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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 - Oblivion

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Suggestions / Small QoL Improvements?
« on: June 11, 2019, 09:45:51 PM »
This are pretty minor but would it be possible to:


Change the launcher button "Clear" to a toggle? Reason for this is whenever I switch computers or update, it gets a bit tedious selecting all 20 mods to be enabled.

Ship name generator taking from a pool of faction specific names.

Also may I ask why the fullscreen/windowed settings are in the launcher and not the game itself? Not suggesting this. If it were easy or even possible i’d think it would be in the game already.

Edit: Added a few more stuff

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Suggestions / Planet Killers!
« on: May 16, 2019, 07:58:37 PM »
They pop up everywhere in science fiction. Starwars, Star Trek, W40K, etc. There's even some mention of it in Starsector's lore. If they do get included in the game (hopefully?), they can probably just be tactical/saturation bombings without using fuel. Here are a few concepts:

Planet Killer Capabilities
Ships with extremely powerful main weapons (beams and such) are able to become pseudo planet killers. Using these would be the equivalent of tactical bombings and reduce the ship's CR to... 40%? And damage it slightly.

True Planet Killers
Ships that are specifically designed for wiping out entire colonies. The player would have the choice of either utterly destroying the colony where the PK would need a "cooldown" of a month, or just saturation-bombing it with a cooldown of a couple weeks. Faction fleet-interactions would be interesting if a neutral faction finds out that the "helpless tanker" lagging at the edge of the fleet is actually a giant-beam-ship-of-death, they'll probably panic and go hostile, regardless of the player's intentions. However, if the faction is friendly or cooperative with the player, they'll stay cautious instead and trail the player's fleet until they leave the system.

3
I've been toying with an idea for a while now.



The concept is to create a beam (super) weapon that can only be fired at a certain flux level (like 90% and abve), and lowers the flux level while doing so.


So two questions:


1. Would it be possible to disable a weapon from firing until the ship hits a certain flux level?


2. Will setting the weapon flux cost to a negative value lower the flux level while firing?

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