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Messages - Gabrybbo

Pages: [1] 2 3 ... 6
1
General Discussion / Re: Buffalos, what're they good for?
« on: October 11, 2013, 03:03:31 PM »
It's a bit useless, but it will find its role as low-end fire support ship when the full campaign gets developed.
After all it's cheap and fairly disposable, why wouldn't you have a few deployed in the back firing pilum after pilum while an enforcer takes the brunt of the enemy attack? In my personal modded vanilla i reduced the CR deployment cost to 5% but decreased the peak performance to 60 seconds with a very slow CR loss... It remains unreliable in long battles and direct combat, but can be deployed as support without thinking too much about it.

2
General Discussion / Re: Flagships!
« on: September 27, 2013, 12:23:53 AM »
Eagle-class Cruiser:

2x Arbalest Autocannon;
1x Heavy Mauler;
3x Graviton Beam;
2x Reaper Torpedo;
2x PD Laser;

Resistant Flux Conduits, Dedicated Targeting Core, Auxiliary Thrusters;

If only i had found a Falcon anywhere, i love that little guy  :'(

3
General Discussion / Re: Ramming Speed!
« on: September 25, 2013, 11:13:02 AM »

It hasn't. You're just imagining things. Or playing a mod that has really heavy fighters (as far as their mass.)

... actually, that'd be pretty funny. A wing of bomber-type fighters with engines in the front (so that they get disabled quickly and can collide with the target), a high mass (so that they'd do lots of damage), and a high hull integrity (so that they don't all get shot down).

And a range 5 torpedo, in case the mass isn't enough and for additional fireworks. :D

Ok, now i need to mod in an Executor dreadnought and an A-Wing fighter. Damn you and your tempting ideas.

4
General Discussion / Re: Combat Readyness isn't fun..
« on: September 25, 2013, 09:09:51 AM »
As for O1.2 i was talking about CR. As those who support CR have stated, that i need to use as smaller force as possible to win a battle, but if i like to play steamroller style i have no chance to supply my ships. Becos battles divided into few skirmishes rather than all out wall on wall type. So basically game supports only one play style - Swarmer fleets. Its not bad, i just think game can support more play styles, as it did in .5x version.

I think it is this way because we lack the mechanics that allow you to keep an inefficient fleet supplied, like friendly supply fleets, facilities and stuff like that.
Once those things get slowly implemented, you'll be able to play however you like after you put some time and dedication into it. And the cries of desperation of your enemies are so going to be worth the efforts to build and protect a strong logistic chain around the Sector to keep your 3 Paragons and 5 Hyperions supplied  ;D

5
General Discussion / Firing missiles while overloaded?
« on: September 18, 2013, 04:42:47 AM »
I just noticed this: I was fighting a hammerhead with my enforcer and got overloaded when i was about to shoot a volley of rockets in its face... and the ship launched them. I was curious and went to the simulator to try it out and it seems i can actually fire missiles while my ship is overloaded.  :D
Have we always been able to do that and i never noticed? Or is it a new feature i didn't know about?

6
General Discussion / Re: What is your favorite ship?
« on: July 03, 2013, 10:53:34 AM »
They are? How?  ???
Bomb bays spit bomb at like 1m/s faster than you and they inherit speed from your ship. How do they work as PD?

By default they are a bit tricky to use as their range is set very high and so the AI wastes them a lot, but if you mod them to have a very short range (like 70), a bit more ammo and "DO_NOT_AIM" and "PD" as ai hints they work perfectly against missiles that get too close to your ship. Until ammo runs out, that is...

7
Modding / Re: Star Wars MOD Revisited (v3.0)
« on: April 09, 2013, 01:03:52 AM »
for simplicity i agree. but when presented with a challenge, lol, i find a way around it. if nothing else for my own sense of accomplishment i WILL find a way to make it work on my own game at least. but yea im gonna make them due no actual damage just a lot of emp. sigh

I've never coded for starsector, but iirc you could make a weapon with only EMP damage and then add a onHitEffect that deals a specified amount of damage to shields (ie, adds hard flux) when a shield hit is detected. :)

also, weapons in star wars don't seem to rely on a flux mechanic, so making them generate 0 flux but limiting them with charges could be more immersive and  have flux work as a shield integrity meter like we see in the movies. also, star wars battles need lots of pew pew lazors firing continuously :P just an idea, though.

8
Blog Posts / Re: New Trailer
« on: March 27, 2013, 03:42:05 PM »
Dat music :3
Dat sound :3

Great work, Stian! :D

9
Suggestions / Re: Fighter refit
« on: March 27, 2013, 03:29:02 PM »
(yay :D )

In my opinion, switching to a loadout should take some time and be doable only in the campaign map, not during battle. With the CR mechanic battles will happen at a slower pace, giving time for a fleet to prepare and adapt between each encounter.
To give carriers a more important role during the campaign part of SS, i'd make so that only having one of those ships you can change the loadout of fighters while flying around, otherwise you have to go to a station and wait until they do the work.

To justify this lore-wise, just throw in some technobabble about Space-DRM and stuff, it works. :P


@Wyvern: i can't stop laughing after picturing a random stereotypical admiral saying that... It's hilariously brilliant.

10
Suggestions / Fighter refit
« on: March 27, 2013, 01:34:21 PM »
Before you start screaming at me, i do know that this has been suggested ten thousand times, but i just want to discuss an idea i've had.
Basically, instead of being able to refit a fighter wing just like the other ships, each wing could have a certain number of predefined variants from which you can choose.

For example:
The Piranha bomber wing could have a setup with the current bombs, one with cluster bombs (perfect against pd weapons that deal a lot of damage to a single target like burst lasers) and one with frag bombs (ideal to do a massive amount of damage to a ship that has nearly no armor left but a ton of hull).
The Broadsword could have one that uses a single mg and two swarmers for additional anti-fighter capability at the expense of effectiveness against bigger ships.
The Warthog could have a loadout with a rocket launcher and two double autocannons, to have better alpha strike and range at the expense of sustained fire.

Obviously, the variants would need to be balanced to avoid having one which is simply better, but the idea is to give each fighter different ways to carry out their role depending on the situation. :)

So, what do you think? :)

11
Suggestions / Re: Power through an overload at the cost of CR
« on: March 26, 2013, 02:41:23 PM »
I like the idea of being able to fight back during an overload at the cost of CR, but this may be one of those things that could turn out frustrating if the AI doesn't manage to execute very well, especially because it has a direct impact on the campaign. It's not something easy to decide even for a player, so i fear the AI may do something horribly stupid in the worst situation possible.

12
Suggestions / Re: Ballistic Weapons & Ammunition
« on: March 21, 2013, 05:22:25 AM »
Isn't all this getting a bit complicated?

I think ammunition for ballistic weapons should simply regenerate, but at a very slow rate (1 per sec for PDs, 1 per 3 secs for small, 1 per 8 secs for med, 1 per 20 secs for large?). That'd be balanced by the natural in-combat CR decay and not need any additional penalty. Possibly require zero flux at most.

Reasoning being that ammo-using weapons would come with a very small, self-maintaining autofactory that produces ammo and feeds it directly into the weapon's magazine.

It's pretty much the same thing i proposed, but that has already been suggested and shot down:
Also already suggested. With that, you'd run into situations where you'd want to turn off 1 gun within a group for it to reload but not be able to- consider if you have 2 forward-facing PD guns and an enemy at the front. Both would run down at the same time- so ideally, you'd like to be able to reload 1 at a time whilst the other covers you. Same for if you have multiple forward-firing autocannons, say, and the break to reload them lets your opponents vent. Groups aren't really granular enough for that.

And i have to say that he's right, that situation will probably happen sometimes and you'll be annoyed by it.


This is all getting a bit complicated, do we really have to take out the current system? A simple "here's how many bullets you can fire, have fun!" is good enough for me, i don't think i really want a new reload mechanic to think about while a lot is already happening around me.

13
Suggestions / Re: Ballistic Weapons & Ammunition
« on: March 20, 2013, 11:02:36 AM »
I don't know if this idea has already been suggested before, but i'll throw it out:

Every ballistic weapon has a maximum number of bullets, just as they do now. When idle (ie: not firing nor cooling down) the weapon regenerates ammo at a certain rate.
In this way, you have the disadvantage of having a finite number of bullets so you can't simply spam endlessly and continuously, but you can still retreat for a while, let your autoloaders reload the magazines and then get back into the action with no direct penalty.

Magazines then should be slightly reduced in size to give a reason to get the Extended Magazine hullmod that could become nearly obsolete if we keep the current sizes AND implement a reload over time mechanic.


The way i'd implement this into the weapons is to introduce a new column into the weapon csv file called "rechargeMode" with the possible values of "recharge_always" (for the current energy charge-based weapons, that recharge even while firing) and "recharge_when_idle" (which would be what i proposed above), and then use the current charges/sec column to set the recharge rate at the value we want.

14
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 15, 2013, 01:41:12 AM »
Oh, I think I forgot to mention one thing about the role of frigates in escape-style battles. The pursuing side can choose to deploy their fighters and frigates from the left or right instead of at the bottom. That potentially brings those ships closer to the flanks of the retreating fleet and also puts them in much better position to control some of the objectives. As you might imagine, control of the Nav Buoy points can make or break an escape. On the flip side, when you're escaping, having fast escort ships to control or at least contest those is what gives larger ships a chance to get away.

This i like :3
Now there's a reason to have a slow assault fighter wing with a heavy destroyer's firepower and staying power in your fleet, if said wing can be deployed in the enemy's flank right from the start.

Also, i assume that each frigate and fighter wing will be able to be deployed on a different side of the battlefield, so i can deploy half my fighters on the right and half on the left, is this right?

15
Suggestions / Re: Catering to newer/casual players
« on: February 25, 2013, 11:33:47 AM »
Starsector does this with the ship/weapon/hullmod descriptions that usually allow to understand the role of a ship/weapon/hullmod fairly quickly. Then some practice with it is everything you need.
But yeah, giving a rating for certain aspects of a ship (maneuverability, speed, armament, flux management, defense ...) and then allow a player to go see the raw data could be a very neat idea. So you can choose a ship that seems to fit what you need and then move on to the in-depth stats instead of having to go through quite a bit of numbers to understand how a ship behaves in combat.

By the way, there should be a button that once pressed when hovering the mouse over a particular weapon, a ship or a hullmod makes you go to the respective codex entry, so that you can instantly read more things than the UI can contain in a refit screen.

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