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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 - Helldiver

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16
Plus Nex really didn't mesh well with the story itself, given that everyone is talking about the *possibility* of war and how dangerous it could be...while factions are actively sat-bombarding each other.

I haven't seen vanilla factions in Nex sat-bombing each other much in years, although you can disable that in settings. You can also adjust how common major wars/invasions are, so that they remain an exceptional thing, which is what I do. Much of what makes Nex great to me is how much can be customized.

17
I fail to see how the new Crisis system encroaches in any way on Nexerelin. The crisises are just limited scripted events. Nexerelin is still required to create a living world, is still required to have factions actually act dynamically and not be stupid static entities. I wouldn't even touch Starsector anymore without the replayability and emergent gameplay born from it and its many features. If anything, the framework for crisises can only bolster it through whatever can be cooked using it.

18
Bug Reports & Support / Maneuvering Jets AI bug
« on: February 07, 2024, 12:59:49 PM »
Hadn't played with vanilla ship systems in a while but trying out 0.97 stuff I noticed that this old bug is still present.
-When NPC ships with a ship system using Maneuvering Jets AI reach an order location (like a waypoint), they continuously spam their ship system even when not moving, activating them as soon as cooldown is up no matter what. Aside from being buggy and weird looking, it causes ships to not have the system up when they need it (i.e it's now on cooldown as torpedo bombers are approaching). Steps to reproduce is simply going into battle with any related ship, putting down a waypoint for them, and watching them constantly trigger their jets even when completely immobile on the point.

19
Modding / Re: [0.96a] Starpocalypse Revengeance - more apocalyptic settings
« on: February 06, 2024, 04:50:27 PM »
Does the update's changes to markets affect Starpocalypse so far?

20
Suggestions / Re: Make it clearer when escort package is in effect
« on: February 06, 2024, 04:48:58 PM »
+1 for an icon near ships involved with this hullmod, not knowing when it's affecting allies is annoying. No jitter effect though pls, it would get distracting quick and wouldn't be as clear.

21
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 06, 2024, 04:45:40 PM »
I don't agree with the UI being cluttered (if anything I wish I could have more info on screen), but def agree that certain things existing as tags at the bottom should have top tabs of their own for practicality.

22
By the way, Heavy Arms specifically mention being mechs, tanks and artillery.
Doesn't one of the mods (Nex?) give your marines a bonus if you are carrying heavy armaments? I think that's the case. It would be kinda neat to have something like that in Vanilla.

Heavy Armaments in Nex aren't used for raids but can be used by your marines to form mechanized units during multi-stage planetary/station battles.


I would definitely love to have more lore regarding marines and surface warfare in the Sector.

23
Suggestions / Re: More ways to gain experience.
« on: December 24, 2023, 10:43:40 AM »
I would definitely love having more activities be rewarding -  and they don't need to detract from combat, they can feed into it in various ways (mercs hunting you down knowing you got your hands on some nice tech as you come back from the fringes and such).

24
Suggestions / Re: Strafing hullmod
« on: December 24, 2023, 10:33:36 AM »
Sounds redundant to maneuverability boosters.

I'd say it's different enough - there are mod ship systems that boost lateral movement without affecting the rest of maneuverability, and they feel markedly different from regular Maneuvering Jets. I think the same would apply with a hullmod.

25
Mods / Re: [0.96a] Realistic Combat 1.37.0
« on: December 24, 2023, 10:25:38 AM »


Imagine coming to someones freely posted mod thread, the creator answering politely trying to help and you responding with this passive-agressive clownery. Just so you know - you're not the smart one here. Even worse when you make big claims about how things should work without actually knowing what you're talking about - or lying about the mod's features. And by the way - the mod graciously provides you with countless levers and settings to alter every part of it to your liking - but that didn't factor into your rant, somehow.


26
Mods / Re: [0.96a] Realistic Combat 1.35.0
« on: December 05, 2023, 01:20:01 PM »
but please remember my warning when considering Realistic Combat as a "base" for another mod: I am still developing Realistic Combat and can change it as drastically as I have modified beam weapon damage.

That's fine - many of the changes you've made over time have allowed me to also rethink parts of my mod. I had progressively lost my enthusiasm towards Starsector in the past 2-3 years, and your mod and the fantastic framework that it provides rekindled my love for the game and pushed me to turn the my small personal side-mod into a wide-scope realism rework of the game, which I am working on to become the basis for all of my future playthroughs.
Really, thank you for all the work you've done so far.

27
Mods / Re: [0.96a] Realistic Combat 1.35.0
« on: December 04, 2023, 06:20:11 PM »
Lasers and other beam weapons work by focusing a stream of light or particles on a spot for a while, but Starsector beams swing so wildly beams can focus only briefly

Even if the laser remains steady, the target ship would have to remain perfectly static relative to the laser weapon for it to be able to focus a spot to burn through thickness and layers of armor, which isn't a realistic option - unless you're a salvage ship hovering a wreck to cut apart lol. If the laser opens in bursts, each burst would only burn one layer in one specific spot each time.

Earlier in the thread I mentioned I was working on a total rework of weapons (including sprites, lore etc) using Realistic Combat as a base that I might post here. It's still WIP, but my current paradigms for beams are:
Lasers are fairly old weapons, and mostly effective at missile defense. Even heavier fighters shrug them off. If an older warship design has energy emplacements, it is typically only small turret mounts originally intended to carry lasers as PD.
Non-light particle beam weapons are more advanced, developed alongside more modern ships and power systems able to make them into practical combat weapons. Mainly intended to provide energy-focused ships with either long-range capability against armor (near instant kinetic beams, with heavy drawbacks) or long-range suppression capability using secondary effects. Some modern anti-fighter weapons are in this category as well.

28
Mods / Re: [0.96a] Realistic Combat 1.35.0
« on: December 04, 2023, 09:49:30 AM »
Patch 1.35.0 is out! Burst beams no longer inflict critical malfunctions.

Is there a toggle for this? I can't seem to find it. I think it'd be useful for some mods to be able to keep the critical damage for burst beams. In my current weapon rework for example, while lasers are only PD weapons and ineffective against any armor, there are some particle burst beams intended to punch through citadels.

29
Blog Posts / Re: Colony Crises
« on: November 27, 2023, 04:46:24 AM »
My general expectation is that the player will want to cooperate in making the fantasy/story "work out" in their mind

But we're not even mainly talking story/immersion here but gameplay. Fleets that do this invalidate a clear and interactable element of gameplay related to jump points demonstrated in the game. I am not sure how this isn't clear enough...

the alternative - making every single fleet that you find anywhere get there in a "real" way - is considerably more problematic in various ways.

Right and no one wrote that they should here, so why that point again? If the player is in hyperspace near the system just use the usual "spawn fleet outside player's vision then fly there" mechanic already used. It forces the fleets to use the jump points and fixes the main problem. If the player was away and flies to a system it makes sense fleets would already be in and have spawned inside directly - but when the player is near the system in hyperspace that's the case where it's a big nono.

For in-system dynamics, like written by Wyvern, it would also help fringe cases be more believable if we actually saw NPC fleets use transverse jumps sometimes. It should be rare of course (since it's a "special" maneuver), but seeing a smuggler transverse jump into a system through a nascent well as we come in oursleves would really sell the idea that "some other crazies also do this". Could also be used to lead to new gameplay situations using the game's own mechanics.

30
Blog Posts / Re: Colony Crises
« on: November 26, 2023, 03:36:52 PM »
Ah, I'm sorry, I thought you'd meant the non-crisis fleets that are mostly just a hassle.

But the miscellaneous fleets where this isn't simulated to that degree don't really matter very much, right. It's not going to be the sort of thing you'd need to intercept.

I also meant these lesser "before the big crisis" fleets. Even if they are small and do small damage they still matter in the same way and how the same gameplay elements are treated. To better illustrate how scale doesn't affect gameplay breaking:

You're a big bulky space soldier aiming at a doorway in a first-person-shooter, knowing an enemy is coming. And then you get punched in the back for 1% damage by a cheater who just teleported behind you with a hack to troll you. It "doesn't really matter very much" - it's just 1% HP and you turned around and killed the guy - it still feels bad because it breaks gameplay, expectations, in-game logic. In the case here for Starsector, I think that it feels even worse because you can't blame an unintended cause like a cheater - it's the game suddenly ignoring something important and that touches multiple aspects of gameplay.


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