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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - TJJ

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1
I would like to suggest that the separator for numbers should not be commas, (or full stop) but to use a space instead, as is used internationally to prevent confusion.

Example: 534 523 or 18 466

Should really be based upon language/locale selection.

Though as the game is only in English atm, comma convention seems reasonable.

2
Suggestions / Re: Antimatter Blaster
« on: August 07, 2019, 11:53:44 AM »
I like it as a concept; it definitely sets itself apart from the other small energy weapons, and for its mount size poses a moderate threat.

However, range has always been king in Starsector.
Getting close enough to use short range weapons inevitably* costs a great deal of flux in either shield hits, or phase cloak.
A fact I think could be better accounted for in terms of weapon balance.

*The exceptions to this rule being armour tanking, and fighters.

I don't think I'd want to increase its range; that'll just makes the weapons more homogeneous.

Perhaps buff its alpha-strike capability to make it a weapon to be truly feared?
Have it behave a little like the auto-pulse; building up charges over time (but much faster than the auto-pulse), and then releasing them all in a single 'blast'.

It'd offer a radically improved alpha-strike (maybe ~double what the current weapon delivers?), but with a recharge time that delivers a slightly lower DPS.
With the AI coded to wait for a full charge when the target has shields, or lots of armour; min charge in other circumstances.

Another possible direction to go would be to have it apply a special status effect to the target; perhaps 'destabilise shields', incrementally increasing shield damage taken from other sources. (though that'd tread on the toes of the Entropy Amp ship system)

3
What's the performance like?
How much of the slowdown is attributable to the Windows wrapper?

A direct port of the compiled binary would be a 'fun' project.

4
General Discussion / Re: things far away
« on: August 07, 2019, 12:41:57 AM »
Yes, there can be wrecks, caches and other anomalies quite far from the star.

Use the Neutrino Detector to find them relatively easily.

5
Bug Reports & Support / Re: I buy the game and don't start
« on: August 03, 2019, 01:14:30 PM »
Idle thought on how to resolve this issue permanently;
If the launcher were a lightweight VM, it could control the launch parameters & environment variables in which the game-proper executed.

Fix bugs like this, tune the game's VM according to the user's system specs and/or preference (for mods).

6
I've finally managed to get into this game recently, and have been surprised by its depth of mechanics & story - even moreso given it's a mobile game.

I especially like the way they've approached crew & skills, making every crewman feel important, and contacts, making mission givers a vital resource that has to be discovered & nurtured, and trade permits/bans/alliances, so that profitable trade is possible without being trivial.

The scope of combat is obviously completely different from SS, but many of the campaign-level mechanics are applicable & IMHO would fit excellently into SS.

If you don't mind the darkest dungeon-esque combat mechanics, it definitely gets a thumbs up recommendation from me. It's readily available for next to nothing too, on both mobile platforms & Steam. ( I think I got mine from a bundle some time ago)

7
Suggestions / Re: Slightly buff the Heavy Burst Laser
« on: August 01, 2019, 11:09:47 AM »
Agreed, though burst pd is itself a bit of a lemon.

I bet pd effectiveness of the burst pd would not be significantly reduced if it had only a single charge.
Not that I'm suggesting such a change, just pointing out where the flaw of the current implementation lies.

8
Suggestions / Re: D-mod Disparity
« on: July 27, 2019, 12:16:10 PM »
They could be balanced by modifying the upside; might be a little more flavourful that way too.

9
The launcher need not run inside the same VM as the game.

Besides gaining better control of launch parameters, partitioning game from launcher could accelerate launcher load speed & marginally reduce the game's peak memory usage.

10
Sounds like we need a mod to mod the mod loading code so that mods can better mod mods.  :o

11
Bug Reports & Support / Re: No mouse clicks
« on: June 16, 2019, 09:59:19 AM »
@neptix What platform are you playing on?

Do you have additional input devices or controllers connected?

12
Discussions / Re: Gaming's Worst Mechanic
« on: June 16, 2019, 04:40:46 AM »
Minigames are bad. But often optional and ignorable.
Minigames that are gates to actual content are awful.

'Warscore' is one of my (incredibly sujective) pet hates. And the reason I bounced off Stellaris (and every other paradox mapgame) hard.
If I'm playing an empire game and end up in a war, the rules are as follows:
  • Take what I can
  • Give nothing back
Being forced to specify what you want to take beforehand, and then give back the rest is utterly baffling to me in a game.
It's one of those fun > "realism" things.
THIS^ You keep what you kill! This, war weariness and forced peace treaties is why I just can't get into Stellaris. I came to fight space battles, blow s*** up and take over the universe! Not sit on my paws and kiss political a**

It makes sense in settings where there is an overarching legal framework within which all rulers operate; i.e. 'rules of war'.
The 'game' then becomes focused on the politics & intrigue behind acquiring the necessary claims & CBs to enact the wars you desire.

That's why ck2 is such a great game, and one of the reasons why Stellaris is such a dismal failure.
It's also why everyone will eventually outgrow Civ & Total War games.

If only Stellaris had been set in the Dune universe.....

13
General Discussion / Re: Dead weight Paragon
« on: June 03, 2019, 12:08:55 PM »
Why not just all Astrals?  ;D

Then the 'dead weight' isn't dead, and you can cycle a viable fleet practically forever!

14
IMO all debris fields should disappear, and after just one harvest.
Being able to salvage multiple times, with diminishing returns adds very little decision making; it's just extra clicks - complexity for its own sake.

This would also solve the issues caused when debris fields overlap (and thereby remove the needed for them to coalesce).

A perfect case of where streamlining has significantly more upsides, than downsides IMHO.

15
I don't disagree, but variable battle size limits already have a significant impact upon balance & difficulty.

Not sure how that can be addressed; maybe it can't.

If that's the case, the game should warn the player when changing from the default size.

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