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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - SCC

Pages: [1] 2 3 ... 12
1
Suggestions / Faction black sites
« on: March 26, 2024, 10:51:17 AM »
Factions should have some black sites in the outer rim, as a similar kind of thing to Remnant systems. With the removal of generic expedition fleets, the players won't have a source of hard faction battles. Adding faction black sites would remedy that issue while adding some spice to the world at the same time. Some details could be different, but the idea is similar: harder than usual fights against a specific enemy for a greater than usual reward. Enemy fleets should be permanently hostile even despite the player standings with the faction they're fighting (it's easy enough to find an excuse).

Instead of reinforcements spawning from the station, they would come from outside, at a slower pace. Each faction could have a different reward for defeating its station: Hegemony and TT could have AI cores. Persean League could have a colony items, or multiple. Sindrian Diktat could have a stash of Lion's Guard equipment. Luddic Church could have a really good planet.
It would also be nice, if loot or destroying the base would also help you with resolving the respective crisis.

2
General Discussion / 2 Radiants & co VERSUS 5 ordos (2079 DP)
« on: March 06, 2024, 07:32:13 AM »
https://www.youtube.com/watch?v=CUfB-exlcGQ
Skills and loadouts are shown in the first few seconds of the video, just pause the video.
I'm not sure about the loadouts for Paragon and Onslaught, but hey, they worked well enough.
DCR screen
[close]

3
General Discussion / Termination Sequence continues to be terrible
« on: February 27, 2024, 11:40:39 AM »
I felt strong enough about it to make an entire thread about it. Some people might say that Burn Drive or Manoeuvring Jets are a boring system. But it can be worse. What about a system that actually hurts the ship using it? Enter Termination Sequence. I complained about it before, but it's still terrible, so I will complain about it again.

Terminator drones are crucial to Tempest's continued survival and it's an issue if they ever get destroyed in the fighting. Even knocking out just one makes it harder for Tempest to continue fighting, especially against fighter or missile heavy fleets. It's important enough that you don't ever want to lose the drones. And what does Terminator's ship system do?

It disposes of a Terminator. Even worse, you lose a Terminator for the equivalent of 5 seconds of fire from their own weapon systems. You lose a terminator to do 1 second of damage from Tempest's own weapons. Even if the target is in a vulnerable situation, but too far away for the Tempest to engage it directly, it's most likely protected enough for the Terminator to be shot down on the way, far enough to outrun it, or durable enough to just take the hit. It's impossible to see 2 heavy blaster shots to be worth the increase in fragility for the next 30 seconds.

The simplest way to make Tempest better is to just remove the system. You, the player, might do the smart thing and never launch them, sure, but you cannot trust the AI to do that. Every time it fires, it will be a mistake.

I would like to see the system improved or changed. Maybe the drone could have its replacement time reduced significantly. Maybe the system could give you a drone for free, if used after both drones are gone or without a target. Maybe the system, instead of killing the drone, could give them a single use phase lance. I don't care what it should be in particular, but it shouldn't harm the ship.

4
General Discussion / Hotkey to neural link
« on: February 26, 2024, 12:19:12 PM »
Is there a way to change the hotkey for neural link? I may be the only one, but I'm occasionally using the "view target" feature available under the T hotkey and every time I accidentally swap ships in tense combat, I lose 10 seconds for no good reason. Is there a way to change the hotkey for swapping ships?

5
Suggestions / Colony building that gives SP
« on: February 26, 2024, 11:00:41 AM »
I think it would be neat, if there was a structure or an industry that created SPs for us idly. Call it something like "Information Bureau" or something. It would generate 1 SP, I don't know, every cycle? It would active once you defeat at least one crisis and increase in number the more crises you beat. This would make every crisis a good thing to defeat, even if you don't use AI cores, don't benefit from luddic majority or in other cases.

6
Suggestions / Add lore about luddic alcubierre drive
« on: February 23, 2024, 02:00:06 PM »
Luddics hate the hyperspace, hate infernium, simple as. But at least one alternative exists: alcubierre drive. The gate hauler confirms its existence. And while we, the players, don't know pre-collapse history, characters in universe presumably do, it's just not terribly important to them. They should know alcubierre drive is a possibility. The player character knows what an alcubierre drive is when interacting with the gate hauler.

What this means is that if luddics hate the hyperspace, they have an alternative FTL propulsion that doesn't use hyperspace! Pretty great for them, I think, and I believe they would also like this revelation. It would be also interesting to see, how the church would go about it. Are there luddic researchers? (They should be, even if you decide the church hates inventing new technology that much) Or are they working with the League or Hegemony to do the hard parts for them? The church almost certainly has the money to spend on a pet project like this.

Anyway, the point is that it would be nice to see an alcubierre drive bar interaction or whatnot. It would add to the background of the game, make it more believable by showing that even if people in the persean sector cannot fix everything at once, they are at least trying and it could serve as nice foreshadowing for the gate hauler, if you don't know about its existence.

7
Lore, Fan Media & Fiction / The player morality test
« on: February 13, 2024, 10:58:11 AM »
The lost luddics are the ultimate litmus test for whether a captain is capable of self-governing. To rescue the lost luddics is an easy, convenient task and one which we all recognise as the correct, appropriate thing to do. To rescue the lost luddics is objectively right. There are no situations other than dire emergencies in which a captain is not able to rescue the lost luddics. Simultaneously, it is not illegal to abandon the lost luddics. Therefore the lost luddics present themselves as the apex example of whether a captain will do what is right without being forced to do it.

No one will punish you for not rescuing the lost luddics, no one will fine you or kill you. You gain nothing by returning the lost luddics. You must rescue them out of the goodness of your own heart. You must rescue the lost luddics because it is the right thing to do. Because it is correct. A captain who is unable to do this is no better than an animal, an absolute savage who can only be made to do what is right by threatening them with a law and the force that stands behind it.

The lost luddics are what determines whether a captain is a good or bad member of society.

8
General Discussion / New cheapest way to deal with Z-fella
« on: February 13, 2024, 09:30:47 AM »
You need:
  • 1 Grendel
  • 3 reapers
  • a bunch of PD guns
  • 5 skills
  • 2 s-mods
  • and the will to dream
https://www.youtube.com/watch?v=xeHcTVgJPF4

The legion version of this post I outdated a few days ago
You need:
  • 1 Legion
  • 5 proximity charge launchers
  • a bunch of PD guns
  • 5 skills
  • 1 s-mod
  • and the will to dream
https://www.youtube.com/watch?v=VaeAyEmhu3U
[close]

9
Suggestions / In-game characters should offer help with crisises
« on: February 09, 2024, 11:29:40 AM »
Note: I haven't had the time to *** off the major factions yet, so I'm writing all this without first hand knowledge. Maybe there are some obvious things that no one talked about and I missed out on.

Say, you come into contact with one of Tri-Tachyon raiders and you, on your bridge, get a report from your marine chief that says some marines recognise these guys, they worked for/against them one time, and that this particular fleet doesn't matter and the actual important people are in the Tacticswhat command fleet. The chief then massages his forehead while saying they're also now making a bet that TTS Artemis isn't coming out of this kerfuffle in one piece. Bonus points for using TTS Artemis as a name for one of the ships in raiders' fleet.

It would be funny if in the pirate crisis, you could grab one of the fleets and convince them (with dosh or gunboats) to share the location of their boss, to settle the matters with him or her. It would be real weird for them to get money out of someone voluntarily, eh?

Some dude in a bar could go on a rant about them luddics and their ways, and say that at least mining or refining discourages them from coming in and leaves space for people with brains between their ears, not cow manure.

Asking contacts for advice could also be a thing. A pirate or Hegemony contact could suggest some aggressive negotiations with Kazeron over their nanoforge. An independent or luddic contact could suggest that if TT is angry over competition, why not give them a little reprieve and get them out of their rat race? There's spectrum between putting a quest marker on what the player has to do and giving them no information, leaving them to figure out this puzzle game on their own. Especially if there are multiple ways to resolve crises. You could reveal one of them and keep the rest hidden and let the player discover them on his own.

For contacts not important enough to actually resolve crisis in your favour, you could perhaps do a favour or two for them, to help them climb the ranks. And you get a higher importance contact as a bonus!

10
Okay, so I'm playing the game and found a cryoarithmetic engine quite at the start, but later I also came into a possession of a gamma core. Both are things that Tri-Tachyon might want. Then a fleet comes gunning for me and says they want to buy a special item off me for 120 thousand credits. Now, what item are they talking about? Logically it would be the cryoarithmetic engine, but I have no way of actually knowing this. It would be nice if either it was pointed out what the character wants, or if I could ask them and get a hint.

11
Suggestions / Add bomb bays somewhere on the map as an easter egg
« on: February 02, 2024, 11:34:09 AM »
Remember when you could put regular or cluster bomb bays on your ships and have fun with them? I think you should put maybe 5 of them in the abyss or wherever as an easter egg, to reminisce about the days of yore.

12
Suggestions / Give Reinforced Bulkheads an s-mod bonus
« on: January 04, 2024, 11:18:19 AM »
Since any s-mod provides certain recovery, that means a half of Reinforced Bulkheads becomes redundant if you s-mod that particular hullmod. I think it would be nice for RB to get an s-mod bonus, even if small.

13
If I start the game while I have my headphones unplugged and plug them in afterwards, Starsector pretends the headphones aren't there. It doesn't switch the audio output. It's the case for both Windows and Linux Mint.

14
General Discussion / Doom can't keep getting away with it
« on: August 16, 2023, 07:42:52 AM »
DOOM KEEPS GETTING AWAY WITH IT

A Doom and a Monitor defeat 816 DP of Remnants
https://www.youtube.com/watch?v=z-oBrmdR7sc
loadouts
It's improbable, but not impossible.


[close]

A Doom defeats the hypershunt defenders, again!
https://www.youtube.com/watch?v=LtPyJBe8DgQ
loadout

[close]

skills
[close]

15
My friend just got an academy quest to go ferry a couple of scintists to some random planet, and it turned out it's a planet in a high Remnant presence system. I don't think that this is a bad idea per se, actually, but it sucks to learn way too late that your fleet is not actually capable of completing the task.

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