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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Noviastar

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16
General Discussion / Re: Feedback from a new player
« on: November 24, 2019, 05:24:23 PM »
should be a hard cor mode that you cant quit out of battle and if you don't escape your character gets deleted. 

17
Suggestions / Re: Hostile Hive race faction mod Brainstorm.
« on: November 09, 2019, 06:38:45 AM »
I think it's a bit unfortunate that hive species are always paired with bio-technology and bug like architecture.

Well you could go with a AI biased machine "hive"  But we kinda have one. 
Something similar is a psychic collective.  They can be anything but are all of sorta 1 mind. 

I think we tend to default to Bees or ants as they are major examples of a monarchical like group collective. 
When Humanity goes into the stars (Thanks Musk) we may encounter other life that forms similar social structures. 
Humans can be hive like in nature we just need to toss out this silly notion of self determinism.

In this concept I imagine a evolving planet of life forms that from a supportive ecosystem.  The fleet is not just bugs.  Its psudo jelly fish, Space lobsters, or space snails, possibly fish.  Think if evolution didn't go the land route.  Ocean world animals evolving together and attaining a collective mind. 

Schools of space ship eating Angler fish.

18
Suggestions / Re: Hostile Hive race faction mod Brainstorm.
« on: November 08, 2019, 03:18:24 AM »
I'm from Jangala and I say KILL EM ALL!

Well easier said then done.  In a dedicated migration you may encounter numbers that would black out the sun.  Ever seen footage of biblical locust swarms.  When they descend to feed will their be anyone left?  A tree. 
Spoiler
[close]


And to think you are just food and they are just hungry.  Their babies are !SUPER KAWAII!

Spoiler
[close]

19
Suggestions / Re: Hostile Hive race faction mod Brainstorm.
« on: November 07, 2019, 07:13:06 PM »
The problem with many biospecies is that they tend to simply invade worlds so a raid may feel a bit out of place, or are you perhaps viewing this new "faction" as raiding for food? Like a wandering swarm of locusts/army ants?

The other 3 main hostile factions have rather understandable motivations.  Pirates=money+chaos.  Pathers=Holy mission+Destruction.  And with the Remnants they just have their old orders they attack ya more because you are not IFF coded.  The practical effects of the first two are rather disruptive and require you to deal with them eventually or you have problems.  The other one is just a static obstacle to be overcome.   

Now with a bio fleet.  Its motivation is just simple survival.  Its not exactly evil or good.  But if you don't deal with it you are in trouble.  Its either you live or they eat you. 

Some games like to show Bio forms with a take over the galaxy or malevolent desire.  Like the Flood, Zerg, or the Beast from Homeworld. Even the bugs from Star ship Troopers have some more human like hostility.

These simply want to eat and breed and humans just happen to be tasty.   

20
Suggestions / Hostile Hive race faction mod Brainstorm.
« on: November 07, 2019, 08:12:49 AM »
Ive been gear grinding for a few days now.  What I thought might be fun to mod in later is a Hive faction/race.  In line with Tyranids or Zerg.  But with a more simple animistic motive. 

They would work similar to Pirate bases and Pather bases.  Cropping up infesting a system and launching the occasional raid.  If the raid is successful  (if possible to code) shrink a colony population by 1 and destroying a industry built on colony.  As well as the usual unrest for 3 months as the population is in chaos. Damaging the star base and all.   

If asking why?  Why not.  Its fun to fight space bugs. 

Speaking of bugs.  Hive structure and ship design would follow into a style of worms, insectoids, crustaceans, and the rare COSMIC HORROR!  I like the idea of the final "ship" sizes to be like something from H.P. Lovecraft like Azathoth.

Weapon Designs
Spoiler
PD-Needler.- Close range shotgun of small spines for taking out fighters or missiles.

Explosive/Kinetic spine tooth launchers.-  Some solid some hollow filled with compounds when mixed go boom. 

Plasmid projector.-  Using trace amounts of volatiles and warp fuel in a destructive space lugy.

Space Quake projector.-  Short range High intensity waves shake ships apart.  ("we are experiencing turbulence") 

Mind strike Organ.-  Used by special Bio forms to stun ships. Using both signals and bio electrical fields. ("I think there for you DIE!") 

The voice of  Azathoth.- Special upscale version of the Mind Strike.  Sending a large bolt of disruptive energy that can jump to near by ships.  (found only on cosmic Horror ships)
[close]


Unique fleet aspects
Spoiler
To make Bio ships kinda in line with rational thinking. 
#1 No shields on anything.  Fighting them is made easier as you can load out H.E weapons and be quite effective.  As a balance they have hull and armor value set to their bio rolls in the fleet but are higher in general as they need to survive in space.

#2 Low burn speed but faster combat speed and maneuverability.  Idea being they just barely can use warp movement.  But up close they can be quick and they can bend their bodies to tun faster.  The fleet has a low sensor profile.  as they don't broadcast electric signals.   So you can be wandering around and BAM!  you are in a trap!  They tend to hide in nebula and asteroids.  Even in debris fields.  That's where their food goes or gets stuck.

#3  EmP defense and auto repair boost.  You can shock them but they tend to shrug it off.  The trade off is VERY low CR.  The swarms tacit is to attack fast or it gets tired out fast.  Tending to prefer travailing in a kind of trance state feeling for living things or the subtle shifts of gravity and solar fields to find planets.   

#4 Limited ammo on most weapons.  But high damage.  If you can take their abuse they can be killed rather easy.  Don't let your ships be isolated and be careful of your fleet being broken up.  A number of Bio form tactics are to rush you and break up your fleet wile a mass presses into you.  Skirmishers will lash out in pairs and try and pick off lone ships.

The general gyst of them are needing to survive in space is taxing.  But evolution has made them tough.  They need to wake up from their travel trance and attack fast.  They can suck nutrition from all kinds of things but they hunt bio mass for more complex needs.  You can live without some things for a wile but you get sick they do also.     

[close]

Ship design outlines (11/7/19)
Spoiler
Frigate size ships.
Harvester-basically a drone ship that closes in to support its scavenger drones. Having a worm larva like appearance with 6 nodes on its body to transport the scavengers.

Minders- Stand in for Omen style of ships.  Engaging in ECM and ECCM.  Stunning ships to make it easier for bigger stuff to it to it.  A Jelly fish like ship delicate and requiring support. 

Solders- Tough ships fulfilling a Lasher kind of roll.  Having a number of spine launchers and a pod rocket launcher.  (Haven't envisioned a basis of appearance)   
[close]
   

Ill work on this  more later.  Dad duty calls.  But feel free to toss out thoughts.  Id like to hear if people would want to become galactic exterminators. 

21
This sounds really neat.  as the skill system requires 12 levels just to be able to unlock ass aspects at lev 3 you can quite quickly run into this game becoming a XP grinding fest.  Just park your massive fleet in a high warning sector and fight for months.  just to get 1 combat level... 

The space lord just gets bored of winning. 

The game as it is makes you kinda choose to run a empire, command a ship, manage a fleet, or do random stuff.  You might be able to manage 2 of these things well.

22
General Discussion / Mods for Nomad play style.
« on: November 02, 2019, 02:48:20 AM »
Ive been wanting to try a more nomadic play style.  Was wondering if there are factions or ship packs people have used that say have a low cost on crew/fuel/suply.  But might for balance, lack in other departments. 

I got Fuel siphoning mod. 

Was just curious of other stuff was out there.  Thanks. 

Oh has anyone tried a 1 ship play?  if so any nice well balanced ships people recommend?

23
Mods / Re: [0.9.1a] Fuel Siphoning v1.1.2 - Now more useful!
« on: November 02, 2019, 02:03:15 AM »
Nice.  Going to try a Nomad Fleet play through.  I can see it helping when you get stuck and your distress call just issen't bringing aid.  saves so many reloads. 

24
General Discussion / Re: What is this?
« on: October 31, 2019, 09:02:27 AM »
Ships with small ammo nano forges are awesome.  If ammo was a issue energy weapons would eventually be OP. 

25
General Discussion / Re: Class V 300% hazard planet
« on: October 31, 2019, 09:00:33 AM »
Everything gets a Beta AI

26
Ive fallen in love with a hammerhead that is safety overridden.  Falcons are fun.  But dude the Sunder with plasma cannon is scary as you can boost it with the Sunder special.  The Sunder is like a Wolf a focused glass cannon but yikes it can waist things.  and fast enough to flank. 

The Apogee has a special place.  as it has a 360 shield as a base.  It helps.  you can be a shield brick and soak up damage wile the glass cannons kill stuff.   

27
General Discussion / Re: What is the vision?
« on: October 31, 2019, 08:49:07 AM »
As older gamers now I think we come to expect a lot of things.  Or new ideas. 

"It would be nice if this game was like X,Y,Z".  "Well that game did that better"  "OH this is a cool thing". 

Begs the question what is this game?  What does it do different?  And what vision did its creator want to show us?

I personally am enjoying it a lot.  Its more simple than a lot of 3d flight sim games in this genre(i.e X universe).  Also its more open than pure story driven games in this genre(ie. Homeworld series).  It has less tedious things to manage and interactions than galaxy driven games(i.e Master of Orion).

I love the ship designs and the combat system.  Reminds me of battles from (Star wars Rebellion 1&2, Master of Orion 1, and kinda Homeworld).  The battle action is fast and wild.  A swarm of missises and fighters can easily end you if you don't control your fleet. 

I could go on and on,,,

28
Discussions / Re: No blog posts, no updates for ~6 months?
« on: October 27, 2019, 04:56:07 AM »
Extensive play testing by the community is a good idea before going total 1.0.

Don't want to be the next Bethesda.

29
General Discussion / Re: End Game
« on: October 27, 2019, 04:53:49 AM »
Well the question is do you want a "END" to a open sandbox game.

OR do you want a victory screen.  Like you united or destroy all in your path.  and now you set out to rebuild humanity.  bla bla bla.

30
General Discussion / Re: End game content/mod
« on: October 27, 2019, 04:50:06 AM »
I have noticed as well you reach a point like with 7 colonies and a massive fleet the game just seems a breeze.  The early game is hard and you can get into a lot of trouble if you don't plan well. 


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