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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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Topics - ciago92

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16
Suggestions / Low Priority Button
« on: January 28, 2014, 11:40:50 AM »
Basically the inverse of the logistical priority button, I've noticed that the only time I really use that is to make everyone but one ship a priority so that (non-combat generally) ship gets hit with the low crew/whatever else effect. Noticed primarily because I'm running a fighter heavy fleet so when I'm low on people if I don't use it both my carriers are marked with insufficient crew but when I use LP on everything but the backup carrier my primary carrier suddenly has enough people. I'm guessing it tries to balance the two ships' crews so that they are both slightly penalized but I'd rather have a button to say this ship gets the penalty and I just won't use it in combat

17
Suggestions / Make Crew Really Important
« on: October 23, 2013, 08:59:31 AM »
This is to emphasize how backwater and underdeveloped the sector is:

Stations only ever sell green recruits.

Triple (or more, whatever works for balance) the amount of experience needed to go from green-normal-veteran-elite. Possibly also increase the increase per level to make it a really big accomplishment to get elites.

Increase bonuses from higher level crew:
Green stay the same (50% cr)
Normal give slightly higher cr than current (~65% cr)
veteran slightly higher cr and small cr regen bonus (~75% cr, +1% additional cr regen per day, factored by the percentage of the crew that are vets (60/100 means .6% additional cr regen per day))
elite higher cr and decent regen bonus (~90% cr, +2% additional cr regen per day, again factored by percentage)

This would make your crew become much more important as you leveled them up, as well as showing just how backwards the sector is compared to what it could be (if a domain faction is ever introduced or other non-decayed factions, they would have all elite crews)


18
Bug Reports & Support / Supplies for Repair Calculation Broken
« on: October 02, 2013, 11:25:55 PM »
The repair option occasionally has a messed up calculation.

Spoiler

additionally, repair doesn't have an "A" hotkey for me. Maybe because I downloaded from your post in the announcement thread rather than the starsector downloads page like a normal person?

hotkey is definitely from Exerelin, I will see if I can duplicate the calculation in Vanilla

19
General Discussion / Ramming Speed!
« on: September 24, 2013, 08:20:47 PM »
I managed to make a gemini retreat. I stayed in front of it trying to destroy it in time. Not checking the map, I just kept backing up. Suddenly, it began accelerating and I barely got my shields up in time. Probably because I hit in the middle of armorless open hull but my shields did enough damage to destroy the gemini (probably about 1/3-1/2 health before ramming) and it sent me spinning and overloaded at half health from the explosion after the ramming overloaded my shields. I'm not sure if this is a bug (retreat with anything, friendly or hostile in the way) or just a hilarious occurrence.

20
Suggestions / Boarding and Mothballed Ships
« on: September 15, 2013, 10:02:01 PM »
I feel that if we are in a pursuit situation where mothballed ships are present, we should be able to designate targets to capture. When we do so, that ship/those ships take X% less damage (balance TBD) than normal as we are shooting to disable rather than kill. Obviously you would still have to disable them in order to have the boarding opportunity. This would avoid letting boarding become ridiculous like .54 while still giving players an incentive to have marines and raid supply convoys for ships

21
General Discussion / capturing mothballed ships
« on: September 14, 2013, 04:06:13 PM »
How does one do it? I have a save where I am on top of a gemini with a mothballed paragon and would like to capture it but in pursuit phase the paragon deploys and either retreats or I kill it. how do I board it? I would have sworn somewhere I heard that you can capture mothballed ships which is how you raid convoys for new ships....or so I thought anyways

22
This is obviously mod behavior, but if you leave the Neutrino THEEND carrier in phase space it can still deploy new fighters and service current ones without ever leaving phase space. I don't know if this counts as a bug since it doesn't come up in vanilla but I wanted to make you aware of it

23
General Discussion / Bomber AI
« on: September 14, 2013, 02:55:18 PM »
Just a minor annoyance here: Dagger wing attacks Condor. Shields are up, first reaper hits shields, second reaper overloads shields. Next logical move? 2/3rds of the wing needs to reload so the dagger that still has ammo goes back with them. >.<

24
General Discussion / Harry is OP maybe?
« on: September 13, 2013, 10:24:39 PM »
If I find any fleet that is scared of me and is a slower speed than me I can harry them until the entire fleet is not combat ready then roflstomp everything I can catch (even at low CR hounds and talons are still pretty quick).

I think after harrying you need to suffer a speed penalty and/or the target needs a speed boost so you can't just chain harry them into 0% CR then walk all over them

edit: unless, of course, that is the point of harry, but then why force a disengagement? also I would like to see something where you can harry larger forces so that you can take them on easier. or perhaps something where you split their forces so you don't have to deal with their entire fleet at once

25
Bug Reports & Support / Odd pursuit behavior
« on: September 13, 2013, 10:23:00 PM »
I have noticed very odd behavior under a specific set of circumstances. I will find a lone buffalo mk 2, harry it until it's at less than 10% cr (not combat ready) and then use the pursuit option. One broadsword wing is sufficient to eliminate the Buffalo 2 at such low CR. however, the broadsword wing will fly directly over the buffalo and proceed much further up the map before turning around and engaging. additionally, if you look at the strategic map, one or both of them seem to disappear, however you still have LoS from the ship(s). however you cannot use view on the broadswords and you cannot z-lock target on the buffalo until they "return"

26
Bug Reports & Support / Hostilities without aggressive action
« on: September 13, 2013, 07:40:02 PM »
If you accidentally click on a fleet you're not hostile with and then select let them go (big enough to make them retreat I guess, had the pursue and harry options as well) it still is a hit to your reputation and they're now hostile

27
Discussions / Crusader Kings 2 MP
« on: August 27, 2013, 12:21:29 AM »
Anyone here interested in playing a weekly or something CK2 game? I love it but single player I always end up succumbing to the urge to cheat plus I'm not as immersed since I'm the only one playing. I would love to have multiple people going on, but even one other human would make the game better for me. Let me know if anyone is interested!

28
Suggestions / Restricting Hull Mods to Certain Stations
« on: July 24, 2013, 09:08:59 PM »
I definitely feel like this has been suggested before but searching the forums turned up nothing. I would like to suggest restricting certain hullmods to certain stations (fully modable of course)

This could give you a reason to go deep into enemy territory to reach that one black market trader who will give you ITU or augmented engines or whatever

Alternatively, buying blueprints that will let you make said modifications.

I have been reading the First Light Chronicles recently and would love to be able to journey out for tech and bring it home kind of thing

29
Suggestions / Maps Section
« on: July 12, 2013, 07:05:48 AM »
With the .6 patch adding the ability to travel to different systems, I would suggest a place where people can upload their own made systems. Basically the mods section except for system maps

What would make me really happy (though I have no idea if it's doable and it probably isn't) would be a System folder beside the Mod folder where you could download others' systems to that folder and inside the data it would specify how the systems are linked. That way you could just download half a dozen systems to that folder and now you've got eight systems running vanilla instead of two. I don't know how doable this is, and I know mods will at least partially cover it, it just occurred to me and I like the idea

30
Suggestions / Battle Entry Positioning
« on: April 02, 2013, 07:28:21 PM »
I don't know how this is going to be affected by the new mechanics being introduced in .6 but I'm having issues with ships running into each other when they're first deployed onto the map. This is especially prominent in the mods (it might not happen in vanilla gameplay I'm not sure to be honest) but the ships being somewhat close together combined with the AI instantly triggering certain abilities (Blackrock Drive's Burst Maneuvering Jets) means I keep taking damage from ships running into each other. I don't expect you to change the AI based on behavior from a mod, but I was curious if anyone had had this come up in vanilla and if there is any solution other than sending out ships in clumps rather than all at once

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