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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - davissonlam

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Just wanna chime in and say that I really love the balance between 0 cost lower dps assault weapons vs high cost *** tons of up front damage strike weapons/ long range siege weapons. Allows you to build your ship around a few big guns like the atronach beam and TL, and the ship won't be comepletely useless when flux is somewhat high or big guns on cooldown. Really gives that epic space battle feel when you get to larger ships, and makes combat different (better) compared to vanilla. 

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Suggestions / Re: Mid-End game threat of the galaxy: The Scorn
« on: August 22, 2020, 07:39:30 PM »
Hey man you might be interested in a game called space pirates and zombies 1/2, their end game threat is pretty much what you described ;)

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Had been playing for almost 100 hrs the past week or so, loved it so much. I cannot believe I've only now found this game. My 2 cents:

1) Map Markers!
Custom map markers are sorely needed. Sometimes you find a system with a few level 5 planets on it, but you just want to explore some more before deciding this is the best place to set up colony. Or remnant infested systems that you want to revisit when you have better ships. It's hard to keep track of those without some form of map markers.

2) Integrated map screen!
The intel screen map should be integrated with the tab map. Some functions you can only do on intel map, like showing what mission is where. Some you can only do on tab map, like clicking system info and choosing which jump point to go through. There really should just be 1 screen to do it all. It would be super nice if you can hover over a (surveyed) system and see a pop up list of what planets are in it, what type and level, and a small indicator for missions, invasions for nexerelin, bounties and stuff.

Had a mission in a black hole system, didn't bother to memorize which planet it was and go back to tab map to select a jump point. Plotted a course to the mission on intel map. You know the rest of the story... :P

3) Inventory list in trading screen!
List of items instead of icons in trading screens. Sometimes clicking icons is more convenient, like buying supplies and fuel. Sometimes it's a pain in the ass, like trying to decide what weapons to sell and what to keep among 80 different weapons you have in inventory.

4) Better aimpoints!
The little dots on the weapons arc are hard to see. It fits the visual theme well, but it's really, really hard to see especially if you zoomed out a bit.

5) Selecting multiple weapon groups!
Selecting weapon groups should be like flipping a switch. Selected groups stay on "aiming mode" and press again to deselect that group. That way, it's possible to select multiple weapon groups at once. Selecting/deselecting should not change auto firing settings.

Say i have 4 beams on a ship. Even within the same fight i often find that sometimes I want to just fire 2 and sometimes all 4 at once. The ability to select more than 1 fire group at a time gives me more control, plus it feels epic to flip all the weapons groups on and volley.

Right now, leaving everything except your main guns on auto firing is the only option but sometimes it can shoot at random ships instead, and manually aiming feels better.

6) Empty mount indicator
It could just be me, I have the worst eyesight. But it's hard for me to see if a mount is empty or not in refitting. It's probably not a big problem for vanilla because there aren't that many mount slots on a ship. But I have archean order on (great, great mod btw), and it's getting hard to see which mount is empty which isn't and there's a lot of small mounts on a capital. Something like a red circle for empty mount would be awesome.

Thanks for reading this! Please don't throw *** at me if those points have been mentioned before haha. Aaaand if any of you know of any mod that accomplishes those things please let me know too ;D

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I'll have to start thinking of designs. It will either be forward-firepower concentrated or simply have a lighter "general armament package" but either way it will have a tough shield and be very maneuverable for its class. I may even give it the mine launcher system to let it zone out enemy fleets.


Tough shields, mines and close range assault/pd (600 or so) weapon loadout would fit AC theme and fill the gap. It should be less maneuverable than the tyrant but gets a non rechargeable speed boost skill like burn drive or sth so it can get to the thick of the fight quicker than tyrants, but cannot easily get out. Maybe more pds on medium/large turrents instead of stuff like atronach beams to differentiate its role. Just my 2 cents I'm sure I'll love whatever you ended up adding!

Can confirm skilled up is compatible, as well as a dozen mods:
Trailer moments, adjusted sector, combat analytics, combat chatter, common radar, disassemble reassemble, nexerelin, starship legends, supply forging, unknown skies, audio plus, and the usual libs.

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Is it possible, coding wise, to put random buffs/debuffs as fixed mods on the same hull/weapon?

What i mean is that when you acquire say a legendary hull like the megalith, you could get the regular megalith if you purchase it, or you could acquire it through some special ways, and that megalith could have say an extra fixed mod on it. Kinda like acquiring a hull with d-mods, but have it be buffs. That way you can have a lot of variations every run, since the extra layer of randomness means every paragon or megalith is unique.

Btw Tyrants are easy to deal with because AC fleets does not have a tanky capital or battlecruiser to occupy players fleet. What happens most of the time is Tyrants ended up tanking everything and it just couldn't deal damage back since it has to keep phase up to survive. Maybe a tanky battlecruiser with emp loadouts to do some cc and free tyrants up to do damage?

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Tried this mod before I did a vanilla run, decided to try vanilla with a bunch of other mods on, and realized this mod is still way better.

The factions are more unique and believable, AO's blackhole system is just amazing and fits the theme so well, tho I sided with Sci-corp cuz they are the only morally good faction in the entire modiverse. Everything about ships and combat just feels fun, balanced and just right. I honestly enjoy combat with AO way, way more than vanilla.

You have done a stellar job making this mod, I'm 50 hours in now and I throughoutly enjoyed all of it. It's damn near a perfect mod.

The one thing I wish could happen is more legendary weapons (or even hulls!) to find and maybe a remnant-like boss minor faction where you can defeat and get those precious legendary stuff. For legendary hulls, you can get rare intels in bars about derelict legendary ships, which will have d-mods on them but also extra beneficial 0 cost mods. For instance intel about a derelict ship named The Behemoth could have a +30% hull but -20% top speed mod on it, which you can recover and restore and get a somewhat unique ship. Or intels about derelict legendary weapons on probes/stations.

Still the mod is the best starsector mod by far imo.


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