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Topics - paragonid

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1
1. I'm trying to steal fullerene spool from a planet, but It's impossible to know how many marines I am supposed to bring
The raid interface doesn't say much
The dialog has a "ground defense strength" value, which when compared against my "raid strength" look like an equivalent for archiving the objective, but I'm speculating and I don't believe it's explained anywhere

There should be numerical indication to how many marines are expected to fulfill the objective in the current condition instead of somewhat confusing "7 marine figures"



2. Hard requirement for archiving the raid goal and AFAIK 100% chance of success feel as a bad system. As far as I understand, there is some kind of hard limiting requirement for the marine count to archive the raid goal, so expected outcome is always binary.
In other words, it's strange that 100 marines are 100% successful at something, which 99 marines will always fail at.
I think it would be interesting to have success scaled with relation to forces with something like a logarithmic function

2
I was trying to kill hegemony fleet without making a war (transponder off).
The "how long they will be aware of your identity" wasn't explained to me very well by the game (i think), so I fly around away of system for couple of days, come back to the system and as expected confronted for my transponder is off.
I expect that's fine, as I'm gonna kill him anyway as expected.
Unfortunately, after refusing to turn on the transponder, I'm facing the fact that they are aware of my identity.

It would be nice to know it beforehand I've refused to turn transponder off. Probably even before I went into the contact expecting they forgot me.



3
Flying to the planet to find out that you can't dock sucks.
It would be nice to have that information remotely without landing, in a way of notification when setting a course to the planet

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4
Suggestions / Review mercenary leaving due to bankruptcy
« on: December 18, 2021, 03:54:56 PM »
I recently ran into a situation where I'm transporting tons of hugely expensive cargo, and go bankrupt on the new month. I'm about to land and earn millions, but as soon as i do the mercenary officer says that they are sorry we have no money and they want to leave. It requires a story point to continue the contract in this case.
I would like to suggest to review the trigger. It doesn't make much sense that they need the persuading of the treasure behind the corner, when they perfectly know, it's being unloaded and sold right at the moment.

5
Update: Please display information for Shift-click control for setting max/min capacitors and vents in the ship building screen in some way.

Currently adding/removing capacitors and vents are hold and wait process.
It would be nice to have additional buttons: 1. vents max 2. remove all vents. 3. capacitors max 4. remove all capacitors
I believe most people with use them often.

Something like this

6
Suggestions / Add navigational data to System map
« on: December 13, 2021, 09:38:02 AM »
System map will benefit from having navigational data on it, for example it will give ability to measure distances without leaving it



Reference: current system map




7
Suggestions / Reduce amount of low profit delivery quests
« on: December 13, 2021, 09:09:16 AM »
Some delivery quests are waste of time and money.
The payout dependent mostly on market price and volume lead to many contracts being unreasonable 99% of time, like ore or metal delivery.

There should be at least an ability to opt out of such suggestions

Here is an example reference:

8
Suggestions / Option to auto-turn off Transponder when in Hyperspace
« on: December 13, 2021, 09:01:46 AM »
Transponder has no use 99% of time spent in hyperspace. It would cut off on many presses to give "auto-turn off when in hyperspace" quick panel control

9
I had an elite captain joining my fleet after a month where I had 0$ left, but swiftly restored to 600k$.
they received enlisting bonus, and on next colony landing left due to my bank count (600k$ at that moment)
They never been at my fleet during bankruptcy in first place

Reproduction:
1. Go bankrupt
2. Restore positive balance
3. Recruit elite captain
4. Elite captain leaves on planet landing

Expected:
4. Elite captain doesn't give a *** about past

Reference: leaving screenshot

10
It would be nice to have access to the expiration date of interest preventing from trading (planets after raiding / combat with faction in the system) from intel/map screens for fly path planning

11
Problem: With abundance of dialog quests (bar/contacts) planning the fly path became time consuming and frustrating.

Suggestion: It would be significant improvement in user experience to at least access the map/intel tabs during the dialog, but even better if suggested quest destination was shown on the map.


Problem details: I prefer to do quests in bulk, picking new ones depending on how they fit into my flying plan, with new dialogs and multiple options for selections my contact has suggested me 3 quests: 3 bounties on choice, deploying a spy device and raiding a planet. That's 5 different stars(systems) I need to find by hand on the map based on their name (no search, right?) and distance, which takes several minutes to accomplish. Currently I have to open the quests to log them, back off from the dialog and open the map, scrolling through the log remembering the info. Feels like UI/UX is severely lacking for this purpose

Alternative suggested technical implementation: if showing the map during dialog guests is hard to implement, bar contacts could pass "suggestion to accept" quest the similar way exploration quests are suggested, so they will expire soon if not accepted but can benefit from existing UI for planning.

12
Suggestions / Transponder auto turn setting for core systems
« on: October 24, 2020, 09:36:33 AM »
EDIT: I had a mod issue, suggestion isn't relevant to base game, can be removed.

Having to manually turn on transponder each time I visit a core system sucks.
Can't we have a setting for allowing to auto turn it for such systems?

13
Suggestions / Checking system planets from intel screen
« on: January 14, 2020, 12:03:35 PM »
Sometimes I search for bounties and want to know what kind of planets are in the system. I would be helpful if I could switch to planets list of the selected system directly by the left click

Spoiler
[close]

14
Sometimes I want to engage fleets only if they supported/not supported by other fleets
The only way to figure it out right now is to click for fleet interaction menu
But then I can't safely disengage as enemy fleet can decide to attack or harry me if I just leave

I would be nice to see if fleets (including mine) are support in range beforehand

15
Engaging expedition force supported by same faction leads to war but engagement info screen says it shouldn't.

Spoiler
[close]

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