Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - miro

Pages: 1 2 [3] 4 5
31
Suggestions / Re: Burn drive into battle = bad idea.
« on: October 03, 2013, 06:37:09 PM »
I find this hilarious. You can strategically call in a large ship to bludgeon small ships to death.

32
General Discussion / I'm sorry Alex.
« on: September 29, 2013, 07:59:47 PM »
Hi, I would like to apologize on behalf of my fellow forum mates for being impatient about the 0.6 release.
I came to the conclusion that we had rushed you through our collective moaning, and I wanted to tell you how sorry I/we are.
This game is awesome. I spent ten dollars on it six months ago, and I've got tens of hours worth of gameplay out of it. It is fantastic. I don't think you hear this often enough. This update is huge, unprecedented, and receiving it made the wait worthwhile.

I want you to know that no matter how publicly we seem angry, we do really appreciate the hours you and your team put into this game, and we thank you for your commitment to it, and by extension, us.

Thank you for listening.

33
Suggestions / Harrying slower ships.
« on: September 25, 2013, 10:06:59 PM »
I was flying around in a Hyperion the other day and I found a fleet of freighter ships. Being a Hyperion I was far faster than them, but whenever I moved into engage, they wouldn't deploy ships, meaning in order to actually reach their ships, I would have to grind their CR down to zero. In a Hyperion, I had no chance.

As a ship many times as fast, you'd think I'd be able to catch them, instead of never fighting them, because they never deployed ships. What are your thoughts?

34
Suggestions / Re: Ghost Ships
« on: September 25, 2013, 10:00:17 PM »
I think this idea is brilliant. So brilliant in fact that I feel you are a better person now than you were before you had this idea. More attractive too.

Seriously though, I love the idea of FTL-esk events like this, ones with diseases, or perhaps survivors that have diplomatic benefits depending on who you drop them off to. Great idea.

35
Suggestions / Re: [Mechanic] Fleet Coherence
« on: September 25, 2013, 09:46:51 PM »
I love this idea. It makes sense, and it sounds like it would be cool too! +1

36
Suggestions / Re: Energy Weapons: Damage boost with flux?
« on: September 14, 2013, 08:24:02 PM »
I like Gothars' idea of suddenly tripling damage while over 95% flux. That would add an interesting risk/reward system, and I'm always up for more tactical depth.

37
Mods / Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
« on: September 14, 2013, 08:12:17 PM »
You are a hero, thank you.  :)

38
General Discussion / Re: Harry is OP maybe?
« on: September 14, 2013, 08:09:15 PM »
Probably unrelated but ancient humans used this technique to bring down large prey. Basically walked after them without food or rest until the animal collapsed from exhaustion. Like the terminator. Terrifying. You think you've escaped, you lie down to rest, then from just beyond the clearing you see it, watching, waiting.

39
I like this too, I bought a shiny new Hammerhead, fitted it with weapons, then forgot I needed supplies too. I could barely afford enough to bring the ship up to a level where it could fight at all, and was forced into a battle against a superior force. It was exciting, tense, and the fact that my ship was malfunctioning added a cool sense of desperation. In my opinion a great improvement.

40
Mods / Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« on: September 14, 2013, 02:55:07 AM »
I'm having that same system defense fleet spawning issue as that guy above me, but I can't get you a log. None seem to show up in the "log" folder.

Probably for the best though, I have homework I should be doing. ;P

41
Mods / Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« on: September 14, 2013, 01:26:52 AM »
Far out, you work fast. Good job!

42
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 13, 2013, 08:12:56 PM »
This is glorious. Sorry for whining at you Alex.

43
Blog Posts / Re: Combat sound effects in 0.6a
« on: September 06, 2013, 02:48:45 AM »
Sounds are glorious. Now all we need is to play them.

44
Suggestions / Re: Overtuning frigates
« on: August 27, 2013, 01:51:20 PM »
What if you could overclock your ship, but doing so had serious disadvantages?

For example, I overclock my Tempest. It moves faster and deals more damage, but bits of it overheat. I go for a long burn; I flame out.
I shoot my weapons too much, I have an ammunition explosion. Because I'm eking so much power from the ship's reactor the CR drops faster, but all the while I'm moving faster, hitting harder, but when I turn too sharply the g force ruptures a coolant tank and everyone on the lower decks of my ship freezes to death.

I think what is needed, is to find a way of weakening frigates when against a superior force, without it seeming arbitrary or unfair. A higher risk higher reward type system.

45
Suggestions / Re: Weekly dev updates.
« on: August 13, 2013, 06:25:17 PM »
Thanks for the replies guys!

Alex, that kind of thing is perfect, thank you for showing me. I understand that it would probably be a bit painful to have to come up with stuff you had done every week to appease the masses. Especially because I'm sure you have a lot of real life stuff to do as well.

To Xenoargh, I agree with you that it is possible to figure out all the things the dev team has been doing by reading the messages in the forum, I was hoping for a way to get that same information without having to trawl through the other topics in the forum.

Pages: 1 2 [3] 4 5