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Messages - Linnis

Pages: [1] 2 3 ... 56
1
General Discussion / Re: Does anyone else prefer using mainly frigates?
« on: January 20, 2021, 02:58:41 PM »
Cheap frigates mass + industry skill is quite fun.

I did some comparison it is actually quite cost efficient even if you lose some frigates.

 The problem really comes from having to keep crew topped up as that becomes a problem really quickly.

2
Suggestions / Re: gravity assist/slingshot maneuvers.
« on: January 15, 2021, 01:53:21 PM »
We travel through star system faster than light. The speed of gravity is the speed of light aka speed of causality.

I'm no theoretical physicist but I don't think things moving faster then light can't be affected by gravity hell even space/time in the same way as before.

3
General Discussion / Re: BattleSize issue
« on: January 13, 2021, 12:03:47 AM »
For a more theatrical experience, make "maxNoObjectiveBattleSize" to like 20000 or something. This way you always have a small field and large fleets will start the battle just barely not in range and the fireworks will fly immedeatly.

Because the battlefield is small wrecks of dead ships will become cover and things will get much more interesting.

4
Discussions / Re: realistic space colonization
« on: December 31, 2020, 12:03:06 AM »
Hi, welcome to the forum! I do agree that a lot of the common space tropes are based either on the 60's science fantasy or on 'wwII in space' (or both). I would caution a bit on using the expanse as a 'realistic' basis though... it does some things right, but the central conceit of its technology is an engine system that is crazy, crazy advanced compared to the rest of the tech in the show, while other aspects are not exactly accurate (I'm looking at you, the fact that radar/telescopes don't exist and railguns don't spall/vaporize. Everyone in that compartment should have been flash fried/exploded by a wave of metal shards and plasma...)

I tend to agree. For Si-fi it is always better not to go too deep. If you really wish for that kind of experience then games and communities like DCS world is there for that. Where the philosophy is that fun comes from simulating real-world combat with all of its technicalities and depth derived from that.

But there ain't the real-life equivalent of combat spaceships that travel from planet to planet to draw those conclusions from.

5
General Discussion / Re: Things that will never be included or implemented
« on: December 29, 2020, 01:03:23 PM »
I rather keep thinking that everything is possible.

6
Discussions / Re: realistic space colonization
« on: December 24, 2020, 03:17:14 PM »
It's not about making things real. It's about making things real within the fantasy rules of the said canonical universe.

Things don't have to be real to be believable. You know that nearly all of humanity, are living in a universe working and toiling for something that is unreal made-up fantasy? That thing is money, money only has value in the fantasy mythological minds of animals capable of understanding it.

The Expanse is good because it takes the rules of the universe, and spins a fantasy world around it. Where the rules affect the ways the events play out and are not side-stepped by the author.

Though I read all 3 books on the Expanse when it came out except the last two chapters because it does a 180 on the whole premise. Funnily because my director told me this book could be effortlessly adapted to a movie without much re-write when only the first book came out.

Exactly the same reason why Star Wars Mandalorian is good and the Sequel trilogy is bad, science-fiction-wise. It's about following rules, real or made up, and having a realistic story within.


Also about space colonization. The simple-ist way is to build domes on dead stable planets, preferably with the same atmosphere pressure for dome-safety. Because once GAI becomes available (and it will), industrial expansion and production become insanely cheaper.

Also with GAI and quantum computing, humans might be able to walk around and eat fruits of alien planets. Because these two technologies pared together it can solve nearly all complex biological problems that would be impossible to tackle with only human minds. (Think corona vaccine developed overnight instead of nearly a decade.)

7
Blog Posts / Re: Writing Starsector
« on: December 22, 2020, 11:24:43 PM »
...
Speaking of text interactions, I starter playing the game "Between the Stars" that includes hundreds of small written encounters and random "crew interaction" events. Those really do a great job at livening up the otherwise barren world (especially the ongoing events that act as some sort of secondary passive quests), and I particularly love how they do text-based wreck exploration and boarding. It's a shame that the game is otherwise not great due to a terrible UI, camera and controls, but those encounters are what is keeping me invested. It's probably worth a look if only to get some inspiration.

I do have to agree with this sentiment. Recently I played Crying Sun and even though the story is quite lite. It's the constant little amounts of text that appear really immerse the player. With videogames, I think immersion is a requirement for having a great story. But for me, I personally don't care much about the story as in "events that happen".

A writing tip that I always hear editors throw around is that create a grand story, a mythology, one that spans multiple life times, with many characters and events that happen. Now create your POVs, multiple or singular, only getting to access a slice of that grand story. That is only two layers, more layers the better. Stuff we all know like LOTR, GOT, STARWARS, all have great stories because there is multiple layers in the writing, thus it is more engaging.

8
Suggestions / Re: Suggestion to modify fragmentation damage type
« on: December 20, 2020, 01:12:28 PM »
I can't imagine how shrapnel does better against shield... If we imagine the simplest version of a shield that the shield uses energy to absorb energy, then any explosion would have more than half of its energy be wasted. But pure single directional kinetic energy has to be almost purely absorbed by the shield so it makes sense.

I think the problem with fragmentation right now is that its tool tip displays damage backwards.

instead of 100 damage, 25% to armor/shield and 100% to hull.
should be 25 damage, 100% to armor/shield and 400% to hull.

This way there is less math required into knowing how much damage a weapon can output. Also damage to hull is one of the least important stat there is.

9
General Discussion / Re: When is the AI going to get a FIX.
« on: December 20, 2020, 10:38:06 AM »
OP has a point. In some cases, if you tell a smaller ship to attack a larger ship the AI will decide it needs to flank or wait for the right time. But sometimes you just want it to go in guns blazing and there is no option for that.

10
General Discussion / Re: starting settings
« on: November 28, 2020, 10:24:22 PM »
Max everything, pure C H A O S.

11
I just toggle via SpeedUp mod to skip boring approach on combat start.

Late few playthroughs I just put everything on 3x, put on some dark-synth music, auto-pilot. Then just rock out.

12
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 13, 2020, 10:54:57 PM »

idk why but something in my brain would be deeply pleased if the player has an infinite amount of 0 OP mining lasers or something & a "fill empty slots with mining lasers" button

How about we have different weapon covers at 0 OP.

Jokes aside.

The only possibility I see that has some sense is to have multiple use functions for 0OP weapons. So players will have multiple options like flares, vents, armor, drones... etc like hull mods. But that already overlap. So maybe it could be a cool idea for mods.

13
General Discussion / Re: The endgame enemy.....
« on: November 10, 2020, 12:29:15 AM »
No the endgame enemy is antimatter fuel.

14
: Squints at stats :

I've never actually flown one tbh. I've flown the Atlas Mk II before and its a nice glass cannon. Pr Mk2 has a nice weapon package for 32 DP, but they blow up awfully easily whenever I'm fighting them (1300 armor/11k hull/1.2 shield/10.5k base capacity is essentially a Venture with slightly better hull and s significantly worse shield), but I'll take your word for them being fun.

The dp and fighter means you can get more fighters, they help provide pretty awesome defense as AI tend to shoot them first.

15
I have been loving the Prometheus mark 2, and it's now my GO-TO.

The armour, firepower, and mobility is on par with the onslaught.

The two hangar bays are WAY better than the pulse cannons.

Its turret coverage is also very excellent.

The best thing of all? Its Fire-power-per-DP/Fire-power-per-cost is off the charts.

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