Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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 - Jonlissla

Pages: 1 ... 13 14 [15] 16
Modding / Re: My Ship Sprite (wip)
« on: May 08, 2012, 07:48:58 AM »
for the destroyer sized i was thinking 3 medium missile w/ 6-12 small balistic, energy mix
2 flight decks that hold up to 15 a peice
180 degree shield with an average rating
&  decent rated armor
With a larger cargo space (for its class)

Whoa, with those stats it's problably more fitting as a cruiser than a destroyer.

They do nothing if you hit shield or armor, but do huge crew damage if you hit the exposed hull.

Might get annoying as hell though when the AI uses them. To be more precive, it might get to be expensive as hell.

It's a cool idea however, I admit.

General Discussion / Re: Fighters OP?
« on: May 08, 2012, 07:43:10 AM »
and has nothing to do with what you quoted,

But it does? You argue that, from what I understood, the most viable or most common fleet is either very fighter heavy or no fighters at all. I argue however that a carrier and fighter squad can be very helpful in most situations, a good example is when overloading shields.

plus can be argued that its veering towards towards the standard fleet since it will be comprised mostly of non-fighter vessels.

I presume then that the standard fleet is the balanced one, which combines a bit of everything?  ;)

General Discussion / Re: Finally made it.(Dire Straits)
« on: May 08, 2012, 07:35:52 AM »
Good job!

I haven't spent any real time trying to beat the mission yet due to the objectives, but I might as well give it a shot after seeing this.

General Discussion / Re: Fighters OP?
« on: May 08, 2012, 07:31:54 AM »
I think the changes actually made fighters much more reasonable; a swarm of broadswords isn't an iwin fleet anymore.

They're still brutally effective though. Since they're generally quite cheap as well I don't see any real reason to switch to Warthog class fighters or any other high-tier fighter. A great combination of speed, accessability, durability and firepower.

Of course, spamming them is going to cost a billion ton of supplies.

IMO the current setup is that you're forced to specialize into either a carrier group or a standard fleet.

Having a carrier and a fighter squad or two is always quite handy. Afterall, they will constantly rebuild themselves if they have access to a flight deck and the right amount of supplies, so they can keep the pressure up quite nicely.

General Discussion / Re: Why the Aurora nerf?
« on: May 08, 2012, 07:20:10 AM »
This entire topic is pretty much complaining that an almost insta-win ship has been turned into a still above-average ship.  The Aurora was outgunning Capital Ships due to it's shields.  The Aurora is a freaking cruiser.  This shouldn't have been happening.

It's more than a above average cruiser, it's pretty much the best cruiser in the game. Sure, the Dominator is hilarious and all but the Aurora blends speed, shields, flux management, firepower, pretty much everything into a single ship. Even after the deserved nerf it's a powerhouse. The only downside is its rarity and pricetag.

Announcements / Re: Starfarer 0.52a (Released) - Live Patch Notes
« on: May 06, 2012, 11:52:38 AM »
The current fleet point cap is actually rather close to what the maximum will be, with skills. Still enough for a cap ship (or maybe two) with a solid escort. Fits much better into the overall idea that capital ships are rare. As much fun as having a huge fleet is, it also cheapens things, and doesn't fit with the background of the Sector.

Yes, the Corvus system doesn't fit in with the ultimate vision for the sector, either. It's more of a "here's all the content, go for it".

So I guess combat in future versions will be more central towards small skirmishes between frigates and a few destroyers, perhaps the odd cruiser as well? More emphasis on tactical combat than slugging it out with a pair of capital ships, so to speak.

By the way, in which way do you plan to implement trade goods and the like, presuming you are going add a more fleshed out trading system? Will planets or stations have fixed prices, or will it fluctuate depending on supply and demand? If that's the case, what will influence the production of said goods?

So I guess I'd be cool with a few human factions that were REALLY different due to drugs or gene mods.

I don't think there's any reason to go that far with the lore. Having only "normal" humans makes it more immersive, especially considering the setting which is rather grim.

General Discussion / Re: Starfarer Memebase
« on: April 06, 2012, 04:47:26 AM »
That pretty much sums it up. The Brawler really is useless.

General Discussion / Re: Campaign leveling.
« on: April 06, 2012, 04:45:40 AM »
Personally I'd go with a simple perk system, no stats whatsoever. You get a slot at start and as you play you unlock more slots to put perks in. Simple, clean, efficient.

Fan Media & Fiction / Re: The Lore Corner
« on: March 21, 2012, 08:51:28 AM »
Might as well add a important question that humanity needs answered:

Is toilet paper still used or do you use 3 seashells instead?

General Discussion / Re: Eagle-Class Thoughts
« on: March 15, 2012, 11:00:25 AM »
Welp. You are welcome to your opinion. But a single frigate has never taken me out in an eagle. Ever.

Neither have I. The problem arises when the AI takes control, and if the Eagle is only worth using as a player ship then it might need some tweaking.

Then again, the full game has not yet been released, and there will undoubtely be some changes and improvements to the AI in the future.

General Discussion / Re: Eagle-Class Thoughts
« on: March 15, 2012, 08:53:00 AM »
And if you let a smaller faster ship flank you when it's the only enemy around the problem is you. Not the ship.

Except it is the ship in this case. Player skill can only do so much when the ship you're piloting has a limited speed and manueverability.

General Discussion / Re: Eagle-Class Thoughts
« on: March 15, 2012, 07:49:32 AM »
It's pretty niche if it can only efficiently target capital ships with its weapons and get soloed by AI controlled lasher. 

He did write that it's not designed to take on smaller, more agile ships. So I'd say yes, it does have a niche role.

And requiring "assload of fighters and frigates and destroyers" make it extremely niche because guess what, assload of fighters will win you the battle by themselves.

The way I see it the Eagle requires another ship in order to successfully fulfill his role in combat, which is to combat larger vessels.

That makes the eagle nothing but a leech that require other ships' success to ride on.

Having a Talon occupying an enemy cruiser so the Eagle can move into range and do its work doesn't sound much of a leech to me. Battles can vary quite a lot.

General Discussion / Re: Eagle-Class Thoughts
« on: March 15, 2012, 04:38:14 AM »
The best weapons in the world wouldn't matter to an Eagle because they are all facing forward. Combine that with a torturous turn rate and a frontal-only shield and you've got a disaster in the making the second anything manage to get to its rear. =(

I learnt this the hard way. Had enough credits in the campaign in order to buy two of them and since I was a bit bored I decided to do just that. Equipped them with proper weapons and PD's and after a short time I had two fully equipped Eagles ready for combat. Found a pirate fleet, and it was showtime.

One was destroyed by a Lasher.

The second one was destroyed by another Lasher.

I was numbstruck seeing how that happened, but after replaying the battle and looking at what was actually happening I saw that the Lashers just casually strolled right past them and shot them in the ass rear. They couldn't turn fast enough to engage the Lasher so it was just a battle of attrition that they finally lost.

Speed and agility is pretty damn important I guess.

Pages: 1 ... 13 14 [15] 16