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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 - PerturbedPug

Pages: 1 ... 10 11 [12]
166
General Discussion / How many copies?
« on: January 10, 2013, 10:15:57 AM »
How many copies of Starsector have been sold so far? Also, I know a few games that show a ticker on the website showing copies sold like Minecraft and Star Ruler, could this be put on the website or forum?

167
Suggestions / Re: New ship systems and hull mods. Post your ideas here!
« on: January 09, 2013, 05:55:29 PM »
Woops, sorry  :P I worded Button Up pretty badly, what I meant to say was that your ship took 2x less damage not make it invincible...

168
Suggestions / Re: Better bomber handling
« on: January 09, 2013, 03:18:39 PM »
Eh as much as I like the idea couldn't you just make fighter/bomber craft not cost command points?
Like as in issuing orders to them costs no points? Also, I think that this type of order is needed +1

169
Suggestions / Re: New ship systems and hull mods. Post your ideas here!
« on: January 09, 2013, 03:17:10 PM »
While I agree that Missile Lock needs some tweaking, I believe that Button Up has enough downsides so as not to be OP, also I don't think that it's a hard counter to strike weapons. It may be used in several situations like "Oh crap, there's bombers heading my way and I'm high on flux. I should just activate Button Up." While it can let you shrug off the damage, eventually you won't be able to fire weapons as your flux will be too high and you will eventually have to turn it off and vent. Also, how would it be immersion breaking? Basically the crew is hunkering down, shutting off the shield generator and closing the Flux Vents to reduce damage as much as possible.  

Also Coolant Systems reduces weapon durability by 100% so even if it is effective on high tech ships the weapons will be disabled quite easily as high tech ships have low Armor to begin with.
Anyway, thank you for the feedback and if you are able put these into a mod I would like to try it.

EDIT: I just realized that the way I worded Button Up did make it an invincibility button so I changed it.

170
Discussions / Tapatalk Enabled?
« on: January 09, 2013, 11:43:18 AM »
Is this forum Tapatalk Enabled? For those who don't know, it's basically an app that puts forums in an easy to read format for phones, but the forum needs to download a free tool to allow Tapatalk to access it first.

171
Suggestions / Re: New ship systems and hull mods. Post your ideas here!
« on: January 09, 2013, 10:04:48 AM »
Thanks for your thoughts, I think I will change the OP a little to tweak the percentages. Also I added the Coolant Systems hull mod.

172
Suggestions / New ship systems and hull mods. Post your ideas here!
« on: January 06, 2013, 08:46:56 PM »
Hello guys, I have had a few ideas for ship systems and hull mods swimming around in my head for a while, so I decided to put them here. Any feedback or other ideas are welcome.

Ship Systems:
1. Missile Lock: when activated makes any missile, rocket or torpedo travel 50% faster, have 50% more maneuverability and track targets 50% better. Lasts for 20-30 seconds.
2. Button Up: reduces damage taken by 50% when activated but will prevent flux dissipation and venting and turns off shields.
3. Repair Drones: deploys drones that repair your ship and any others nearby. Lasts 30 seconds and can be used once.
4. Emergency Resupply: When activated, the ship sends out ammunition drones to resupply 50% of the ammunition of friendly ships. Can be used once.

Hull Mods:
1. Escape Pods: when the ship is disabled, anywhere from 100-50% of the crew will survive the explosion by using escape pods. Works only on Destroyers and up as the pods take up too much space to fit on Frigates.
2. Automated Crew: replaces 50% of the ships crew with robots. The robots are more accurate with auto-firing weapons and reduces the skeleton crew needed by half. Also it takes 25% longer to vent and overloads last 25% longer as robots can't handle flux well.
3. Advanced Sensors: increases a ship radar range by 50% and captures objectives 50% faster.
4. Coolant Systems : decreases flux generated by weapons by 50% but decreases weapon durability by 100%.

173
Mods / Re: Restock Mod - 2.0! Works with .54a
« on: January 05, 2013, 10:02:50 PM »
Hello, does this mod work with .54.1a?

174
Mods / Re: [0.53.1a] Cobalt Arms & Private Security Co.
« on: January 05, 2013, 09:39:57 PM »
Actually looking back, I think that they should look a little darker and have shadows like the Scorpion Frigate. But yes they do look a bit flat.

175
General Discussion / Re: Ad banner on Space Sector
« on: January 05, 2013, 09:31:09 PM »
Really? Cause that was actually how I found out about this game!

176
General Discussion / Ad banner on Space Sector
« on: January 05, 2013, 09:22:48 PM »
Hello guys, I noticed that the ad banner on http://www.spacesector.com/ that is located at the top right hand corner still says "Support Starfarer!" When it should say Starsector. I just wanted to bring this up to Alex and the team since this may have been overlooked during the name change.

177
Mods / Re: [0.53.1a] Cobalt Arms & Private Security Co.
« on: January 05, 2013, 05:39:42 PM »
I think that the art is fine but the ships definitely need a few more weapon slots. Anyway, is this mod still being worked on? It hasn't been updated to .54 yet and no new posts from the creator.

178
Suggestions / Re: Autoresolve - what should it do?
« on: January 05, 2013, 12:22:48 PM »
What if when you auto resolve, your character gets reduced XP since your second in command is doing the fighting for you? Also, I support your second in command telling you how he/she thinks they will do.

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