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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - sdmike1

Pages: 1 2 [3] 4 5 ... 55
31
General Discussion / Re: What's most exciting about the next update?
« on: September 04, 2013, 05:20:15 AM »
Hyperspace travel between multiple star systems, seeing what the devs, and seeing what modders will be able to do with it!

Relics in distance systems.
Hopefully factions striking out into other systems :D.

All very cool stuff
Oh my goodness the amount to which this will clean up the mod packs!

32
General Discussion / Re: Thank Goodness for Autofire
« on: August 30, 2013, 06:47:11 AM »
Indeed get well soon! It is sad and kinda funny but autofire turrets still hit things more often than i do. :P

(Slightly off topic but if you picked up burnout paradise in the humble origin bundle it is possible to play that game with one hand you just need to rebind some keys.)

33
Suggestions / Re: A ccg.
« on: August 29, 2013, 11:09:00 PM »
Never intended to be comercial unless you were to doing/support it. :)  


Now this.
Spoiler
Related, what is the chance for flares to distract a missile?



The yugioh card border is not necessary lol just a placeholder/image for me to start with.

Both players turns take place at the same time kinda.

Rules wise i would think that each player would have 60 fleet points with which to play cards, you may play as many cards as you wish in a turn but it is a good idea to have the weapons to equip them first, i will explain why in a moment. Once a card is played one would then proceed to equip the card with weapon cards and hullmod cards. When you equip a weapon to a ship will occupy all available slots of that it can use (so an onslaught equipped with a light machine gun would have all of its slots (large medium and small) occupied but if you were to equip it with hellbore cannons after that they would supersede the smaller weapons).  You can have up to three hullmods on any ship.  After the turn the card is played the ship has to miss turns based on the number of changes being made the size of the weapon, and if the slots are occupied or not.

Is there any chance that someone here would be willing to format my ramblings that would really help me out. :)

I need to go to class soon but I will put more of my ideas (in particular concerning the speed dodge and shield mechanics  after i get back from that.

First off.. what? Sorry but I'm really confused. You come here, post, totally ignoring the previous posts and suggest a completely different ruleset. Whatever. If we did this I think we would need a lot more coordination and multiple people working on the ccg. A well done ccg is not a 1 man job. And as to your card itself, I wouldn't use that style. It is a generic boring card. It matches most all other card games. The picture is fuzzy. Sorry if I seem harsh.
[close]
Sorry if i seem harsh, but honestly i have no idea what you want me to say here so i am just going to inform you that my pants feel better inside out.

34
Suggestions / Re: A ccg.
« on: August 29, 2013, 07:05:27 AM »
Related, what is the chance for flares to distract a missile?



The yugioh card border is not necessary lol just a placeholder/image for me to start with.

Both players turns take place at the same time kinda.

Rules wise i would think that each player would have 60 fleet points with which to play cards, you may play as many cards as you wish in a turn but it is a good idea to have the weapons to equip them first, i will explain why in a moment. Once a card is played one would then proceed to equip the card with weapon cards and hullmod cards. When you equip a weapon to a ship will occupy all available slots of that it can use (so an onslaught equipped with a light machine gun would have all of its slots (large medium and small) occupied but if you were to equip it with hellbore cannons after that they would supersede the smaller weapons).  You can have up to three hullmods on any ship.  After the turn the card is played the ship has to miss turns based on the number of changes being made the size of the weapon, and if the slots are occupied or not.

Is there any chance that someone here would be willing to format my ramblings that would really help me out. :)

I need to go to class soon but I will put more of my ideas (in particular concerning the speed dodge and shield mechanics  after i get back from that.

35
Discussions / Re: Forum History
« on: August 27, 2013, 02:29:25 PM »
I found out about this game when i was a junior in high school, now i am a freshman in collage ya wow it feels like yesterday!

36
General Discussion / Re: What's most exciting about the next update?
« on: August 27, 2013, 06:46:25 AM »
Well tied with the new content thing but ya ;)

37
General Discussion / Re: Greenlight
« on: August 27, 2013, 06:00:34 AM »
stuff
What Faiter119 is trying to say (in a slightly less than nice manner :P lol) is please use the search function fro big common topics like greenlight, kickstarter, and multi-player. By the way if no one has said it yet welcome to the forum.

38
General Discussion / Re: What's most exciting about the next update?
« on: August 27, 2013, 05:52:17 AM »
The beginning of hyperspace/multiple systems implementation.

39
Discussions / Re: Forum History
« on: August 26, 2013, 05:58:27 AM »
That was very cool. Back in my day fan fics were posted in the general discussions subfourm.

40
General Discussion / Re: Tactics, and fleets.
« on: August 26, 2013, 05:53:47 AM »
Hounds. ALL the hounds.
This is probably the best advice i have herd in a long time. I am not kidding hound swarm is OP. lol

I feel like a swarm of hounds would still fall to a regular player fleet. Unless there is a way to get them all to attack one target all at the same time and to stay within a loose formation so as to not kill each other  or get hit by stray missiles or strike weapons. Even with the armor upgrade or sheild upgrade they don't have enough OP on them to really make them that groundbreaking without odd already overwhelmingly in there favor.

stuff
All I'm saying is that a "experienced" player would never tell someone to get all of 1 ship especially a ship that has so many weaknesses in crucial areas to player progression. I'd love to see a swarm of hounds take on a Hedgemony defense fleet or hell let em take a crack at the tri trech fleets would be fun to watch the hound wrecks collect.
Icepick would ;)

If I had a max fleet, ya i would just adjust the ratio of hyper v drivers to heavy maulers.  Another slightly more difficult tactic to pull off (due to rarity) is the mass shuttle, antimatter blasters and ion-cannons for the win.

41
General Discussion / Re: Tactics, and fleets.
« on: August 25, 2013, 06:07:30 PM »
Hounds. ALL the hounds.
This is probably the best advice i have herd in a long time. I am not kidding hound swarm is OP. lol

42
Well any friend of Eirck is a acquaintance of mine. :)

43
General Discussion / Re: Scratch Building A Plastic Hound
« on: August 15, 2013, 11:38:25 AM »
Scale wise the third one looks the best but it needs some "stuff"

44
General Discussion / Re: Something funny about 'Making Do.'
« on: August 12, 2013, 01:16:01 PM »

45
General Discussion / Re: Scratch Building A Plastic Hound
« on: August 12, 2013, 11:36:42 AM »
Here is one from above from one of the blog posts
link

I also just realised that the turret on this one is backwards as well.

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