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 - Midnight Kitsune

Pages: 1 ... 171 172 [173] 174 175 ... 190
2581
General Discussion / Re: Combat Readiness : how is the bonus applied?
« on: September 17, 2014, 08:47:20 AM »
Interesting... and yeah, I can see something like the Hyperion getting a "Hangar Queen" built-in hull mod that just makes it cost some supplies even at idle...
Let's NOT give him any more ideas on how to nerf that poor thing

2582
General Discussion / Re: Combat Readiness : how is the bonus applied?
« on: September 16, 2014, 09:51:17 PM »
To me, these changes don't make sense. One change buffs multiple ships in a fleet (The independent repair) while another nerfs them and cap ships are REALLY getting hurt by this change when they were already hurting as it was!  Also Alex, you are forgetting two things about caps: They are "scary" (makes AI fleets run away) and they are slow both on and off the battlefield. The frigate's speed allows it to "feed" itself a lot better than the cap ship.
Also you never addressed my fifth question Alex

2583
General Discussion / Re: Combat Readiness : how is the bonus applied?
« on: September 16, 2014, 08:50:08 PM »
A few more questions for you: One: Do high, mid and low tech ships all repair at the same rate or is it different?
Two: Are those values changeable?
Three: If I am reading this right, 150% LR is needed for the maximum repair speed boost. If this is true then what about the extra percentage beyond that? Is it wasted?
Four: How fast is the "new" repair speed versus the old one at 150% LR?
Five: You know that the increase in crew supply useage will also use more LR then what it is now, right? With these changes, Leadership WILL be required to be able to use ANY combat cap ship
Examples: Conquest and Odyssey were 19 logistic point ships. Now they are 23
Onslaught: Up to 25, from 20
Paragon: Up to 29!, from 24.5

2584
General Discussion / Re: Combat Readiness : how is the bonus applied?
« on: September 16, 2014, 07:26:09 PM »
To me, I can't see a difference between this and "emergency repairs" except that ships repair independently of each other and there is another penalty for going below 100 percent LR.
Speaking of penalty, how big is the penalty to repair speed? is it going to be based off of the percentage?  Are players no longer be able to repair at 0 LR? Will that apply to CR regen as well?

2585
General Discussion / Re: Combat Readiness : how is the bonus applied?
« on: September 16, 2014, 07:00:53 PM »
1) Removed "emergency repairs" and LR providing a supply repair bonus. Ships have a base (hull size based) repair rate instead. This rate is hidden; the UI shows how many days are left instead of what % is being gained per day.
...
Logistics rating now provides a bonus/penalty to the repair rate, in addition to the standard max CR penalty. Also provides a slight bonus to max CR. "Fleet Repairs" now increase the repair rate. "Automated Repair Unit" also increase the repair rate.
What is the difference between these two? Does CR now regen faster?

2586
General Discussion / Re: Installing again...?
« on: September 14, 2014, 01:15:35 PM »
Here are the exact details from my email:
From BMT Micro Orders ([email protected])
Subject: Starsector (formerly "Starfarer") Preorder Product Information?
Hope this helps!

2587
Without using something like netbeans or something like it, is it possible to "rip out" certain ships of your mods? I like the firepower that this ship brings to the low tech AI fleets and would like to keep it in a personal mod

Just copy the entry from ship-hulls csv and the hull file, sprite, and variants.
What about the system?

2588
Without using something like netbeans or something like it, is it possible to "rip out" certain ships of your mods? I like the firepower that this ship brings to the low tech AI fleets and would like to keep it in a personal mod

2589
Suggestions / Re: Additional uses for "unused logistical capability"
« on: September 08, 2014, 06:10:04 PM »
- The extra supplies can not only be spent on emergency repairs, but also on CR regeneration. Would make a per-ship "suspend CR regeneration" option even more necessary than it already is, though.

I would assume this one. If you're character's logistical capability is his/her ability to coordinate his/her fleet, then getting their ships back up to fighting shape would be top priority.

EDIT: Actually, I take that back. It would be really cool to have an in-game selection on how extra logicistical capacity would benefit you. Maybe a choice between extra burn rating, repair speed, or CR regen.
Yeah, giving the player a choice in these situation is usually the best choice

2590
Suggestions / Re: Dreadnoughts/Super-carriers
« on: September 08, 2014, 01:18:21 AM »
You can't comment on those space station sprites you made, and we've all seen?   ;D

Pretty sure those are, uh, weather balloons? Yeah.
And swamp gas! Don't forget the swamp gas!

2591
General Discussion / Re: What's YOUR flagship? Modded or Vanilla
« on: September 05, 2014, 11:15:01 AM »
With the current state of Starsector Plus, I'm quite fond of my Summit-class.

I have a Templar Longinus Lance in it's Medium Slot! Everything else is just PD. :D
Good gravy, you've already salvaged a Tempy weapon? Good job! :D
Salvaged enough rolands to outfit my Sajuuk-Khar and I will say that this thing is about thrice as dangerous now!

2592
...also saw some vanilla ships mounting Templar weapons.
Yeah same here. Scared the CRAP out of me when I went up against  lasher with TWO of those missile racks...

2593
General Discussion / Re: the measure of a Han Solo ship
« on: September 03, 2014, 10:07:11 AM »
The only obvious armament on Slave I was a pair of twin blasters which appear to have had a rather limited arc, being more or less fixed in any direction aside from the vertical; the original trilogy does not provide any evidence for a greater armament. Attack of the Clones additionally shows a pair of concealed forward-firing missile launchers midway down the pylon holding the blasters, a mine chute between thruster vents, and a couple of concealed forward-firing lasers just below and to either side of the cockpit, roughly where the pylon joins the main body of the ship. The expanded universe modifies the concealed armament of Slave I as used by Boba Fett, replacing the missile launchers and lasers with an ion cannon and a missile launcher in place of the lasers, a tractor beam and a pair of proton torpedo launchers at the end of the pylon, and apparently nothing in the location where the concealed missiles from Attack of the Clones had been.

It's also a little difficult to compare the power of the weapons of Slave I relative to those of the Millenium Falcon. The concealed lasers on Slave I were shown to be inadequate to seriously damage Kenobi's Delta-7 with the hits it scored, whereas the Millenium Falcon's quad lasers regularly destroyed TIE Fighters with a hit or two, and the blasters at the end of Slave I's pylon were not shown used in an anti-fighter capacity and did no apparent damage to a landing pad when a different part of the same structure could be penetrated by what appeared to have been essentially a steel knife blade driven by Jango Fett's arm. Additionally, the blast resulting from the blaster fire impacting on the landing platform appeared roughly the same size as the blast which was produced by the jetpack-mounted rocket. On the other hand, the Delta-7 is a shielded fighter, unlike the TIE, and there's also a claim floating around that the TIE series made use of a highly unstable fuel as an explanation for the tendency of TIEs in the original trilogy to blow up when hit (though as far as I know this claim was never a canonical explanation).
One thing about the fact that the landing pad wasn't damaged was that it could have been set up to absorb large amounts of thermal energy without any problems. After all, without that set up you would have to worry about the landings and take offs from all of the excessive heat

2594
Agreed although I would say something like "First Officer" or "Second in Command" instead of XO as I would think not too many people outside of military families would know what that means

2595
General Discussion / Re: New campaign, same character
« on: September 01, 2014, 07:50:40 AM »
Oh really? Well then, once I get lots of ships, I'll be sure to give it a try! Thank you for the hint!
And if you keep the console enabled, you can turn dev mode on and off in game

Pages: 1 ... 171 172 [173] 174 175 ... 190