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Messages - Chronosfear

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31
Discussions / Re: Objects in Space
« on: July 04, 2018, 08:36:49 AM »
Haven't bought it yet.

But hell, i really got goosebumps when i watched the video in which the dev was on a bounty hunt.
simple yet so freaking intense.

got it on may watchlist and will continue to see where this is going.

thanks.

Chronosfear

32
General Discussion / Re: Officers beyond limit of 10?
« on: June 07, 2018, 09:58:20 AM »
Yes it is possible.
I've already tweaked id myself

In the "setting.ini":
find "baseNumOfficers" and change it to your liking. (at least I think it was that line  ???)
It should increase the base number of officers while still adding +2 per skillpoint

The folder you find the file ist "Starsector\starsector-core\data\config"



33
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 05, 2018, 11:45:32 AM »
I´m hyped! again! ( as with every major patch note and/or dev blog )
Can't wait to build my own destiny and help to build a better hegemony  ::)

But you need to/consider another option:
Since you let us go over the officers cap ( while we still cant use them until we send them into the void ( ... the science is leaking out )

Give us the ability to store officers ( eg. when we have our own outpost )
could be done ( spontaneous idea )
-a building ( cryochamber or something ) also possible with some upgrades to increase capacity ( and a monthly fee depending on the level of the building )
-just send them to have some free time ( but also at a cost .. you have to pay for their free time ) and therefore also available without another building but again only with our own outpost.

so this is not a no-brainer and the slots are reserved for the best of the best.


34
Hey Kitsune,


I have a unclaimed copy of Subterrain I wish to gift to you. ( key is from humble )
just hit me up with a pm if your interested and add your email.

Chronosfear

35
Suggestions / Re: New player ability: Information Warfare
« on: April 09, 2018, 07:13:49 AM »
+1, could be something interesting done about it.

the current use of a com sniffer is 0, but that may change with the update.
It would also solve my/the problem with Askonia on an other approach.

Maybe such skill could also increase the reach of your faction when a sniffer is installed ( to be in range for trading eg. ) [but only towards factions inside the system where the sniffer is installed].

36
Suggestions / Re: Sindria - and Askonias corona
« on: April 06, 2018, 02:54:08 PM »
Isn't that the whole point of Askonia?  ??? And why things like Solar Shielding (and the player skill that reduces the effects of corona damage etc.) exist? I thought the whole concept of Sindria sitting under the "harsh fires of Askonia" was something key to the system's lore, as well as that of the Sindrian Diktat faction.

Also the jump point and planet actually aren't inside the corona, they're just outside it, so if you're being pushed away on entering the system it's due to solar flares, which wouldn't be avoided by being a hundred or so units further away. If you make a beeline from the jump point to Sindria or vice versa, then yes you do pass through the corona for a bit, but that's a simple fix: just skirt the edge of it manually.

If you're playing as/with the Diktat in a roleplay sense, then I can only recommend you look into the aforementioned skill and the Solar Shielding hullmod. They exist for just this sort of reason.

Not always. I depends on where those corona spikes currently are: you enter the system through the jump point and immediately you're pushed a few 100 units or blocks access to docking for a moment ( again caused by a spike, pushing you away )

I have no problem with the drain on my CR and therefore additional supply costs. It's a mechanic you can use to your favor in some cases and adds some flavor as neutron stars do, too





 

37
Suggestions / Sindria - and Askonias corona
« on: April 06, 2018, 06:30:19 AM »
Hi,

can we put Planet Sindria and the Jump-point in a higher orbit around its former Star Askonia or lower the power of the corona in this particular system?
I often (and not always) getting a real push away when going through the Jump-point due to the Askonias corona and makes docking with Sindria sometimes a bit uncomfortable
When playing for/allied with SD its getting a bit of a burden.

Chronosfear


38
I see a problem in the current combat mechanic which should also be considered.

The combat currently has one big problem : supplies, yours matter, the AIs not.
The AI currently mass deploys, since it doesn't have to care about supplies.
If my ships in reserve would also tick down by not having control of the center the player is even more punished ( eg. I have to deploy again with ships low on cr-timer )

I somewhat miss the old system where the AI deployed only a few ships to match yours ( problem was : to easy to solo ) -> but it gave me the feeling of AI had to care about resources, too

My suggestion is some sort of chain combat, the AI should not deploy to much ( only a % of its fleet depending on yours deployed - must be somewhat large enough to counter solo fleets - )
but also plan for a second,maybe third and so on engagement, depending on DP sizes of both fleets. Then you could do something like:
-Increase the % CR cost, so chain deploying ships is near impossible if you don't have both sills with +max CR ( eg cost is around 40% for every ship which makes another deployment already into low CR )
-lower cost of supplies by the same % so the overworld cost stays about the same
-The CR-timer always ticks down for both sides (not based on ships nearby) but by the size difference of fleets (so solo-fleets tick down fast vs. big fleets [only the deployed ships counts])

You only need to force encourage the AI to deploy enough ship to prevent the AI from wiping the floor with you by only deploying 1 ship like you and force a 2nd 3rd and so on engagement (which players always loose since we have a fleetlimit on # ships)

and...
Spoiler
we could even change faction and fleet"leaders" to behave a bit differently on how many ships to deploy, based on the faction/officers stance/overall stength of faction and so on
[close]


39
General Discussion / Re: 2018/02/24 Alex tweet - new items!
« on: February 26, 2018, 12:13:31 PM »
Thanks for the info!

Favorites would work well for me - I use the 'dump everything but these couple of rare weapons' almost every time I go into port. Its not that inconvenient, but a favorites would save some time.

Hmm, yeah. My concern would be that managing favorites might ultimately become more time-consuming than the alternative :)


Selecting 100-200 supplies from a stack of a few thousands is finicky at best. And personally I never use the "buy to capacity" except for fuel since having free cargo space is a requirement to grab loot. Maybe a non-linear drag system with a slight snapping to some values could be a good compromise? Like snapping to 25/50/100/200/300/500/1000. (obviously it would have to be tested)

Personally, I fairly frequently do "buy to capacity" and then select some to return, based on how much free space I want.

But, yeah, the current slider is... not great. Changed it to this, for the time being:

https://twitter.com/amosolov/status/967896855504879616

Will see how it feels in testing and will tune the values if needed.

Currently, it snaps to 1,2,3,4,5,10 to 100 in increments of 10, 100 to 500 in increments of 25, and 500 to 1000 in increments of 100. Feels pretty good so far, mainly because it shows where the values are on the bar, so it's much quicker to select a specific amount.



I know that system from another game or two and it works good.
Good idea
And I cant wait for the release. I'm quite sure it's SoonTM


40
A star circling a black hole
Spoiler
[close]

41
Discussions / Re: House of the Dying Sun
« on: July 23, 2017, 06:40:53 AM »
Hey Guys,

I got myself a VR headset a few weeks ago (VIVE)
Wanted one for quit some time  ;D

Have started playing House of Dying Sun with VR again.
Feels nearly like a new game.
They have a really nice VR-Cockpit with cracking glass or sparks here and there when you take some hull damage.

Still struggling to beat the traitor flagship. But I have to unlock a few upgrades.

42
I think it would fit in well.
And it is needed since you will lose ships and refit others gained after combat.

Another option would be to reduce the refit cost if not docked with such a skill
Since a bunch of the "free" CR is lost if you refit without docking.



43
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 12, 2017, 12:27:34 PM »
Hi,
some more minor feedback

Krait
The Wing is OP. I have taken the Kurmaraja (was and still is my favorite BRDY Ship ) with 4 Wings of Kraits ( Carrier spec of curse ) and only PD weapons with some Darts as frigate pest control.
So my only real offensive power were my Kraits. And they are... I´ve taken a 350-400k pirate bounty fleet ( including only very small amount of carriers on the enemy side ) with an Onslaught and some decent other cruiser class ships with high level officers as you might guess. And I did it without taking to much damage myself. Especially after taking care of those sneaky frigates  8)
I think removing speed is not the way to go. Also i would not like to have him weaker (  ::) ;D ) its much needed : Maybe remove one of its HE Guns or give him custom ones with longer clip load times.

I don't think that the officers of the AI take to many useless skill for the ship they are piloting ( since most of them now got uses )

Desdinova
Honestly my favorite destroyers now. Still fast ( very nice shipsystem ) nice frontal firepower. Yet got some weakness so you need to be aware of aaaand of curse : beautiful
Fun to fly and also fun to fight ( also pirates got to many of them, but thats another story )

Moth
Nice tanker here. Can really be of some use in combat like the description says. My fleet now includes one :)
Now I just need and armored/combat support cargotransport. The eschaton is to large for me.

Convergence
To slow and expensive carrier to take to combat ( adding very slow rate of turn and speed declassifies it for me )
I prefer to take Typheus in every situation ( due to faster speed its nearly as save ) and with less cost, some more can be deployed.
Might need a improvement.

Gonodactylus
Not a review : But i laughed my ass of off a few times already : Ouch to late, that torpedo is going to hurt , hits my armor and bounces off and continues to spin around until it runs out of speed.
Happened a bunch of times already ( is the single shot missile bugged in AI hands )

Robberfly
God, that thing is fast. I think of giving it the frontal shield gen, deploy a few of them and use it to bring disorder into enemy lines. ( havent tried yet )
Havent tried it in 0.72, so not sure if I'm going to now. But could be fun.


Chronosfear


 

 

44
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 08, 2017, 02:00:04 PM »
Hi,
here you go :

Dipteron Interceptor
Nice if you let it stay close to your ship. But on the open field i dislike the burst behavior of the weapon itself.
So overall its a decent interceptor. High burst damage at first contact, misses to often in a real close combat situation.

Mosquito Light Bomber
I like it, its use are lighter targets like destroyers or slower frigates or bigger ships if already stripped of most of their armor.
The high speed makes them reliable even without any other weapon or heavy armor.
Overall a good light bomber that needs backup more then other bombers.

Nadir Escort Wing
It looks nice. :D and does it job well. Have another carrier with them and they probably always escort the player ship.
With my carrier style fleet i find them with 14 OP to expensive. ( so I cant say anything helpful about it )

Taipan Heavy Interceptor
In my first engagements i often used them. Armament sounded well rounded and reliable. With high speed and hull
I thought this is the Wing to escort your bombers. But later I did not use them anymore. The beam weapon is its biggest flaw
in my opinion. I prefer wings that continuously deal hard flux damage to soften the target for my bombers.
My personal change would be : slower, and give it the a decoy flare launcher.  ::) ( with 12 OP then )

Krait Heavy Fighter
Honestly currently my favorite wing. ( maybe OP ? )
Its though and well armed and still relative fast.
currently this is my bomber escort wing. ( and faster if they use the ship system )
The shredder and micro argus pd system takes care of interceptors and missiles
to clear the way for my bombers.

Vespa Heavy Bomber
A upgraded to the Mosquito. The big brother of the mosquito wing.
Id say its a good bomber if you want cruiser and up destroyed.
If I got a bigger carrier, I equip one mosquito and one Vespa wing with an escort

Serket Phase Figher
Very expansive on the OP side. But so cool.
Your only fighter that deals "real" kinetic damage. ( if I did not miss something )
I like to use the them against other fighter and they whip the floor with them.
But against destroyers and up with decent pd they falter.
I prefer use them on a secondary carrier for smaller engagements.

------------------------------------------------------------------------

So in short :
I think the Krait is a bit to strong ( change/remove system? )
While the Taipan looks a bit weak to me.
Maybe the dipteron might need an adjustment like a custom shredder without burst but
with continuously fire. ( but still really not sure about that -> since it is something unique and cool about your pd weapons and also about this wing )

And last but not least :
I am happy your mod is back. One of the best. Thank you.

Chronosfear
                    










45
Hi,

Thanks for the contributing this mod.
The sprites are well done and your ships fit in very well.

I have some concern about your fighter wings. They seem a bit weak compared to vanilla.
Or even more specialized as vanilla wings
Not playing your mod for a long time yet. So some things might change my opinion.

Sai PD Drone (compared to Wasp wing)
a little bit more armor but lacks the proximity mine.
wasp might be the better choice

Kunai
durable but with only swarmers you cant rely on it.
I prefer Talon (yes they are a OP at the moment)
Still think that a Broadsword or Warthog will be a better choice depending on what damage type you want. (they even have a decoy flare launcher to make them useful vs bigger threats)

Chakram support wing
Seems to have a bug. They stay close to my carrier and not going in to support my bombers like the should.
probably a good choice if it worked.  ???

Javelin Bomber wing
Very strong and very expensive. Gets killed nearly every time the are trying to return to the carrier caused by the frontal only shields.
But if you want something dead. Hunt him down with a pair of Javelins.

Scimitar Gunship
Though and a nice distraction. The phase skimmer is a nice addition.
But for the OP, the Tomahawk is a wiser choice.

Tomahawk Gunship
Not as though as the Scimitar, but 2 per wing makes them better.
They miss the phase lance but got double the amount of swarmers compared to the scimitar
Also they got the decoy flare launcher which makes them better vs. bigger ships,
and with the same speed as the Javelin bomber. They work better together.

Shuriken Interceptor
Does what it says. Until something with shields come into play ( High-tech fighters )

Will add more while I continue to play your sweet mod. :P

Oh and btw : I like those modular transport ships that by adding a hullmod to that specific ship.

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