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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - bobucles

Pages: [1] 2 3 ... 31
1
Production is a tier based system. A tier 6 fuel producer can satisfy all planets with 6 demand or less.
The profit pool depends on the total units being consumed across the galaxy. It gets distributed to all producers depending on production ability and planet access.

2
Suggestions / Re: Possible "Empty mounts spam" solution?
« on: August 23, 2020, 10:42:12 AM »
The only weapon mounts potentially worth keeping empty are small energy mounts. Small ballistic mounts are too good, the point defense is good and the anti shield ballistics are good. Small missile mounts can be kept empty depending on preference, but they are also powerful mounts worth using.

3
EW1 is supremely powerful. It may as well add 10-20OP to every single ship thanks giving everyone ECM boost. It helps negate enemy ECM, and then can buff your own fleet with spare ECM rating. Overall that can end up being a 20% swing in weapon range for 1 talent point. It's definitely S tier.

Coordinated maneuvers is pretty okay but not nearly as powerful. The bonus caps out more easily, and the speed boost only adds to the ship's unmodified max speed. It can be worth 5-10 top speed on a typical ship, which is still good value but not awe inspiring.

4
General Discussion / Re: Armor Skill Interactions
« on: May 28, 2020, 10:17:47 PM »
The only real issue with frag damage is the multipliers are half as large as HE/kinetic, so the damage number obviously needs to be twice as big. Just change the multiplier to fit with everything else. 50% anti armor/shield, 200% anti hull. Then cut the damage in half so that it looks like any other weapon stat line, easy.

5
General Discussion / Re: how to optimize stealing ships?
« on: May 28, 2020, 11:46:53 AM »
Megas is right. You can only have a combined 30 ships in your fleet and on the table for salvage. Try to run around 25 ships.

That bug is fixed for the next major release.

6
Suggestions / Re: Antimatter Blaster rant
« on: May 28, 2020, 10:48:36 AM »
Kinetic AM to instantly overload a ship, Reaper reaper. Wow easy game guys.

7
General Discussion / Re: Armor Skill Interactions
« on: May 28, 2020, 07:16:55 AM »
Ah yes, it tests out. For the assault chaingun, it's about an extra 10% hull power. I'll fix the calculator.

8
General Discussion / Re: Armor Skill Interactions
« on: May 28, 2020, 06:36:32 AM »
Yes, IM3 does double dip when the ship still has health on its armor plates. The attack has less armor penetration, AND the attack deals less armor damage. It's not quite as good as the straight up 150 power of IM1, but it's still a strong talent point.

9
General Discussion / Re: Armor Skill Interactions
« on: May 28, 2020, 06:13:45 AM »
The +150 armor is active at all armor levels, giving a huge damage reduction across the board. It's a top tier defensive talent. It looks like the 150 armor floor is true.

When armor gets completely stripped, the +50% armor bonus no longer applies. But having just a single shred of aluminum foil will give a considerable boost in defense.

I have most interactions figured out in the signature.

10
Suggestions / Re: Antimatter Blaster rant
« on: May 28, 2020, 04:32:41 AM »
A weapon that is great on some ships and terrible on others is a good thing. There should be more weapons that feel weak in some situations, yet overpowered in the right place. Don't forget the assault chaingun, that thing is dope on Hammerheads.

11
Suggestions / Re: Fighter bay sizes and/or types.
« on: May 14, 2020, 03:23:27 PM »
I don't know about making half a dozen sizes of strike craft. Frankly the only issues with fighter craft come from one or two types, *coughsparkscough*. The rest works fine.
There aren't many strike craft to choose from, so it doesn't really make sense to have much more than 2 size types. If there was a "light" and "heavy" craft type, then all it means is a carrier can't go full ham on one craft type. They'd go all in on two.

12
Suggestions / Re: Make Phase Lances outright ignore shields
« on: May 14, 2020, 03:09:38 PM »
Phase lances are great. Maybe the mining laser should ignore shields, because it's too weak to be recognized as a threat.  ;D

13
General Discussion / Re: Is Transverse Jump Too Good?
« on: May 14, 2020, 06:14:42 AM »
Transverse jump is supremely powerful. It lets you avoid many of the hazards that kill low and high level players alike. Dodge jump point traps, escape from enemy pursuit, and it even breaks the tutorial as a bonus. It's definitely a top pick for early game.

A multi year veteran can make do without T jump, but then again they can beat the game without a single talent point. Take that as you will.

14
Suggestions / Re: Localized relationships
« on: May 13, 2020, 07:02:13 AM »
It might be cool if the relationship with a captain was a simple faction rep + personal rep. That would give a range of -200 to +200 rep for an encounter, but you can do a few things with it:
- If faction rep is very negative but personal rep is very high, it's the same as being netural. He may be under orders to hurt you, but as best friends he'll let ya go.
- If rep is neutral but personal rep is low (-50 total), the guy will bug you with more contraband searches, more fines and such. Kind of a grudge.
- High on both counts (150+) is super friendly, they'll even ignore contraband searches (best friends!) and such.
- Super low on both counts (-150) is super hostile, they might even chase you to the ends of the universe. Kind of like a bounty or personal nemesis.
In the end it's more or less expanding on the current system. The text doesn't have to change if it's generic enough, but it can introduce fun events if the player pushes reputation too far to the extremes.

15
General Discussion / Re: Bombs questions
« on: May 11, 2020, 01:27:09 PM »
Plasma burn gives a fixed speed around 600. Talents can't increase it.
Burn drive can be improved with talents, especially the 1% flux boost. I don't remember about plasma jets.

Ammo feeder should give double fire rate at 1/2 flux cost, giving the same flux/second overall. It's amazing and hammerhead is an amazing ship.

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