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Messages - DatonKallandor

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Suggestions / Re: Fighter Range Mechanics
« on: March 01, 2021, 04:41:15 AM »
I think if a range modifier was needed (and I don't think it's the solution), basing it on ship speed would be more appropriate than hull size. Fast carriers should be short ranged, because chasing them is annoying. Slow carriers needs to be long ranged, because they can't get away once caught.

I think if you have 6 Astrals, you've won the game anyway, no matter what you put on them.

General Discussion / Re: Is this game dead?
« on: February 22, 2021, 04:30:05 AM »
No, that was not what I was saying, Star Citizen is a prime example of why mountains of money doesn't make a project go any faster, following on from my previous question, is it completely out of Chris Roberts hands to speed up development of his game? Or is there something he could do to improve the development process?

Well in that specific case the way to make Chris Roberts speed up development is to fire Chris Roberts, because he's the problem.

But in general, the important thing to keep in mind is "9 women can't make a baby in 1 month". Throwing more dev-hours at a problem does not mean it gets solved faster. Not to mention the cost of even one extra developer is a *lot* and you've already bought starsector, so where is that money supposed to come from? There's no extra revenue stream, DLC or MTX. We already paid, got a (extremely fun) game. Hell we got several extremely fun games, with every new version being the equivalent of a sequel or expansion pack. Everything else is bonus.

Suggestions / Re: Option for shift in combat to be a toggle
« on: February 21, 2021, 03:42:27 AM »
Yeah having the rotation behaviour as a toggle would be nice.

Suggestions / Re: Why are all Pirates a single faction?
« on: February 03, 2021, 06:55:05 PM »
Somebody bombing planets is their problem, faction or not. It doesn't matter if you're "independent", you live in the place this weird newcomer is burning to the ground. Of course you'd try to stop him, even if only for self-preservation. Indies getting mad at genocide is perfectly legitimate.

Suggestions / Re: More Obvious Planets on The Map
« on: February 02, 2021, 07:45:36 AM »
Is that with mods? I've never seen a planet anywhere close to that small.

Suggestions / Re: Slower progression
« on: February 01, 2021, 04:05:43 AM »
While I agree the progression is too fast, colonies being profitable from the start is a good thing and the explicit intention of colonies. They're supposed to provide steady, but low, income immediately.

They already require far too much babysitting, increasing that would the opposite of what's required.

Suggestions / Re: about missiles
« on: January 30, 2021, 07:07:36 AM »
Regenerating missiles would basically turn them into fighter equivalents, which is more like weapons we already have.

Having actually tried it - it really wouldn't. But this topic has been trod a lot and there's really nothing new to say on it. Alex likes non-regenerating missiles and that's what we're stuck with.

Suggestions / Re: Carrier CR affects strikecraft performance
« on: January 26, 2021, 06:40:05 AM »
At that point the carrier reinforcement rate is busted anyway, so there's really no need to punish the strikecraft even more.

I know why forum moderation is important: Every good forum I've ever been a part of has moderation and the best ones have strict moderation and an entry fee to make pay attention to the rules. People on the internet do not self-moderate by and large, because anonymity + humans = ***.

Starsector is absolutely spaceship mount and blade - that's how you hook people! It's not a bad thing to make the comparison.

Blog Posts / Re: Writing Starsector
« on: January 11, 2021, 04:06:28 AM »
That sounds absolutely godawful. Story not only by committee, but story by disconnected writers with no interaction or common style. "If you don't like it, skip it" as game design. That's dystopian as hell.

I do agree that the early and midgame are over too quickly, and often because of a single lucky find of an ultra-expensive colony item acquired at no risk whatsoever. Strongly disagree with the license lock stuff to couneract it though. Keeping the items that are worth hundreds of thousands of credits behind missions, rep and most importantly combat is probably the solution. Because combat is the point of the game and the mechanic every other system feeds into.

Just have high-value items protected by combat either immediately (derelict guards, pirates trying to take it after you grab it, etc.) or very close to getting it (combat mission to get the item as a reward, a reputation that is raised through combat that leads to getting the item).

General Discussion / Re: Necessary 4X mechanics?
« on: December 29, 2020, 05:49:09 PM »
Don't think any of that is necessary. Starsector just isn't a 4X game. It'd have to be completely retooled to work as one that isn't janky.

Suggestions / Re: Suggestion to modify fragmentation damage type
« on: December 20, 2020, 05:25:02 PM »
You did bring a point to the front that is useful, because this:
I think the problem with fragmentation right now is that its tool tip displays damage backwards.

Is 100% true. Having to do math to compare DPS numbers between frag and non-frag weapons is a problem that's easily fixed.

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