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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 - Auraknight

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1
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: April 12, 2021, 01:59:14 PM »
Are there any plans to update this mod for 0.95?
Not currently, per Nia on discord:


That's a huge bummer, and isn't it technically against the rules? Even as a joke?
Only against the rules to charge to distribute the mods. Charging to make them is just fine.
Besides, what are they gonna do, force them to make and update it for free?

2
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 02:46:29 PM »
Always excited for patchnotes! Already sending highlights to friends.

Man, the skill points system keeps getting leaner and leaner! At this rate, it might vanish entirely!

3
Blog Posts / Re: Skills and Story Points
« on: July 08, 2019, 11:49:41 AM »
So after I get to the last skill in a tree, I can put points in any skill in that tree I missed the first time? Or if I want the second T5 aptitude, do I need to spend another 5 points?

I can see the ups and downs of both, but if I don't want anything besides one or two things a ways down the tree, it's gonna feel like an unreasonably large investment.


Will using story points on salvaging a ship let you pick which one you want, letting us snipe out specific ships in a fleet again? Or is it, (as I just thought of mid-writing) when you find a random ship floating about to pick loot of, you'll always be able to choose to make it recoverable instead of no? (And more importantly, will we know if we need to spend the point beforehand to garentee it? Or can we decide to take it anyways when the game initially says it's unsalvagablee? (Akin to adding the dice after the inital roll, as you mentioned?)

Either way, I'm hyped! I wonder how many skill points you'll have to throw around after getting all the non-refundable skills. I also wonder how you'll work with them being deeper in the tree, or if you'll just front-load them? It means you could go down a path, snipe a skill, and reset your points, keeping that skill and going elsewhere.

4
If I might make a suggestion for this?

Advancing time. Sure, one can enter a stable orbit, and hold shift, but that takes about 5 seconds per day! Waiting three minutes for a month to tick on by can really add up.
Primary things I want this to accomplish: Time out, and bring in new bounties; Restock stations; Replenish defense fleets, and hurry build times.

Mind you, I haven't a clue how this would affect the game or AI, especially given how there's a loadingscreen at the start of a new game that's advancing time

5
Suggestions / Space traps
« on: January 20, 2017, 03:18:36 AM »
I was thinking today about how a mothballed, and freshly captured ship keeps you from burn driving, and how that can screw over a fast fleet from getting away from a slower one that activates it's burn drives. Then I went to thinking about how I could maybe attach a mothballed, and badly damaged ship to a faster fleet, or even a slower one to keep it from burn driving.
Then of course, came an idea of how to et this effect: Traps.
A fleet, perhaps if you've leveled up your character enough in the right tree, should unlock the ability to pay resources, maybe specific trap-resources (Which could be contraband, or military-only in some, or most places, as patrols don't want to run into traps when they run around tolling civvies.) which you could use on the map layer, along with some time, depending on the trap, and your skill level.

These traps could be anything from space caltrops, which don't last long, and you can deploy while fleeing, which damage the CR of a chasing fleet, targeting the fastest burning ships (or the slowest, depending on what you'd have in the front) with smaller ships more affected by the 'damage' they do.

A longer to set up one could be energy siphons, which stealth-stick to fleets when they run over them, and then activate when a ship activates burn drives, siphoning off the extra energy to prevent the burn.

With the new system that's been coming, and space salvage piles, maybe you could even set up more outright destructive traps, litteral minefields of all capacities, and if you destroy a ship, (not a fleet) it drops a scrap pile, so the fleet that it come from needs to decide if it's worth hanging around and salvaging it to recoup what was on the ship, or try and save the crew, or what. Destroying a ship shouldn't be too common, aside from one key thing: Tugs. Not that I hate tugs, but the idea of them is that they are up in front, and pulling the bigger, slower ships. Smash a tug, and you've possibly just slowed his entire fleet down a burn level.

 Again, this should, ideally, affect smaller ships more harshly then bigger ones,(because a mine that might not even break an enforcer's armor will do hell to a hound) but not be unusable by small ships, and should 100% have some cost associated with them, and while the idea of 5 combat frighters, stuffed to the gills with traps, kiting about a deference fleet and leading them through minefields and traps as they taunt them across space, turning and destroying them once the onslaught is too crippled to fight back, that's not really the idea I was going for here, and while this would theoretically be a big buff to any pirate captain, AI or no, who managed to both get ahold of trap parts, and the skill levels to set traps, 'The Law' could also make use of speed traps, maybe slowing a fleet down by 1-4 burn speed after several traps while the quick patrol waits for more substantial back-up to come so it can bring justice to an invasion fleet, or a more simple speed trap to catch smugglers easier.

EDIT: After bein reminded that Hullmods are not going to be a thing, and thus skill-point based unlocking likewise, maybe it'd be more fitting to just buy the traps whole, and have a 'deploy trap' button on the ability bar? Still keep a pricetag on it, perhaps more-so if it doesn't require any other investment besides money and cargo space.

TLDR: The base idea I want is for fleets to be able to spend resources if they have the captain-grade training to set up traps to hinder other fleets, either to catch them if they're slow, or to escape easier.

6
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 03, 2016, 11:42:11 AM »
Update hype! Looking forward to messing with all these new mechanics!

7
Blog Posts / Re: Orbital Stations in Combat
« on: September 23, 2016, 03:09:27 PM »
I'm working off of old knowledge here, since I haven't tried phase-bombing something since before the rework, but can you still exit phase inside something else? How does charging something in phase work with these? (And could we have a phase station? or modals?) I know before that if you tanked up a phase ship really good, phased, flew at something so you where overlapping it, and unphased, you'd deal a lot of damage to everyone involved, and even if your ship died, the corpse ended up nuking the thing anyways. Was really noticeable with the small phase ships vs. Capitals.

8
it's not a 'good' idea, but an idea I had, what about hybrid-only weapons? Too niche, maybe, but they would be able to combine ballistics, and energy in strange and unusual ways! a plasma ball encased in iron! A pulse laser centered around a plutonium rod! Electrical net launchers!

9
General Discussion / Re: Help please Want to slow game down
« on: August 26, 2016, 12:21:50 PM »
Added a "combatSpeedMult" value to settings.json, but obviously that's no help until the release. For now, as others have mentioned, a mod for this seems like the best bet.
Alex, you are a god-send to this community.

10
Suggestions / Re: Suggestions for the cool ship breakup effect
« on: August 26, 2016, 01:24:51 AM »
Not sure if off-topic, but reading this makes me want to see a mod-weapon that cleanly splits ships in two when they die from it. And I definitely want to break a long ship in two by ramming it now.

11
Suggestions / Re: Tempest Ship System
« on: August 26, 2016, 01:20:45 AM »
I think the Tempest should get a system where you press F and it deletes the Tempest from the game
So like a super-phase? Maybe the old phase system, but with a duration bar of it's own, so you can't just spam it forever. This would let you switch between a 3x time and 1x time? The 1x would either not have a cooldown, or an independant one from the right-click phase, so it'd be the only ship who could still dodge twitchily with phase? (it'd still need to have enough flux to handle dropping in and out of phase so much, and the right-click would still have a cooldown like all other phases.

12
Blog Posts / Re: Fighter Redesign
« on: August 26, 2016, 01:08:25 AM »
On the fence about actuially commenting this, but I figure why not.
How will this work out with fleet limits, and preformance?
After all, where as a fighter-heavy fleet now would have 10 of it's 25 slots for fighters, all the slots will hve carriers instead, each with 1-3+ flight decks, plus any flight decks the other ships have. You're adding so many entities and projectiles to the mix XD

I was personally thinking of a 25-ship fleet of dedicated carriers, with nothing but Broadswords, just to get The MYSTICAL SPACE FLARE TYPHOON.

13
General Discussion / Re: Discord Server
« on: June 10, 2016, 02:36:54 AM »
'Discord invite is invalid or expired'
:<

14
This seems oddly complicated, and, it's neither misleadin, or completely wrong. The numbers basically work, it's your capacity that's the problem. You can see the exact stats on the weapon themselves, and if if you have enough capacity to handle your alphastrike (and don't use shields at all...) then you can just balance your dissipation and come out even. If you have a flux-hungry weapon with a high reload, it's usually not something you want to be fireing 24/7 anyways. I like saving my AM shots for either cracking the last bit of a shield after a knife-fight, or softening up Armour for my flack weapons after I've cracked said shield. AM blasters are by no means a primary weapon, though you can build a flagship around them, you almost need some other form of weaponry. (I don't recall the scarab off the top of my head, so I dunno if that's possible for you) that flux per second is how much dissapation you'd need to be able to fire it whenever it has ammo and is off cool-down.

TL;DR
“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.”

use weapons as intended to get intended results, stuff isn't misleading, and the opposite of what you're asking for is already given, thus it's personal preference.

15
Honestly, unless you what it to be totally pointless when the economy revamp comes out, and need to do a total re-work, I'd wait.

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