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Messages - MajorTheRed

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Suggestions / Re: Midline Capital Brainstorming
« on: October 22, 2020, 07:16:23 PM »
Correspond to a mix of what Megas is asking:
I was thinking more like an extra large and sleek (and angular) wedge like a Star Destroyer, something that looks like an Eagle, with similar weapons, but bigger, and with a bay on each side.  Not a blocky T that could pass as a low-tech ship if recolored more brown.

That said, the Trajan looks something like a capital-sized Champion could be.

My bad, I was referring to the shape Foof suggested.
I like the way the Conquest mimick the Eagle-Falcon series, without being an actual triangle.  It's actually not always easy to come with an idea which is not just an upscaled ship. In the case of a midline cap, it means no forward-battery (Falcon-Eagle), and no completely dedicated carrier (Heron).

edit: pairedeciseaux was faster than me for citing the Victory

Suggestions / Re: Midline Capital Brainstorming
« on: October 22, 2020, 06:40:50 PM »
Well, here is what I can sell you (shameless advertising of Stop Gap Measure):

The Trajan battlecarrier (formerly Triumph-class)

Correspond to a mix of what Megas is asking:
2 Large Energy, 2 Fighter bays, 1 Large missile + 2-4 medium missiles and fast reload system
and roughly the shape you are suggesting

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 21, 2020, 12:35:13 PM »
Once again, a complete new game with each version! It will also provide new opportunities for modding!

A question nobody has asked from what I read: can you give details about the Escort Package and Assault Package?

From one of your previous blog, I guess it is not related to ECM or navigation/speed boost which are now specific to frigates. So maybe they provide other fleet bonus  (sight range? Manoeuvring boost?), or boost some of the ship capacities (flux for assault package, missile bonus for support package?)?

General Discussion / Re: Grinding Battlestation Defence battles
« on: October 14, 2020, 02:53:36 PM »
I agree with most of your feedback. AI is hopeless both in attack (afraid to approach, then turning into suicide berserk...) and defense (staying behind the station and camping). The berserk method of the Ai is actually effective if don't mind the insane losses (even pirates are able to crush a battlestation with enough bodies to bury it).

Personnally, I had great fun in the past using an asymmetric Conquest, parking it next to the station and going full broadside against anything stupid enough to come close. Use here and there your Hammer barrage and you good for a moment.

General Discussion / Re: Ship Orders
« on: September 26, 2020, 11:14:33 AM »
Oh my! I didn't see this change!

That's so great! I always felt like the game as two part of gameplay: before and after Heavy Industries. If playing without the colony aspect, it felt like you were sooner or letter obligated to built it to finally get use of all the blueprints accumulated! So finally we will be able to play true privateer/pirate/mercenary without the administrator stuff

In a way, exploration is easier at low tier-kind of play. Faster, easier to go undetected... Just use a small fleet with most ships with dual role like combat freighter (Wayfarer, Cerberus...) or exploration freighter (Buffalo + survey package) to maximize your ships. It will get easier with each new hullmod blueprint, officer and exotic weapon you will discover. I play this way in most of my new games. Even a Wayfarer or Cerberus  can be quite daunting once leaded by a lvl 10 officer and equipped with railguns, harpoons and better shield.

This kind of play is also useful for smuggling/pirate/corsair kind of game, or with a small but elite force of destroyer looking for bounties in the Core world.

A last tip when doing exploration with small fleets: get a piece of paper near you to write interesting stuff you find in specific system but you can't or don't want to salvage right now.

Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: September 22, 2020, 08:20:10 AM »
I've found some capitalization problems on some of your weapon names and a typo, which is the "Lotop ACM laucher" (sic). The descriptions of some of the things certainly need work on proofreading.

Yep, definitively agree. Since english is not my main language, I only do the best I can, which is sometimes not enough. Still, another forum member DiM, had made great effort to kindly check most descriptions for proofreading. If you find anything specific I will add the necessary correction.

Modding / Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« on: September 16, 2020, 10:10:12 AM »
So if this is for the federations ships, and I guess the rebels as they just use recoloured versions of these ships.

Any chances for the other peoples/factions ships for the independents to use?

I guess the Slugs ships could be added to the Smugglers/Tri-Tachyon (ships with phase + ECM), while Mantis could be added to the pirates?

Modding / Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« on: September 15, 2020, 08:54:10 AM »
That's a really impressive homage to FTL! You put a lot of effort on bringing in the special features of the game in Starsector!

Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: August 29, 2020, 09:47:53 AM »
Thanks for the kind words!
I ever tried Missing ships mod (I should try it), but Disassemble Reassemble was a huge motivator for me to start modding, and I make sure that SGM ships don't interfere with those of DR: if a ship with a specific design already occurs in DR, I try to not make one with a similar design in SGM. SGM is envisioned to be complementary to DR.

General Discussion / Re: Pirate Relations?
« on: August 18, 2020, 03:29:13 PM »
Currently, I noticed two drawbacks/bugs related to being friendly to pirates:
-You still need to engage your transponder when joining a fight to help pirates, which is kind of silly since most of the time you don't want anyone to know you are in a core system.
-There is a bug (I guess) that when an alarm is transmitted while salvaging stuff make the pirate fleet still chasing you even if you're in good relationship with them.

However, playing a pirate-aligned game is one of the most rewarding regarding IMHO, the start is tricky and engaging, and its quite nice to help pirate by giving them new blueprint, nanoforge and helping their supplies problems, finally seing them bulldozing the core worlds with hightech ships and true dedicated warships.

Suggestions / Re: Starliner MK2?
« on: August 10, 2020, 11:31:49 AM »
Many mods have make their own MKII : Luddic Path, carrier, missile cruiser...
Its little brother, the Nebula, is also available in many variants.

Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: July 04, 2020, 09:18:14 AM »
Can Triumph be changed to "combat" role? Now if you click him attack - he just send fighters. Dunno about how it work, but i wish what he work like most warships with few bays. Most of times he stay behind, use rockets and fighters (with agressive officer and vs inferior ships), like most carriers do, while all his guns stay silent (i even try to install 1200+ range guns from different mods on him).

Noted, thanks for noticing it.

Also, i wish ground support upgrade can scale with ship size. Right now if feel useless on bigger ships =\

I guess you're talking about the Charon? Yeah I'm disappointed too, Ground support effect is the same than for a cruiser... I plan to recycle the ship into something else

Suggestions / Re: A kinetic torpedo?
« on: July 03, 2020, 08:46:17 AM »
Mostly agreeing with DatonKallendor, it's hard to make balanced and interesting missiles because of their niche role and limitations

I made a similar test with an AoE kinetic energy large mount. I found it hard to balance: to be interesting against a cruiser or capital ship, you need a large amount of damage per shot. But if you add an AoE (since its a torpedo) it become an insane anti-fighter weapon. Even if the damage type is kinetic, it's compltely wreck armor and hull of fighter. But if I remember correctly, torpedoes can be set to make no damage to fighters.

Another missile type created was a low-budget kinetic salvo launcher. Four missiles, low damage, high speed, poor tracking so you have to face the enemy ship with it. It actually work nicely and is quite efficient against destroyer and to an extent against frigate.

Suggestions / Re: Logistical ship revamp
« on: May 19, 2020, 02:10:09 PM »
It would first require adding more ships.
Sorry I forgot to mention this but this is exactly what I want.
My personal vanilla mod (I should take time to put it in my banner): Stop Gap Measure . It was one of the complain that some ships were useless, but that's exactly what I wanted. The two freighters provide mostly more storage than a Cerberus or Hound for example, but are as combat-worthy than a dram. I do have a plan of adding some kind of cruiser-sized high-tech gas-harvester/tanker

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