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Topics - TheHengeProphet

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Bug Reports & Support / "Text scaling" Windows 10
« on: September 09, 2015, 05:34:00 PM »
If you have text scaling on in Windows 10, it also will scale both the launcher and the game window of Starsector.  Not sure how else to describe it.

2
General Discussion / Trade
« on: April 29, 2015, 01:37:44 PM »
I've been thinking a while on the topic of trade.  As it is, it is not a viable strategy of play without exploiting events.  This is a problem to me from both gameplay and immersion standpoints.

Let's look at gameplay first.  Tolls and tariffs make it so that sales at best earn a few credits per unit, which make trade very unattractive, as regular trade is simply not possible to get a net profit (after fuel and supply overhead).  This issue leads to trading based only on shortages and trade disruptions.  These trade disruptions can be few and far between, leading to a lot of downtime -- unless you are actively disrupting said trade, in which case your reputation will likely be impacted to the point of not being allowed to trade in the first place.  I personally have been using this downtime to do some anti-piracy work and police the sector, which has earned me a large sum of funds, but still is not trade; however, these activities have had major consequences in the trade world: trade disruptions and food shortages have decreased markedly in number.  Also, when out policing, by the time I get the message that there is a shortage somewhere it is too little too late, as it takes too long for me to get back to base, swap fleets and cargo, and head out before the event ends.  Food events last for ages and have proven my main source of income over bounties, but other goods are not worth trading.

Now, let's look at immersion.  If all trade results in net loss of funds, why is there any trade bothered at all?  Sure, the political climate in the sector blows, but they still want to survive, and trade helps facilitate their survival.  Even if trade was marginally profitable, why would merchants risk a rather high chance of death to eek out such a pittance?  The sector is rife with piracy, which is not condusive to the trade environment.  The only way trade seems viable is if trade is per government operation, in which case they would likely take measures (likely violent) to actively dissuade all other trade.  Non-government workers would be fugitives, were this the case, which then begs the question of why the player is allowed to galavant about unscathed.

I understand Alex has stated a dislike for "Buy low, sell high" trading, but that is just how trade works.

Anyways, those are my two cents.

3
General Discussion / Bomb bays?
« on: April 05, 2015, 02:29:20 PM »
There used to be bomb bays in the main game, and I loved using them.  Some fighters still have one of them, but they otherwise don't seem to appear anywhere, despite being in the game files still.  Any reasons for this?

I found it quite enjoyable, and challenging, to load up an afflictor with cluster bombs and do strafe runs, but this no longer seems to be an option...

4
After some testing with a Sunder, I found that the High Energy Focus ability would double the flux production of all beam weapons, whilst not providing any noticable damage increase on any energy weapons whatsoever.  Additionally, once activated, the flux penalty would endure until combat had concluded.

I checked in the script for HEF, and didn't see a terminating clause for that function, either.  I don't know what what your stated values are, and I'm not used to your formatting, but it looks like you're adding 50% damage to energy weapons and increasing damage taken by 100%, while multiplying the cost for beams by 10?

I'm left wondering why this function makes beams cost more, or more specifically why it makes beams EXCLUSIVELY cost more.

5
Suggestions / Zero Friction Shields
« on: October 14, 2013, 10:09:41 PM »
I propose removing all semblance of friction from shields, as I find it odd when a ship runs into my shields, it'll turn my ship as though the ship and shields are a singular entity and shields happen to be covered in adhesive.

Not sure if it would be an easy thing to do, but it would be nice, as it would somewhat help with the above situation, particularly in the case of when I'm lining up a shot and instead spray my allies rather than the intended target.

6
General Discussion / Idiotic flight pathing
« on: October 06, 2013, 03:10:08 PM »
Is it just me, or has anybody else noticed the idiotic flight pathing of the AI?  Not trying to make this sound like a jab, but it is rather annoying when my allies keep backing into me fast enough to knock out their engines, or destroying eachother by flying in the way of eachother's beams...  They also seem to have no idea that asteroids are floating about and will fly right into them, shields down, with enough gusto to often knock out a weapon or two.

Anybody else witness this behaviour?

7
I've noticed that the Dedicated Targeting Core costs 20 (for cruisers), and provides a range boost of 35/50 % for cruisers/battleships, respectively.

The Integrated Targeting Unit, however, costs 15 (for cruisers), and provides the same range boost of 35/50 %.

The question here is -- aside from the Dedicated Targeting Core not being available to destroyers or smaller, and cost -- what is the difference between the two, and what advantage would a cruiser/battleship gain from choosing a Dedicated Targeting Core over an Integrated Targeting Unit?

8
Suggestions / Disabled vs Destroyed (Boarding Related)
« on: September 29, 2013, 05:16:45 PM »
As it is, when you disable a ship, it tells you it was destroyed in the events feed on the upper left.  What about having a distinction between disabling a ship and destroying it?  This would matter if people wanted to disable a ship for the purpose of boarding it, rather than just blasting it for loot.

I keep longing for those days playing Escape Velocity, in where I would deliberately avoid destroying ships so that I could capture them and sell them off, and I end up wondering why it's so difficult and awful to board ships in this game, where the lore states that ships are effectively a rare and valuable thing to have?  If that were really the case, wouldn't everything be trying to capture ships, rather than scatter them to space dust?

This could also make the game somewhat more exciting, in that you might encounter a ship that has the goal of capturing yours, when fighting pirates in early game.  I always find it more interesting when others are trying to capture me, rather than kill me.

This suggestion also implies that there should be certain weapons/systems (perhaps EMP devices and Ion Blasters) designed specifically for the purpose of capturing ships.

9
Bug Reports & Support / Could not retreat in Pursuit Scenario
« on: September 28, 2013, 12:58:43 AM »
A larger fleet attacked me, so I reasonably attempted to escape, which prompted a pursuit scenario in which I was the pursued.  Given this situation, I attempted to retreat off the top of the map (as prompted by logic and placed direction), but was unable to do so, which left me in a situation where I was sandwiched between a huge fleet and an invisible wall.  Am I really required to retreat off the "south" of the map in this given situation?  That means I would be required to fly THROUGH the opposing fleet in order to escape...

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