Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bobucles

Pages: [1] 2 3 ... 29
1
General Discussion / Re: Drive Field Stablizer
« on: April 05, 2020, 04:16:52 PM »
Burn speed formula is generally:
Your fleet Burn speed (slowest ship)
Then x2 for full burn,
Then +y for all your bonuses (Navigation gives +1 base and +1 during full burn)
Then multiplied by bad terrain penalties.

2
General Discussion / Re: Controller Support
« on: April 02, 2020, 06:44:31 AM »
What is the point of having a dual stick setup if you aren't going to have dual stick flying? It's not an easy thing to manage of course. There's FOUR independent directions to deal with: Velocity, ship direction, weapon direction and omni shield direction. Each direction is important and 2 sticks is hardly enough to manage them.

3
Suggestions / Re: Voice Acting
« on: March 27, 2020, 05:59:11 PM »
Actual voice acting is difficult, expensive and in many cases requires a lot of post processing to have a good space chatter feel to it. That's why many games opt for squeaks and squacks or some other sort of generic non descript chatter.

4
Sounds like an oversight in PPT. A space station doesn't really quality as a "trivial" threat.

5
Suggestions / Re: Sensor Mechanics
« on: March 25, 2020, 03:17:17 PM »
I'm dabbling a bit in babby's first radar. A linear increase in the "visibility" of an object doesn't translate into a linear increase in "range" for seeing it. The radar equation causes signal strength to drop off at an exponent of ^4 versus distance; a loss of ^2 from the radar going out and an additional loss of ^2 from the signal bouncing back. An object that was 100 times larger would only be visible from about 3 times the distance of a small object. A pile of those large objects wouldn't add up to much more visible range than that.  Similarly there would be a minimum range where targets end up very easy to see; a target at 1/10th the distance would bounce back 10000 times more energy from a scan. Or something like that.

The end result is kind of true to the system that already exists in game. Only a handful of the biggest radar targets matter, and there exists a minimum range where it becomes trivial to see just about any space viable ship.

6
General Discussion / Re: colonize planet with 250 or not?
« on: March 25, 2020, 03:55:25 AM »
Sounds like a volcano world. Ore and transplutonic are are pretty common as far as resources go. Don't worry about them. The real treasures are triple+ mining (ore/plutonics/organics/volatiles) or farming/fishing worlds.

A few high hazard mining worlds are fine, but keep an eye out for low hazard worlds to build up industry.

The best option is to look around for a system with 2 or 3 decent quality worlds. There are only a handful of them in the average galaxy. Multiple worlds will help provide cover to each other against enemy expeditions. It's not too important in vanilla, but the mutual cover is essential for surviving the more intense mods.

7
i want it on capital ship size
No, you don't. ;)

8
Suggestions / Re: Burst PD Changes
« on: March 20, 2020, 10:49:52 AM »
There's nothing wrong with a large mount weapon being deadly and useful. A pure PD Paladin would still suffer from the opportunity cost of missing out on good aggressive weapons. It would absolutely need to keep some teeth to justify using it. As long as the weapon deals soft flux damage or if the individual lasers split up damage vs. armor, it'd still massively struggle against large ships. If a large turret still gets to lethal against frigates or destroyers, that's probably fine.

9
Suggestions / Re: Incorrect Scale in System Map
« on: March 19, 2020, 05:00:49 AM »
This is all part of the sci fi 101 package. Hyperspace rarely lines up with euclidean space 1:1. Frequently travelling in a hyperspace direction will send you all sorts of random places in real space, and gravity wells typically show up as distortions in hyperspace. In terms of gameplay, you get what you see.

10
Suggestions / Re: Burst PD Changes
« on: March 18, 2020, 11:54:43 AM »
Shielded fighters are supremely powerful. The shield type is extra powerful against PD and the flux regeneration gives them more lasting power than any other swarmer on the field. Those problems are due to shielded fighters, not PD.

Don't forget there are some perks that will dramatically change PD. Point Defense AI will give +50% vs missiles and will avoid decoy flares. Advanced countermeasures 3 gives +50% against fighters and missiles. Gunnery implants gives range and tracking against small targets, while ordinance expertise is a generic boost to weapons. A ship with the right loadout will end up a full class ahead of any other ship in the PD game.

11
The "Not now" command is misleading. It'll scrap the ships as soon as you salvage, as opposed to not doing anything right now.

12
Suggestions / Re: Freelancer option
« on: March 10, 2020, 05:53:27 PM »
There are mods that reduce the monthly stipend and instead give more money per kill. The upper end on monthly payments can get quite generous if you do nothing but explore, but of course nothing compares to growing your own empire.

13
Yeah, that would match what I've been seeing. The Ship damage is either against hull or against armor and uses the appropriate type for that. I don't know how damage is divided between armor tiles and bare hull, it's black magic to me. The second multiplier for armor reduction always uses the anti armor attribute. Impact mitigation 1 ends up supremely good here because it will double or triple your hull against kinetic or frag damage, and will put a serious dent in most minor HE hits as well. The difference in weapon performance can be night and day against IM1 and that could skew results.

Given the current damage mechanics, I don't really see why Fragmentation multipliers are half of everything else. It seems to me that it should have 200% anti hull and 50% armor/shield, with DPS in half so it can be fairly compared to everything else. At least the math works out the same.

14
(Frag Damage)*(Anti-Armor/(anti-armor + armor))

Here, this is as far as I got with the armor formulas (now enter your own numbers!):
https://docs.google.com/spreadsheets/d/1ZlC2ZkiuB0fs5VSDXsmxJy30uRqqZ6oWCQ0ifsvUS9c/edit#gid=0

The basic formula is something like:
Damage = DMG*Type * (DMG*Type)/(DMG*Type+armor)
The armor reduction chooses the weakest of DMG*type / (DMG*Type+armor) vs. 85% reduction cap. Armor chooses the strongest of (5%+Impact Mitigation 1), or current armor strength. I don't know how low armor works, but even a single point of leftover armor can absorb a ton of kinetic or frag damage.

Damage type gets counted TWICE, once for armor strength and again for armor damage. The 25% frag damage multiplier renders it practically useless even against the thinnest armor, and extremely weak against 5% armor. The flat +150 armor will basically leave you always armor capped against frag damage, even with 0 armor plates.

15
I'm surprised that the pilums actually explode and deal damage at the end of their life. How else would they be doing friendly damage? I thought they would fizzle out like reapers.

Pages: [1] 2 3 ... 29