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Messages - Bribe Guntails

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1
I haven't posted in years, but I want to say this mod sounds like great fun to me. The Event mechanic coming in the next update would do well to represent the strength of the Drive Field Anomaly, I can imagine Alex taking down notes after seeing this.

2
(The lack of supplies for sale is very much a bug, btw.)
Oh, well that shelves the idea. ...I do think it's still clever.  :(

3
Suggestions / 0.9 Tutorial: Ancyra's Plan B and Lack of Supplies for Sale
« on: November 17, 2018, 12:10:31 PM »
During the new tutorial Ancyra is suffering major shortages due to isolation; critical commodities are not available for purchase, most importantly is supplies. If the player fails to defeat the pirates guarding the jump point and runs out of supplies they become unable to continue as they would neither have the ships nor supplies to make another attempt.

I suggest that the player be informed by the Ancyra commander that they can return to report failing their objective. The player is given some supplies to recuperate and the defense fleet closely follows the player to the jump point to clear out the pirates in a joint battle.

This would serve to actually provide a Plan B as the commander states, introduce the player to +2 fleet battles, and assure the player that it's ok to lose sometimes.

4
Suggestions / Re: Progress on Tutorials; Demo Viability
« on: October 30, 2018, 11:15:20 AM »
On the topic of tutorials here are a few ideas:
  • Player character is recovered from cryopod one game start
  • PC goes through training (the main menu tutorials) as part of refreshing their characters skills and memory

5
Suggestions / Re: Progress on Tutorials; Demo Viability
« on: October 30, 2018, 11:08:50 AM »
Yeah putting out a demo without giving out the rest of the game would require stripping out almost the entire map, along with means of modding it back in.
Probably more trouble than its worth. Now I'm thinking that the game tutorial/introduction could just be under 2 hours (for the refund policy).

6
General Discussion / Re: Release When?
« on: October 30, 2018, 11:02:54 AM »
if ur on twitter you could pass the time waiting by harassing alex replying to all his tweets

I've considered that a few times, but that's drawing away dev time.

7
Suggestions / Progress on Tutorials; Demo Viability
« on: October 29, 2018, 10:34:13 PM »
How have the tutorials been changed since 0.8.1?
Minor improvements or significant changes? Could the tutorials in the main menu be introduced in the campaign tutorial?

Additionally could the campaign tutorial, with minor changes, be used as a demo for the game? It provides the core combat gameplay, along with a taste of campaign gameplay.

8
General Discussion / Re: Release When?
« on: October 29, 2018, 10:26:48 PM »
Every day I'm checking Twitter, the website, and the forums. Looking for anything new. Can't help checking. Put off 0.8.1 anticipating 0.9 update.

9
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: October 23, 2018, 06:41:50 PM »
This creates a strange situation where player is incentivized to delay learning of any new hullmods he finds, but doesn't immediately need to use. Instead storing them in cargo or storage until they are really needed to be learned. This way allowing them to spawn in loot again, to be sold for profit.

That's a fair point. There are also cases where knowing a hullmod will mean a hullmod you don't know will drop, though; that's just not how stores work.
Alternatively hull mods could be worth 0 credits to sell, or you automatically learn them when they're first transferred into your fleet inventory (with feedback before the screen closes).
I like the latter idea, just need a check to prevent learning already-learned mods.

10
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: October 21, 2018, 01:38:23 PM »
Quote
Solar Shielding: reduced cost, beam damage effect changed to reduce energy damage by 20% instead
I'm going to fight REDACTED (or Sindrian Diktat): the hullmod. Cool. I think I might mount it from time to time now.
You all are missing the main reason to put Solar Shielding on, just saying.



Added Hegemony inspection
Huh, is that similar to the old inspections?
Not at all, but keeping this intentionally vague.

Oh, I think I know EXACTLY what this is going to be all about.  ;D

11
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: October 20, 2018, 04:18:12 PM »
Quote
Terrain
Hyperspace storms:
  • Each strike gives the fleet a speed boost in a direction determined by the fleet's position relative to the storm cell and its speed
  • While speed-boosted, the fleet may briefly lose steering control
I read Hyperstorm speed boost, but I see Hyperstorm Billiards!

Quote
  • Colonies that have low stability for too long have a chance to become decivilized
Heck, it's about time something is done about colonies sitting pretty at <2 stability

Quote
  • New game start: etc
Easy multi-fleet starts look nice, though that THREE-CYCLE-LONG stipend seems generous.

Quote
  • In general: terrain that slows down fleets is where smaller fleets can run to get away from larger fleets
I'mma miss the drive-field-to-energy ratio but this makes sense.

Quote
  • Militarized Subsystems
  • Efficiency Overhaul
Optimize my fleeet HNNNG

So much more exciting stuff coming and I can't wait to absorb it all like a sponge!

12
Blog Posts / Re: Once More, with Feeling
« on: October 05, 2018, 03:55:25 PM »
Excited!  ;D

I was a little afraid we'd be losing more nuanced optimizing of our Colony economy, but it's just condensing everything further into a more easily accessible system.
So the old 3-tab Economy overview window is now this current window with no tabs?

13
The story of The Last Hurrah mission. It's very powerful and by the end of it I've got tears welling up.


14
General Discussion / Re: Thoughts on Cargo/Support Hulls
« on: September 27, 2018, 12:44:38 PM »
Hypothetical scenario:
You're a medium-size fleet with a cruiser, some destroyers, and many frigates. You have a smattering of support ships for cargo, fuel, and crew.
Out in the fringes you get jumped by a pirate fleet. Their ships don't outsize yours, but their mobility allows them to quickly close in your support ships. Knowing this, your fleet is forced to assume a tight formation around those ships.
If a battle occurs your fleet will be on the field, though you can 'deploy' ships of your choice around the rest of your fleet. Without a doubt you'll want to protect your support ships and, if the fight isn't hard fought, you won't lose all the CR spent for every ship.

I think I'm a genius here: now that fielded support ships is much more likely to occur, the binary all-or-nothing strategies with them will be replaced with more meaningful choices e.g. Colossus/Tarsus to withstand ambush attack vs Atlas/Buffalo for Core trade.

15
Suggestions / Re: Clearer contrasting/more visible range indicator
« on: September 24, 2018, 07:40:47 PM »
Playing Forlorn Hope on a 1080p display has shown that the range arcs are somewhat faint when fully zoomed out.
Perhaps stronger, bolder lines will fix it.

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