain ship systems works well for immediate effects (e.g. Phase Skimmer), but IMO feels weird for continuous effects like High Energy Focus and Damper Field: it can last too long for what you need it for, or deactivate at an inopportune moment.

What if these became them toggled effects like Fortress Shield, but with a charge bar that depletes continuously when in use and recharges when not?

This will of course allow "flickering" (which is part of the goal, I suppose) to get the most out of your charge. There could be a small cooldown after deactivation during which the charge bar doesn't regenerate to prevent abuse.

6
From what I can tell, when bombers reload their payload they also fix all their damage. Fighters without payloads however will never dock (except with the Astral's Recall Device) and therefore never repair even if they're one space dust away from explosive decompression. Would be nice if sufficiently damaged fighters (say lower than 75% hull) will dock for repairs (or replacement fighter?) and quick launch just like bombers do.

From a gameplay point of view it lets you actually recover your wings to full strength when regrouping (without needing a dock command), from a realism point of view well... if my rustbucket was about to shake itself apart I'd be swapping that for a new one the moment I get the chance.

7
The map says it's a size 4 market but there's no indicator in its market conditions.

8
Suggestions / "Dynamic Mounts" instead of "Synergy Mounts"?
« on: February 26, 2016, 09:08:29 PM »
Just a thought. Synergy almost implies that two weapons can "synergise" together, Dynamic seems to fit the "versatility" (more choices, one or the other) bill better, while still retaining the "high tech" feel.

9
Bug Reports & Support / Borer Drones Ship System uses Wrong Icon
« on: October 26, 2014, 10:28:45 PM »
It uses graphics/icons/hullsys/drone_pd_mid.png, but I see there is a graphics/icons/hullsys/drone_borer.png.

10
Bug Reports & Support / Ox-class still using old bound polygon
« on: October 21, 2014, 07:15:30 AM »
As per title.

11
Suggestions / Ship Roles StarSector Still Lacks
« on: October 10, 2014, 09:10:56 AM »
Conspicuously Absent:



High-Tech Cruiser-Sized Carrier

Given the lore behind the Astral and the variety of powerful, shielded, high-tech strike craft, the lack of a high-tech carrier below capital level is really apparent. A number of missions involving high-tech fleets have to settle for the Gemini, which is midline and not even a dedicated carrier. Gameplay-wise, there is a significant gap between the Astral and the Heron in terms of flight decks, and the Heron's "fast Carrier" designation is somewhat meaningless when the only other carriers are light carriers and the superheavy Astral. A high-tech cruiser with 3 decks is almost desperately needed.



Noticeably Absent:



Phase Destroyer

A destroyer hull seems to provide the perfect mix of firepower and speed phase ships require, yet while there are phase frigates and a phase cruiser, there is no phase destroyer. Not a huge thing but definitely noticeable.


Midline Bomber

While there are a variety of midline heavy fighters with decent anti-ship capability, it simply isn't the same as the sheer alpha-strike potential of bomber wings. Even low-tech fleets have a bomber in the Piranha, midline fleets should too.



Would Be Nice:



Mid-High-Tech Destroyer

By "mid-high-tech" I mean in the same group as the Apogee and the Odyssey: high-tech vessels that still have some of that midline feel. I suppose the Sunder sort-of counts, but its design is more obviously midline than "mid-high-tech". In terms of gameplay, the only high-tech Destroyer at the moment is the Medusa; which is kind of specialised in that it plays rather like a frigate. A more conventional energy-based destroyer wouldn't be out of place.



Midline Interceptor

Interceptors are not that different from heavy fighters, so this isn't really needed: plus there's already the Thunder which is faster than any current interceptor. Still would be nice though.

12
Fan Media & Fiction / Changeling - A Forum RPG
« on: December 12, 2012, 01:14:37 AM »
Quote from: Prologue
Federation Cycle 1022.11.25
Sector -12.-51.2, an uncharted system

Federation starships rarely venture far from Federation space: but then, the FSS Apogee is not a typical Federation starship. Its official designation is “exploration vessel”, its official mission (as seen on Federation-approved holovision) is to “explore strange new worlds, to seek out new life and new civilisations, to boldly go where no man has gone before”. And it’s true: except that’s only half the story. The other half (not shown on Federation holovision) is: “and to mark them for colonisation, conquest and/or enslavement; for the glory of the Federation of Man.”

Make no mistake: the Apogee is a warship. Concealed weapon ports dot its hull, ready to be deployed at a moment’s notice, with enough combined firepower to obliterate life over a small continent. A squadron of Federation Enforcers, armed to the teeth with the latest in Federation battle tech, allow the Apogee to conquer particularly small or primitive civilisations without assistance. And if a civilization proves resistant to cultural integration, a warp beacon can be deployed to bring the full might of a Federation invasion fleet to bear on the hapless aliens.

You are a Federation soldier serving on board the Apogee. The current mission has been particularly uneventful. Only two new cultures have been discovered, and neither put up much of a fight: the first surrendered after one of their cities was reduced to a crater, and the second couldn’t enslave themselves fast enough after the Enforcers killed a few thousand of them. So far, nothing to write home about.

The ship’s intercom blares, interrupting your reverie. “Yellow alert. Unidentified alien vessel. All crew to your stations.” An unidentified vessel? No alien tech had ever been able to confound Federation sensors. Finally, something interesting…

You are about to leave your quarters when a psionic scream rips through your mind, sending you reeling to the floor. At the same time, all electronic devices in your room sputters and dies: the emergency lighting comes on a few seconds later, bathing your quarters in a dull red glow. You lie on the floor for a while, panting, trying to collect your thoughts. What the hell just happened?

You shakily push yourself off the floor and leave your quarters. The doors shut behind you with a hiss: the corridors (and presumably the entire ship) are also running on emergency lighting, making it difficult to see through the red gloom. Other crewmen are also emerging, looking just as confused as you feel. But something else is amiss…

Then it hit you. You don’t recognise anyone. In a small ship like this everyone should know everyone… so why don’t you? In fact, judging from people’s bewildered expressions, no one knows anyone else.

What the hell just happened?



This is a Murder Mystery game, more commonly known as a “Mafia” or “Werewolf” game.  To those who do not know how this game works, read on.



THE FACTIONS

There are two factions: The Humans and the Changelings. The Humans win when every Changeling is dead. The Changelings win when the number of Changelings is equal to the number of Humans at the end of a Day Phase.

As a Human, you know only your own faction alignment and role. You have no knowledge of the alignment of other players or their roles, unless they choose to reveal it to you. Whether they’ll tell the truth or not is another matter.

As a Changeling, you of course know what you are and what your role is; but you also know the identity and role of every other Changeling. This allows you to coordinate with your fellow Changelings to bring down the Humans.



THE PHASES

The game is played in turns, with each turn having a Day Phase and a Night Phase. The Day Phase lasts for 48 hours, during which players are allowed to talk to each other. Every player must also publicly vote for one player they want dead: for Humans, this usually means voting for whoever you think is a Changeling. At the end of the Day Phase, the player with the most votes against them is lynched.

NOTE: When voting, the name of the player you are voting for should be bolded and in red so it is easier for the GM to tally the votes. Should you change your vote later, do not edit out your old vote: strike through it instead.

The Night Phase also lasts for 48 hours. Players are not allowed to talk to each other during this phase, with the exception of the Changelings; who are allowed to confer in private. During this phase, the Changelings hold a secret vote, invisible to the Humans: at the end of the Night Phase, the player with the most votes against them is killed.



ROLES

All players will receive a role at the beginning of the game. These roles confer special abilities that can be used during either the Day Phase or the Night Phase. Instructions on how to use your special ability will be given along with your role.



INJURY

Players can become injured, preventing them from voting during the Day Phase or use special abilities for three Phases (including the Phase when the injury occurred). They may still however communicate with other players as normal. Injury can be caused by certain special abilities and events. An injured player cannot be injured again until they have recovered from their current injury.



ADDITIONAL RULES

  • Private messaging between players is allowed, although Phase restrictions apply: i.e. during the Night Phase, Humans are not allowed to private message anyone while Changelings are only allowed to private message each other.

  • Dead players may not talk or private message anyone. They may however make one last post roleplaying their death, although this post may not reveal any information.

  • Private messages from the GM are confidential and should not be revealed to anyone else unless the GM states it is okay to do so. However, information regarding your alignment and role may be revealed truthfully if you choose.

  • Lynching will not occur at the end of a Day Phase if there is a tie, or if the top voted player has less than 25% (rounded) of the votes of remaining players.

  • You may abstain from voting during a Day Phase, although doing so for more than two consecutive Day Phases will result in your death.

  • A Day Phase may be ended immediately if more than 50% (rounded) of remaining players agree to do so and the top voted player has more than 50% (rounded) of the votes of remaining players. A Night Phase may be ended immediately by the GM if no more actions could be taken.

  • Extensions to a Day or Night Phase may be granted on a per-case basis.

  • Roleplaying is highly encouraged, but is not mandatory.

13
Modding / AoE EMP?
« on: November 08, 2012, 03:54:16 AM »
Is it possible to create a weapon that deals EMP damage over an area larger than the immediate vicinity of the hit? I've tried to create an EMP torpedo that deals EMP damage over a large area, but it seems like only the regular damage component is AoE.

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