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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Cyan Leader

Pages: [1] 2 3 ... 5
1
Suggestions / [UI] Starscape shouldn't be turned on by default
« on: June 03, 2023, 06:01:21 AM »
Let's look at an example with it on and off:



The right image (off) has information about the slipstreams, shows fleets and shows the position of deep hyperspace. The image on the left is... pretty? Well, it shows the different nebula which can be useful when looking for a bounty but that's about it. Don't get me wrong, I like the way starscape looks but I think the information from the other diagram should be readily available to new players which may not try to experiment with the toggles from that screen.

2
So here's a typical example, I just fought some ships and I want to know what's the status of my fleet. The UI tells me this.



Hmm.., 48% readiness? Maybe I can fight another nearby derelict. Let's check each ship's actual status though.



Oh, that's not good at all. Due to the average that number was much higher than I expected! So, I think that if the player ship or an officer'd ship is in the yellow, there should be an indication in the campaign UI. Maybe a flashing yellow dot in the CR bar? That would make it clear and also show to new players that engaging an enemy now is a bad idea.

3
General Discussion / Expectations for 1.0
« on: May 22, 2023, 10:46:18 PM »
I've been thinking of making this thread for a while and I think it could be a good way to give Alex some feedback on what some of us expect from the future of the game, especially now after we just got a major patch. Of course in the end it's his game and I expect him the others at Fractal to do what they have been dreaming of doing, but it doesn't hurt right? Some of us must have been around for like 10 years!

Anyway, here is what I personally would expect from 1.0:

- A conclusion to the many storylines and quests that have been introduced in the last few versions, as in the main storyline involving the hypershunt, the Sindria spymaster one, the Ludd one with the shrines, consequences for taking that alpha core package, etc.
- Some sort of endgame event. Hopefully involving the Omega and all factions in some sort of crisis and hinting at/answering what caused the collapse
- Some sort of control of our faction fleets and more uses for our own colonies
- Maybe a way to end the game for good, as in winning? (and get the option to continue if so wanting, ala Civilization and Factorio)
- Codex being flushed out
- More unique threats to fight
- A Steam release

The following are what I'd love to see but I'd considering it going above of what I reasonably expect:

- An official mod distribution system, built in-game (something akin to what Factorio has)
- Expansion content after 1.0

4
As per the title, it feels like a huge time waster to go back to their stations when most of the things I'm talking to my contacts about could be done over the phone. I think the only run I maxed out a contact was one in which my homebase had one so I was constantly in touch with it. Ideally there would be no restrictions on this but if there were to be any maybe restrict the ability to contact them to being near a comms link or something? You know, those areas in which you get news about bounties and such? If so I just hope that'd work for player star systems as well.

5
General Discussion / Complete 0.96 features list? (with spoilers)
« on: May 11, 2023, 07:56:09 AM »
I want to make sure I've seen most of the content of the new patch so could you guys please tell me if I'm missing anything? Spoilers ahead.

Spoiler
- A bunch of new capital ships
- Sindrian weapons
- New sprites and art
- Balance changes / Bugfixing
- New music (exploration, Persian League)
- 2 "events", Hyperspace Topography and Colony Threat
-- Being able to offer a deal to Kenta to reduce impact of the Colony Threat event
- Luddic Church quest that ends after you do all the shrines and find that guy that went Pather to the blind church leader
- Sindrian Quest that ends after you get the capital
- Sentinel system with a Planetkiller
-- Planetkiller can be offered to factions for reputation (haven't found any other use other than this)
-- Being able to offer Planetkiller to Path to reduce impact of Colony threat event? (found this option at a Path station but all I got was rep, reloaded my save after)
-- Sentinel outpost unique dialogue/event ends after you go back the core worlds and tell the Hegemony about it?
- Pilgrim delivery job offers
- Old man with a kid and robot event (which leads to...? didn't find anything after taking him to the water planet)
- Being able to offer heavy weapons for the resistance in the same water planet (offered a few times, didn't see that lead to anything yet)
- Some adjustment to sensor ghost behaviors
[close]

I think that's about all I've encountered.

6
Suggestions / Missile Autoloader should work with more slot types
« on: May 08, 2023, 05:52:49 PM »
I wanted to install the mod in my Medusa and I couldn't because the two forwards were small universals. Maybe there are some situations which would make this kinda too strong but I think it should dynamically detect if you're using any small missiles.

7
Came across this one. Not sure if it has been reported already.

Spoiler
[close]

8
Suggestions / Small comment on the description of Ballistic Hullfinder
« on: February 12, 2023, 05:44:27 AM »
I don't have a Twitter account otherwise I'd have said it there but, should the description really include the line "unlike most other modifiers in the game"? I kinda assumed the descriptions came from manufacturers and not really from a narrator/Alex so seeing that was a bit surprising, since it can become immersion breaking. Maybe there are other hullmods/places in Starsector with this language that I don't remember but seeing that line in that tweet kinda stood out to me. I also never used BR before so I wasn't aware of it.

9
Suggestions / Display the number of missile reloads dynamically
« on: December 26, 2022, 09:46:26 PM »
This post is in regards to the new hullmod coming in the next version (https://twitter.com/amosolov/status/1607515951469330432).

Going by the example of the Eagle of that tweet, it's carrying between 1-2 small missiles so the reload capacity is 15. The Reaper reload cost is 2 so that means we get 7.5 reloads, right? Or, if we consider the 2 Reapers and put the reload cost to 4, that would mean 3.75 full reloads. These numbers should be shown in the retrofit screen somehow, dynamically changing according to your loadout. Something like the attached picture.

[attachment deleted by admin]

10
This has happened to me since colonies were added to the game, I always blamed myself but this is like the nth time this happened so I'm making this thread. On the doctrine/custom production screen when you are selecting all the ships and weapons you want, my first instinct after finishing my selection is not to click the accept button, but it's to close to screen, so I end up pressing ESC. The problem is that doing so cancels out all the changes that have been made. Sometimes I spend upwards to 10-20 minutes meticulously choosing what I want my faction to use only to end up erasing it all. It's frustrating.

My suggestion is simple, when pressing ESC after making changes, can we have a prompt to confirm that we actually want to cancel everything? A simple "Discard changes? Yes/No" would suffice. Maybe a tick box of "don't show this again" to people that don't care about this can also be added.

11
Suggestions / There should be encouters with the smaller Omegas
« on: May 03, 2022, 01:38:32 AM »
I am in the middle of a modded playthrough and one of the mods added an encounter with a damaged/weak Omega fleet, being one medium part and 2 smalls. I think they were officerless too. Even though I had no capital ships and only 3 cruisers to my fleet, I decided to engage and after a really tough battle losing some ships I came out on top. It was a really fun fight and much more focused than the actual vanilla Omega encounters since I only had to deal with a few targets. It made me realize it's kinda of a waste that this really cool enemy design is locked to battles that you absolutely need an endgame fleet to face, meaning messy battles with too many things going on at the same time.

There are tons of way to do it IMO, like bounties or making them spawn in High Alert systems.

12
I really miss the killer fleets from previous versions with 10 or more capitals. I want to make a run in which the range from the smallest fleets to the biggest fleets is larger. Is there an option(s) that I can modify that would conveniently adjust things for every faction (modded ones included)? I'm planning on doing this run with Nex too so if it's available there too please let me know. For reference I'm also increasing the limit on officers and battle size.

13
General Discussion / Always have an Afflictor in your fleet
« on: December 19, 2021, 06:16:06 AM »
Seriously.

With the addition of Phase Anchor I decided to be more lenient with the AI and let them run a burst-based build with an Afflictor. What I found was the best support ship in the game. The impact of Entropy Amplifier is huge and can be the difference between taking down a Radiant or not. Not to mention that the AI does a really good job in keeping it alive and with the correct hullmods it will stay in battle for longer than destroyers. The AI can even score kills from time to time with the alpha strike weapons. Here is the one I'm currently using and it has been invaluable, I think part of the reason is because the officer has Field Modulation and Elite Systems Expertise:



I'd like to mention that Phase Anchor is almost not needed, in 20 battles or so including many with Remnants I think it retreated only once or twice. Also, this ship could be a really good candidate for the new Neural Link that Alex mentioned in the other thread, with cooldowns resetting you could switch to the Afflictor, use Entropy Amplifier and then switch back to your killer ship of choice.

14
General Discussion / Minor points regarding UI sounds when picking skills
« on: December 15, 2021, 07:24:40 PM »
I realize the point I'm about to make is really minor but as someone who appreciates the game's well designed UI and sounds, this stuck out to me a bit. Both the Leadership and Combat trees have large aggregated skills of similar tiers when compared to the other trees, but we all know that in the previous patch each tree had 5 tiers, so 5 picking sounds were created for each. It still works fine now for Industry and Technology, but Alex decided to mix in the sounds for the new tree for Combat and Leadership in this fashion:



It stuck out to me because I believe when the sounds were created they were made in a way that the latter ones had a bigger impact than the previous ones (this is really noticeable in Leadership), but now that the aggregated skills are considered the same it feels off. If the first skill you choose in a new playthrough is Ballistic Mastery then you are played a "Tier 4 sound" right out of the bat. Doesn't that seem odd? I feel like a better way to have re-utilize the sounds was to make them go through the tiers the more skills you choose. So in Combat, the first 2 skills you choose would play S1, the next two would be S2 and so on. Of course, picking either Systems Expertise or Missile Specialization should always play S5.

15
Bug Reports & Support / [0.95.1a-RC5] Stuck in the UI - lost control
« on: December 13, 2021, 08:45:50 PM »
I was playing the new patch after asking my ship to go to a certain destination I kinda stumbled and pressed/clicked a few things, when I did it an UI element got stuck and I lost control of a bunch of things. Worse of all, I couldn't save and reload to get out, which made this pretty much on the level of a crash to me. I don't know exactly what I did but luckily I had Shadowplay on. You can see the footage of the event here:

https://files.catbox.moe/7d1n5u.webm

To reiterate I couldn't:

- Open the ESC menu (and save)
- Move
- Unpause

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