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Messages - MindsEye

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16
General Discussion / Re: Dissapointed from the last Patch.
« on: February 27, 2015, 06:46:28 AM »
I too wish for more content and framework then polish,content,and balance. Extreme potential with this game tho. I do love it.

17
I agree with alot of things said here. I really like the idea of giving ship parameters to follow.Ill add.

Boarding is terrible.I never use it.Why does everyone self destruct their ships.Everyone in the universe just wants to die I guess.


18
Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: February 23, 2015, 07:04:41 AM »
Thank You Sir!!

19
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 14, 2015, 08:40:53 AM »
MindsEye, your method of 'balancing' ballistics would make using low-tech/midline ships unnecessarily complicated and tedious. For example what would happen if the ship that supplies ammo got destroyed when I needed it? I would pretty much have to abandon the battle because I couldn't attack. That change would immediately cause high-tech ships to become the superior (and more fun) option (something 0.65 has help fix).

Also how would the ammo be set so that each shot counts? Would it be set up for a short battle, a medium one? If so it would make that ammo ship mandatory if you unexpectedly had a long battle, causing more trouble for low-tech/midline and more reason to use high-tech. It would also make weapons like the assault chaingun and AC series useless considering their bad accuracy.

Personally I think how it is now is a step in the right direction. While some ballistic weapons need work (PD and needlers) most are actually useful, including those that were originally worthless like the HMG and Gauss Cannon.

I respectfully disagree. IMO I think it would differentiate the two types in interesting ways. Also we have had limited ammo this whole time so I dont understand why now it would over complicate things anymore then what we had. Energy has flux and ballistics have ammo. If your supply lines got destroyed it would be part of the strategy and thats whats making it more interesting. For example if your supply ships arent protected thats a bad strategy and if they are targeting it in the middle of battle you should be pummeling them for it.Also this could bring in search and destroy missions during battle to find hidden supply ships. This is what would be interesting in using the two types. One has infinite ammo and cheaper costs while ballistics could be higher damage,higher cost,and limited ammo. Basically ballistics would be more of a high skill weapon pushing you to your limits which is more fun to me then spamming my mouse.

I would say medium for shot count.Altho I would say PD weapons should always have the best endurance for ballistics.Im not asking for anything radical but just to the point to make them different and interesting. The point is to make you strategize on loadouts. If you want a battle without supply ships and you want to be able to engage for long periods equip extended magazines(sacrificing dps). If you want high dps then go all guns with limited ammo and make every shot count.If you dont want to worry about ammo as much get a mix of energy and ballistics.You will have a loadout that gives endurance and ballistics for burst damage.You can have pure energy to eliminate ammo totally with maybe moderate to good dps. The difference I am imaging here is loadouts that mostly have me going to my calculator figuring what guns give me most dps per op or what weapons fit the strategy I want to use the best. This would also help to give more ways to play each ship and still be effective(as opposed the the one loadout that gives most dps per op).

Yeah all kinds of weapons would have to be balanced and have tweaks for this system.

20
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 13, 2015, 02:43:20 PM »
Quote
Well balance it to be a factor then.
To be balanced, Ballistics would have to be significantly more powerful, DPS/Flux-wise.  More over, when it's "a factor" is largely dependent on play-styles; if you're a lone-wolf, one-ship-at-a-time arcade player, then ammo of any kind is a major deterrent from using Ballistics at all; if you're mega-fleet player, then it's much less important than how good the DPS/Flux efficiency is and whether you want to go Low / Mid Tech at all, past the early game.

Well to balance the lone wolf playstyle use extended magazines. Make it use alot of op by transforming a large portion of your ship for ammo.Ammo could be increased 2x,3x, or whatever it takes in the form of clips to balance.So you have a 50 shot clip but you have 3 of them.It takes time to reload each clip and takes a large portion of op. This would balance it. Yes the point is to make playing with ballistics significantly different instead of the same as energy weapons. They would need different dps and different strategy and support to play.

21
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 13, 2015, 07:46:00 AM »
So I am one who like having limited ammo and I have to say this change I really hate with a passion. I havent been around for a long time so I really dont know why this was needed in the first place.

I have a few ideas that may have been mentioned.

1-I read that people said limited ammo wasnt a factor anyway.Well balance it to be a factor then.I remember running out of ammo.Not often but it did happen and it was part of the game play to be conservative with shots. That was fun and felt more realistic. Instead of dumbing down the game to where weapons are nothing more then stats lets make weapon systems more unique and different. Each with their own quirks. I dont want a game that all I look at putting on my ship is whatever has the highest dps.

2-Magazines. I dont like the idea. One reason has been stated " With the new system, a gun that is operating on fully automated control now might end up at the bottom of its magazine right as a handful of pilums are coming your way because they've been blasting at fighters. That's not fun or interesting, it's just frustrating.  " . However maybe is the magazine was increased to what the total ammo count was when ammo was limited we could simulate running out of ammo but still have the affect of unlimited. For example the Gauss Cannon had a total of 50 ammo. Make that the clip size 50 with a 1-2 or whatever minute reload.

3-Make ammo limited again with support ships (maybe carriers) that manufacture ammo mid battle and restock ships via shuttles that you can shoot. Making supply lines in battle and maybe a strategy to cut them off.Could add interesting mechanics to battles.

My preference would be a combination of 1 and 3. Give ballistics less total ammo count to where it matters(maybe upping their damage a tad to compensate for its disadvantages) and create supply lines via carriers/freighters. Shuttles loaded with ammo cost supplies as well. The power of ballistics would be balanced by the fact of limited ammo,dp for ships to resupply, and supply costs.

22
General Discussion / Re: making faction wars feel like wars
« on: September 27, 2013, 12:09:49 PM »
Would be cool if the front lines moved based on the sides economy and infrastructe. Also if player could influence who is winning by fighting or thru economy.

23
Blog Posts / Re: Fleet Encounter Mechanics, Part 2
« on: April 09, 2013, 09:12:32 PM »
I really dislike only being able to board one ship. also dislike that boarding is random. I would like to see boardable ships have a battle element. Like say you must induce a flamout and disable a ship without destroying it and then it will be boardable. Or maybe you need special weapons like ion lasers which are extremely weak against shields and armor. I have a feeling this has been discussed but making boarding chances tied to the player sounds more fun.

24
Modding / Re: Spawn point help
« on: March 25, 2013, 05:34:47 AM »
ok added that in with a no go.Even added that second part still doesnt work.

Code
SectorEntityToken token = system.createToken(0, 15000);
sw_EmpireSDFSpawnPoint sdfSpawn = new sw_EmpireSDFSpawnPoint(sector, system, 30, 1, token, empirehq);
system.addSpawnPoint(sdfSpawn);
spawnsdf(sector, system, empirehq);

private void spawnSDF(SectorAPI sector, StarSystemAPI system, SectorEntityToken location) {
CampaignFleetAPI fleet = sector.createFleet("sw_empire", "defensefleet");
system.spawnFleet(location, -500, 200, fleet);

fleet.addAssignment(FleetAssignment.DEFEND_LOCATION, empirehq, 1000000);
fleet.setPreferredResupplyLocation(location);

25
Modding / Re: Spawn point help
« on: March 24, 2013, 07:40:38 AM »
Still having trouble.What am I missing?

Code
package data.scripts.world;

import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;

import data.scripts.world.BaseSpawnPoint;

@SuppressWarnings("unchecked")
public class sw_EmpireSDFSpawnPoint extends BaseSpawnPoint {

private final SectorEntityToken station;


public sw_EmpireSDFSpawnPoint(SectorAPI sector, LocationAPI location,
float daysInterval, int maxFleets, SectorEntityToken anchor, SectorEntityToken station) {
super(sector, location, daysInterval, maxFleets, anchor);
this.station = station;
}


@Override
public CampaignFleetAPI spawnFleet() {
//if ((float) Math.random() < 0.75f) return null;
String type = "defensefleet";

CampaignFleetAPI fleet = getSector().createFleet("sw_empire", type);
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

fleet.setPreferredResupplyLocation(station);

fleet.addAssignment(FleetAssignment.DEFEND_LOCATION, empirehq, 100000);

return fleet;
}

}







26
Modding / Re: Spawn point help
« on: March 23, 2013, 08:22:41 AM »
Ok so I made a spawn point for this one fleet I was trying to make.I did alot of experimentation so it may be off but I did try copied versions from others.


Code
package data.scripts.world;

import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;

public class sw_empiredefensefleetSpawnPoint extends BaseSpawnPoint
{
    public sw_empiredefensefleetSpawnPoint(SectorAPI sector, LocationAPI location,
            float daysInterval, int maxFleets, SectorEntityToken anchor)
    {
        super(sector, location, daysInterval, maxFleets, anchor);
    }

      @Override
   protected CampaignFleetAPI spawnFleet() {
      String type = null;
      float r = (float) Math.random();
      if (r > .6f) {
         type = "defensefleet";
      } else if (r > 0.25f) {
         type = "defensefleet";
      } else if (r > 0.10f) {
         type = "defensefleet";
      } else {
         type = "defensefleet";
      }
CampaignFleetAPI fleet = getSector().createFleet("sw_empire", type);
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
 
 fleet.setPreferredResupplyLocation(getAnchor());


if (type.equals("defensefleet")) {
         fleet.addAssignment(FleetAssignment.DEFEND_LOCATION,  getAnchor(), 10);
         fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
      }
      
      return fleet;
   }

}





27
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 23, 2013, 07:03:09 AM »
The stages of battle with choices in between is a neat idea. Kind of makes you feel more of a commander. My question is will this limit options to preventing retreats. Sometimes maybe I will not always want to engage in a chase scene and may want to invest in something else. For example tractor beams,gravity wells, or some type of performance damaging weapons or systems. Will frigates and the chase scene be the only option for the game?

28
Modding / Spawn point help
« on: March 23, 2013, 06:38:22 AM »
So I have been fiddling with the star wars mod. Finally got the empire sb up and stocked with wings.There is a specific defense fleet I want to create with the sole purpose of guarding the station.Everything I do seem to not work.I have copied and pasted what others have done and from the tutorials with 0 success.I guess what I need is someone to show me exactly what I need to do to create a fleet and then have it always spawn at the station and stay there.

29
Suggestions / Balance Suggestion(fighters)
« on: March 23, 2013, 06:33:22 AM »
I modded in about a 50% top speed increase for all fighters and bombers and the balance feels really good for them.Maybe a 30-40 would be better.They survive much longer with the ability to make it back to a carrier for repair.The only thing is with small fleets or without equal fighters it can be difficult to run them down and finish off a squad. I do feel like this is an ok trade off tho. Some anti fighter missiles will have to be adjusted as well.

30
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 13, 2013, 03:25:41 PM »
Thanks for the links. So I tried to add some AA. Is it any better?

Lighting effects.

Lighting plus scaled down width.

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