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Messages - errorgance

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Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 07, 2023, 08:03:32 AM »
alex, super cool, I'm excited for some dark horrors, any chance we'll have another use for marines? ;D

fun thought, if one of the old Von Neumann probe motherships made it to the abyss, what would of happened to it?  :o talk about one hell of a ghost ship if you ask me, ancient scarred tech with an AI core driven mad by something is a great opportunity for treasure & bump in the dark void stuff!



similar thought, what would happen if a working Von Neumann mothership finished replicating itself in the past & just so happened to arrive at a habited system in the current time frame?  could be a fun event, also a reason to issue a mission to back track it to the source, which could be anywhere, including a scary abyss.  ;)

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Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 02, 2022, 12:30:58 PM »

Ludd Stuff: I first bought this game after watching Sseth's video, and always thought the pathers would be ramming me with exceptionally explosive tanker ships like the space jihadis that they were. The wonderful Luddic Enchancement mod has this, but I wondered if there would ever be official integration of the Kamikaze Tanker ships.

Hmm - that seems like it would be difficult to make fun. Like, you can shoot down missiles, but you can't really shoot down ships, and you might end up with situations where there just isn't too much you can do. And it'd mess with the ship AI - it would have to become aware of a qualitatively different threat. I mean, I could see it, depending, but it's also not something I'm super keen on, if that makes sense.

yeah stopping a onslaught before it boops you is not going to be fun.  :-\

historically though,  the Japanese when resorting to suicide tactics didn't use their big expensive ships as giant disposable bombs, (well there was the plan to beach the Yammato so it could bombard American troops more accurately (sounds like something luddites would do with a paragon though) but they were intercepted and sunk en route) instead the kamikazes were fighters, which seems a lot more appropriate, instead of launching an unguided torpedo, your fighter is the torpedo!

The nearly useless Kite and other small civilian transports come to mind, might make commerce raiding luddic transports more interesting, the ship your frigates are chasing suddenly turns around and charges in your direction, break off break off!!!!

though I think the Japanese did Ram small vessels with their warships more often, Late US President Keneddy's PT boat was rammed by a Japanese destroyer. (the commander of the destroyer attended his inauguration!) I suppose an enhanced ramming package hull mod could be a thing for the luddics.

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Blog Posts / Re: Personal Contacts
« on: November 21, 2020, 05:02:49 PM »
alex, do officers for hire now come with their own reputation stats with other factions? Can you gain "contacts" by hiring an officer? can you gain/lose reputation with factions by hiring/firing an officer?

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Blog Posts / Re: Personal Contacts
« on: August 14, 2020, 07:35:01 PM »
I like the idea of there being more to hyperspace transmissions and there being something to limit transmissions to make them more infrequent, perhaps make them lore wise semi-secure, say the signal is broadcast in all directions for all to hear,  sure you can encrypt your transmission, but someone with a high enough level AI core (or enough of them!) can de-crypt your message, eventually.
It's all about the amount of effort someones willing to dedicate to you. So say If a faction really hates YOU you can expect the occasional fleet to intercept/ambush/trail you while on missions near their factions space. Having a gamma or beta level AI core encryption will help to dissuade low and mid level attempts to de-crypt your signals. of course alpha levels of High level encryption/decryption are very much indeed yes highly illegal but very effective at encrypting signals, to the point where attempts will sometimes de-crypt into insulting messages instead of the original. Sufficient AI level of encryption may be a requisite for some paranoid contacts to accept calls.

I like the idea of intergalactic hyperspace bandwidth being limited/crowded and have associated costs, after all, Bandwidth isn't free, there should be a cost to making calls, think calling collect, both ways, each party is charged by their local relay holder. thus a call had better be important and if they don't know you, they wont take the call, so there's no point in calling people out of the blue.
Having a sufficiently high/low rep with a faction could incur increase/decrease call costs, or being outright banned from use of their relays if low enough, (unless you install a sniffer) free calls should be a perk for taking a commission.

also, I'd like to suggest something other than the proximity to the relay determining if you can use them, as this could be odd in situations when inhabited planets are far away enough they shouldn't be able to use their relay.

how about make "live" calls impossible at high relative velocities/speed? you could be calling from anywhere in system, but your fleet must be traveling at a sufficiently low speed (and not in blackout) in order to have a live conversation.
max live comms speed could also be improved by keeping say an AI core around to help compensate for higher speeds, Gama's will compensate your connection a little, beta's more, and alpha will just impersonate you, rather than compensate at even higher speeds, though your not sure why your contacts sometimes seem a bit amused at your appearance.


also, got an idea for an outlaw mission idea, hack a relay so calls are automatically received, then call this person...
...repeatedly.
give plenty of funny dialog options.

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Blog Posts / Re: Raiding for Fun and Profit
« on: November 29, 2019, 04:14:36 PM »
If you're selling experienced marines to a planets pool of marines, does the planets marine exp level increase too?

if so, would different planets marines have different exp levels? would different factions have different default levels?

could ship crew receive exp this way too? after all, you've just created a seriously hard "why not this too" issue with the marines getting exp, but not sailors.

can there be training industries you can build on your colonies for increasing your base marine stats? if so, then would marines stored on planets without good training faculties lose exp over time until they hit bottom?

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Blog Posts / Re: Skills and Story Points
« on: September 22, 2019, 04:57:34 PM »
I've always disliked level caps of any kind  :-\

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Suggestions / Re: Cryosleeper inside trash system with barren planets
« on: July 19, 2019, 10:49:57 AM »
I think that "reviving" an intact Domain colonizer ought to be an awesome little project.  I totally agree that this would add something very cool to the game.

That uh, might be a fantastic lore backed way of controlling the number and when players can create their own colonies, as well as possibly explain why they can be so quick to establish.

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Suggestions / Re: Reduce amount and hp of debris
« on: July 19, 2019, 10:46:39 AM »
How about moving debris to the foreground/background where it is still visible but under/above where everyone else is slugging it out.

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I like the concept, but I must raise my eyebrows at permanent negative effects, that is a serious problem which needs a method of redress, even the dreaded orange bars have a method for repair.
I'd like to see a system for negative reputation/crew moral to improve as well, such as switching out captains (or putting an officer into a ship without one to restore discipline) and/or multiple successful battles where the crews moral can improve.

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Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 03:03:43 AM »
P.S.  Found sleeper ship by chance, but the system it was in had no planet worth colonizing.  Sole planet had hazard with 250%, much too high, despite ultrarich ores.  Guess all of those people will sleep even longer.
Yeah, I've found 2 so far.  Both were in a system where there was a single Barren planet with absolutely nothing useful in them.  A bit disappointing.

It'd be great if there was some large project (200 heavy machinery, 1000 crew, 500 supplies, etc) to move the sleeper ship to a system of your choosing/add it to your fleet until you stop at a colony to park it over

Nice idea!
Though make it 10k heavy machinery, 10k crew, 10k supplies...... and 20 tugs :D

That gives me an idea for tug usage, moving wrecks to be more efficiently scrapped at a salvage yard.

Speaking of tugs moving wrecks, Shouldn’t it be more affordable and/or possible to repair ships from major damage at a dockyard?

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Blog Posts / Re: Portrait Hegemonization
« on: October 16, 2018, 11:52:42 AM »
I do like potatoes.

Space potatoes confirmed!

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Blog Posts / Re: Once More, with Feeling
« on: October 07, 2018, 01:18:35 PM »
All this stuff is entirely outside the scope for what I'm looking at for 0.9a. There are also a lot of assumptions that don't hold up - which, fair enough, I haven't really talked about the details here because I haven't really talked about this much to begin with. But I also don't really want to, since it's 1) still something I'm working on and 2) content I don't want to entirely spoil.

Like, I'm just adding a "factions may occasionally get mad at you and it may possibly escalate to a bombardment" event, because this seems like it'll be fun. In that context, it's "fair" if the player can deal with it well, not if some minor element of it is entirely symmetrical to what the player can do, you know? The whole thing is already so asymmetrical.


lol, got it, sorry about the badgering, I guess we'll see for real if its really an issue when you drop the next version, exactly when was that again? :P

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Blog Posts / Re: Once More, with Feeling
« on: October 07, 2018, 04:54:51 AM »

hey, any chance we could set our own faction procedural ship names? not just the suffix, but the names it draws from? even if it's just a text file we can add to manually, that'd be nice.

Nothing in-game, but you could already edit the player.faction file to set where the names get drawn from.



cool, that's all I need, now how bad of puns should I use for ship names? you can give your answer on a scale from 1-10 with one being not calf bad typos and ten requiring udderly ridiculous amounts of bovine intervention.


And it sounds like the AI can cheat.

Cheating implies someone breaking rules that should apply to it. Here, we have two parties which *do not have parity* and have different rules apply to them and *it makes sense in-fiction*. You're absolutely entitled to an opinion on this, but calling it cheating is just factually incorrect.

that absolutely makes sense for new nations, but what happens when the player continues to grow and achieves parity? or is there a hard limit to prevent this? if so, then do you have a good/obvious explanation in place for why they can't?

also, shouldn't other independent worlds at risk of receiving similar poor treatment since they aren't part of the big kids club?

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Blog Posts / Re: Once More, with Feeling
« on: October 06, 2018, 03:01:40 PM »
Pat yourself on the back for the Xth time Alex!
I too was dreading an over complicated trade system and I'm quite glad you're letting the invisible hyperspace jakalope diplomats deal with all the individual trade deals.

hey, any chance we could set our own faction procedural ship names? not just the suffix, but the names it draws from? even if it's just a text file we can add to manually, that'd be nice.

15
Blog Posts / Re: Salvaging Mechanics Update
« on: September 13, 2018, 01:58:45 PM »
Positive hyperspace, thin spots, an interesting idea! could you reduce fuel usage in those spots instead of a speed boost? It would be a nice way of economizing fuel and possibly a way to limp back to civilization if you’re low on fuel since technically it’d be trading supplies for fuel.

Also riding out a storm sounds like fun, reminds me of the American clipper ships running sail through them just for the extra speed, no matter the cost to the canvas. Could be a fun hull mod, solar sail/hyperspace sail, extra speed/reduced fuel usage in storms. If you make it useful enough, you could literally trade supplies for fuel if your short on fuel.

  
Alex, another thought on the storms striking random vessels, if you do that,  you could then animate a lightning strike or some other to visual show the player that somethings bad has actually happened.

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