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Topics - Shedovv

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1
Bug Reports & Support / Hull Restoration not Working?
« on: October 24, 2022, 03:20:37 PM »
So I've been flying around with a particular Hammerhead in my fleet for a couple Cycles now.
And at first I thought it was just bad luck because I had some other ships with D mods that were slowly loosing them.
But since April 1st of the current Cycle, I had No Other Ships with D-mods in the fleet.
I've been checking it every month, its October now, and that Hammerhead still sits on the 3 D-Mods it had.

2
Suggestions / Localized Gravity Fields
« on: March 31, 2016, 03:19:21 PM »
Just a quick one.

I noticed while playing that everything rotates around a star system's sun. Everything except  Player fleet and possibly AI fleets. Which frankly makes no sense.
If a fleet is near a planet it should be affected by its gravity field and in turn should remain stationary in relevance to the planet and other objects within its gravity well.
However that is not the case and results in a planet/station that you interact with to constantly "drift" away from you, which forces you to constantly fly back up to it.
It would be very nice and helpful if this was addressed at some point down the line. Hopefully this shouldn't be hard to implement.

3
I will put it simply, they FEEL wrong.
And after reading things like the following even more so.
Quote
Brent Follin, PhD student in Theoretical Cosmology wrote.
"Something akin to aerodynamics--let's call it photodynamics--will start to matter if your spacecraft goes appreciably close to the speed of light."

"We care about aerodynamics on earth more and more as we go faster and faster-it doesn't matter at all if you're moving slowly enough that random thermal motion of air molecules dissipate the build-up of air pressure that opposes your motion.  The speed that determines when this happens is the sound speed--for motion appreciably close to the sound speed, air molecules don't have the ability to get out of the way fast enough."

"The same is true in space for whatever's hanging around to get in your way.  There's not a lot of dust in deep space, so the dominant pressure opposing your motion will be photon pressure--the integrated force due to light reflecting/absorbing on the front of your spaceship.  Space is filled with predominantly microwave photons from a black-body spectrum at about 3K--they don't have a lot of photon pressure at low speeds, since 3K radiation is really weak.  But, as you go faster and faster, doppler effects will blueshift this radiation, and eventually, as you approach an appreciable fraction of the speed of light--analogously* to air pressure and the speed of sound--the photon pressure would become more and more noticeable."

"What design choices you would make to maximize photodynamic performance is beyond me; presumably you'd want to minimize forward-facing surface area, and paint your ship black to minimize reflection.  Probably there's something more clever."

"*Though not perfectly analogous.  For instance, you can't break the speed of light, but you can break the speed of sound."

What do you think about that and how do you FEEL about blocky and non-simmetricall spaceship designs?

4
Suggestions / [Quad S Box: Part I] Mid-Combat boarding! [NOT A MINIGAME!!!]
« on: December 18, 2015, 01:26:51 PM »
Welcome to Shedovv's StarSector Suggestions box, part one.

So as the title suggests I would like to propose Mid-Combat boarding, that is not a mini-game. What do I propose if not a mini-game then? A WEAPON! Or a line of weapon's rather. And' an additional bar on the ships stats (in combat) above/bellow/in-between the Flux and Hull bars. These weapons I propose would be akin to Missile Launchers. BUT they would use your MARINES for ammo. Your job as a Captain/Pilot would remain the same, but you'd get the ability to essentially fire your marines at the enemy (something along the lines of Space Marine Assault Rams/Pods/Whateverthose are.) in order to board their ships, what's next? A tug of war. The bar I mentioned earlier would now come into place. If you MANAGE to land a HIT that is. As in you managed to bring your opponents shields down and hit them with the projectile (the pod) from the Boarding weapon. Now then, back to the bar. At this point a portion of the bar would change it's color to green(players UI color) and the following which can be done in two ways will occur.

#1 The Easy but less cool option.
It plays out randomly until one or the other side manages to push the opposite out of the bar.

#2 The StarSector way, which is complicated though.
It takes into the account how many marines were inside the projectile (determined by the individual weapon's stats more on that below) then weights them against Combination of Marines and Crew belonging to the ship in question. Then a similar tug of war happens. But obviously if your marines outnumber the enemy's and their crew they will be more likely to win and vice versa. Further more the effectiveness of BOTH Crew AND Marines is determined by rank (Green, Normal, Veteran or Elite) yes that means Marines will finally have a reason to level up.

Now then that's said and done, what's next? This is rather simple really. Depending on the outcome of the above of course.

#1 We Lose!
Nothing happens, the enemy ship continues to function but if they sustained any losses during the "Tug of War" period, they may begin to suffer from the "Not Enough Crew to Operate" debuff, which is the part of the game (the debuff I mean) already.

#2 We Win!

The ship becomes disabled for the rest of the combat. BUT it remains intact (well as intact as it was when our Marines won the Tug) AND crewless, which means we will be able to safely scuttle it and/or add it to our fleet (that is if we win the battle) post combat.

BUT WAIT? What happens if WE get shot by the same weapon?
The answer is simple, the same thing. Only this time (note this is sort of optional in my opinion) we get a big bonus to "Tug" for our Character being present if it's the Piloted ship. With similar results. The exception being if it's the Piloted ship, we get auto-transfered to another one as if it was destroyed. Or we loose and restart if it was our only ship. HOWEVER if we lost a ship in such manner but won the battle we get post battle screen option to attempt boarding in order to take it back (pretty much like the one we have now for disabled ships) except this time only the "It explodes/We take it" outcomes can ocure, marines CAN'T fly away on a space ship they aren't trained for that.

Now as promised I will go a little bit more in detail regarding the so called "Weapons" that we shall use in order to deliver our "Ordnance" on-board an enemy vessel.
They would work as any normal weapon would with the fore-mentioned exception of them using your Marines for ammo and the fact that it's stat's determine NOT how much DAMAGE it deals BUT HOW MANY Marines a single projectile can deliver to the enemy and the robustness (again drawing similarities with missiles here) of said projectiles. This in turn means that unlike most Missile/Projectile weapons right now, these weapons will have limited ammo and can only be installed on a ship that can carry the said "Ordnance" in sufficient numbers.

As for the implementation.
I believe it is down to simply (simply, metaphorically speaking of course) making the fore-mentioned weapons then scripting in, the usage of Marines as ammo, the tug of war logics, the disabling of the ships in case of Boarder's winning the tug without being (turned into a husk) destroyed, the dialogue option and finally making the necessary HUD adjustments.

There are of course concerns such as what happens while the "Tug" plays out does everything freeze? And while the fore-mentioned is (in my humble opinion) simple to answer a no, there may be other points to discuss further.
Which I invite you to do if you do have any that is
.

P.S. After seeing some of the "responses" please, I would rather discuss how to make it work and or anything that is wrong with the idea rather than argue over the petty "FAQ says it's bad" quotes and messages that do not seem to originate from people who even bothered to read the topic from start to finish.

5
The title pretty much says it all.
I am pretty sure a simple re-download of the installer from the website should fix this. But in-case it won't and or there will be other people with this error I am putting it up here. Gonna try the fore-mentioned and see what happens.




6
Suggestions / Ballistic Ammo [Post Ammo Removal]
« on: February 01, 2015, 06:06:52 AM »
Greetings!

I've been reading about the removal of ammo from ballistic weapons. Frankly it just makes ballistics a gimmick, while actually being a energy weapon with different damage type.
A lot of people including me don't necessarily like the idea. I thought about it and came up with a good(in my opinion) solution.

So here it is.

Instead of completely removing the ammo, ballistic weapons need to be reloadable. When I say reloadable I mean the following:

For example let's take a Vulcan Cannon (that small fast firing thing, with 1000 ammo) and make it reloadable, but without keeping it at an X ammo cap.
If the cap is not there and it's reloadable people would have to think when they are using these weapons. In the case of Vulcan you'd have to spend it's 1000 ammo magazine and then WAIT a decent amount of time for it to FULLY RELOAD before you can fire again. This would mean that if you see your magazine is getting depleted, you would have to think about backing out of enemy ship's weapon range and allowing your guns to reload before continuing the battle. This should eliminate the long-battle incompatibility of low-tech ships while maintaining the feel of kinetic weapons.

EDIT: Basically they would have same principle as some of the reloadable missiles/Energy weapons with charge except that you would not be able to fire them until fully reloaded. Which also means that Expanded Magazines Hull Mod still makes sense.
EDIT:EDIT: I do not believe that weapons should have LIMITED amount of magazines, they just need to be reloaded every now and again, without being able to fire them while they are on reload.

P.S. I specifically registered on the Forums to make this post. So it's kind of my first. Hopefully it's decent enough.

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