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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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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.

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)

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.

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.

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).

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)

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.

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.

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.

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

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?

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.....

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!

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.

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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