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Messages - ValkyriaL

Pages: 1 2 3 [4] 5 6 ... 143
46
Suggestions / Re: Combat Rediness
« on: February 27, 2016, 02:23:06 AM »
The way it works, your ship and its crew/systems is basically running at 150% in battle, things WILL break and go boom eventually, they are just not built for extended periods of stress, same applies to real life, take a race car for example, you run that thing around the track aiming for faster lap times for hours on end, your going to blow a tire/several of them, the engine and probably a whole bunch of other things that are meant to be replaced or tuned on regular intervals.

in the game it's there to prevent kiting, if you need 10+ minutes to half an hour to beat somebody with your fleet or lone ship, you probably shouldn't be fighting that particular fleet in the first place.
now im not saying CR is the best solution to the problem, but its a pretty good start. :)

Also, Welcome to the forum! glad to have you. ;D

47
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 21, 2016, 06:40:11 AM »
I honestly prefer the yellow one over the originals, perhaps a lighter yellow, like the midline ships and some more armor grebbles like rivets or layered armor plating etc would improve the looks aswell, they could also use some serious edge work on the outside of the hull. :)

48
Mods / Re: [0.7.1a] Interstellar Imperium 1.10.0
« on: February 13, 2016, 02:42:22 AM »
Mass genocide when you "deny" the Exigency missile spam, aaaall those little missiles, all they wanted was a friend... ::)

49
Mods / Re: [0.7.1a] ORI faction v0.3.5 Exerelin compatible
« on: February 05, 2016, 08:24:15 AM »
He knows, and is probably working on it.  :)

50
General Discussion / Re: Report
« on: January 30, 2016, 09:42:58 AM »
Yeah Idk, wrong forum. Who is Tim? Who are YOU? ???

51
Suggestions / Re: Break Up System Maps
« on: January 28, 2016, 11:43:21 PM »
You would get a far more realistic scale of things, with almost zero negatives, since the travel time is the same since the area in between is gone to make up for the size of the "important stuff".

Currently an Onslaught is like 1/10 the size of a planet, that dosn't look right if you think about it, id say if anything this could happen somewhere down the line in some manner, but its not important enough to be a priority.

52
Mods / Re: [0.7.1a] Interstellar Imperium 1.9.2
« on: January 28, 2016, 11:36:35 PM »
And they don't have to, more medium mounts easily make up for a few large ones. :)

53
Considering that we today have means to shot down or turn almost any projectile or missile into a dud or scrap metal given the right equipment, id say that in the time that Star wars takes place, projectile weapons are obsolete in every way imaginable,

I also remember some episode in (Star trek: The Next Generation) when the Enterprice( this time a galaxy class) encounters this tiny ship armed with laser cannons that tells them to stop or be destroyed, and Jean-Luc says that "lasers??? those things can't even scratch our navigation shields, what do they hope to accomplish here??".

54
She is pointier for sure, but the shape isn't to far off, a High tech destiny? :P

http://destiny-project.com/wp-content/uploads/2013/03/sgu_110.jpg

55
Shape wise i have to say it kind of reminds me of Destiny from stargate universe.

56
Discussions / Re: MAP feedbackXD
« on: January 21, 2016, 01:47:54 AM »
On first glance i though they were weapons someone had taken a gimp smear tool and gone to town on, because many of them are definitely weapons, but them being made by a program? well, hats off to you. :)

57
Suggestions / Re: Looking at the Starsector fuel & supply economy
« on: January 15, 2016, 06:22:39 AM »
Now i dont know how long you guys have been playing but, playing the game badly sounds a little harsh, people who are new to the game tend to make mistakes that cost them supplies or fuel and in worse case scenario, their fleet, they make decisions that some of us old dogs wouldn't have because its generaly inefficient or simply just a bad idea, we never run into these problems because we have long since overcome them, something that one finds a nuisance now will become something you do automatically later without even thinking about it. :)

how large is your fleet? does it need to be that big to achieve the same result? size = more supplies
do you have to much crew? or perhaps not enough of it? bad crew management = more supplies
carrying to much cargo? = costs supplies and could lead to a death spiral
do you have hull mods on your ships that you probably shouldn't have? or perhaps forgot to take them off when you didn't need them anymore? inproper use of hull mods = more fuel + supplies.
are you using ships you can't really maintain and keep operational in your current state? poor logistics = costs supplies, fuel and credits

i could go on for quite a while with this, they are tiny mistakes, but they pile up quickly.
 
it would be different if one has several hundred or even thousands of hours of game time and still make these same mistakes, in that case, yeah, your bad, should feel bad and be rewarded with bad results until you learn how to do it the correct way. :-X

58
Mods / Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« on: January 09, 2016, 07:32:56 PM »
Im fairly sure the large Particle cannon or whatever it's called that comes standard on many of the Hiigaran capitals and cruisers was the most powerful weapon in all of starsector, and it probably still is. not to mention many of their ships being near godlike, With these buffs they could easily give ORI a run for their money.


59
Most mod weapons use the same theme as their ships do, once you know a faction just by colors and looks, you can tell what weapons belong to who, I wouldn't say no to a list however.

60
General Discussion / Re: Construction rig
« on: December 22, 2015, 12:37:40 AM »
I can get behind that idea, id gladly take a burn speed penalty or even a massive sensor profile hit to have this thing in my fleet if this was the case.

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