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News: In-dev patch notes for Starsector 0.9a (10/20/18); New blog post: Portrait Hegemonization (10/16/18);  Starsector 0.8.1a is out!
 
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1  Starsector / Suggestions / Missions And Bounties In Market Screen on: October 21, 2018, 06:24:24 PM
I found it annoying having to switch between the market and intel screens checking how much of a commodity I needed for a contract or how much fuel I'dd need for a bounty on the edge of the sector. I mocked up a UI addition to make the information more readily available.

The days listed are days until contract of bounty expiration, but days to reach at max burn+sustained burn should also be shown (I forgot to add them).
2  Starsector / Blog Posts / Re: Portrait Hegemonization on: October 16, 2018, 03:23:22 PM
Will there be specific portrait variants for different ranks within a faction? For example, the admiral of a huge fleet probably has a ton of medals and a fancier uniform compared to a patrol commander.
3  Starsector / Suggestions / Sort Planet List By Resource And Stability on: October 10, 2018, 09:38:58 PM
Title says it all, the ability to sort planets by what resources they have and and their base stability would be useful.
4  Starsector / Suggestions / Re: 100% Recoverable Weapons / Salvaged ships maintaining their settings on: October 10, 2018, 03:55:37 PM
Armored weapon mounts could make weapons always recoverable, just like how reinforced bulkheads works.
5  Starsector / Suggestions / Re: Frigates on: October 10, 2018, 12:28:10 PM
Well yeah, with player piloting most SO frigates can kill the venture. In AI vs. AI the mining pods seem to break frigate AI and make them stay out of their weapon range but within yours.
6  Starsector / Suggestions / Re: Frigates on: October 09, 2018, 11:58:02 PM
Player colonies will probably resolve the supply issues, but overall I agree with these suggestions. I seems the general consensus is that frigates are not in a good place for one reason or another.



Regarding the quad frigate vs. cruiser discussion, any cruiser with converted hangers can easily kill a frigate goon squad unless it is made of tempests or phase frigates. Even the venture with mining drones can win relatively cleanly.
7  Starsector / Suggestions / Re: MORA - Or Damper Field as a whole. on: October 03, 2018, 10:06:20 AM
Interesting idea, this could be really cool if balanced properly.
8  Starsector / Suggestions / Re: Seeing Through Jump Points on: August 29, 2018, 04:46:22 PM
Thank you for the suggestion! It's come up a couple of times before, but this time I finally got around to doing it Smiley Actually viewing the other side is out of the question for various technical reasons, but, we've now got this:

https://pbs.twimg.com/media/DlaxKtqW0AEzlBu.jpg:large

Lovely! Will it also warn the player of pulsar jets and coronas?
9  Starsector / Suggestions / Seeing Through Jump Points on: August 18, 2018, 09:03:11 PM
It would be nice to be able to see what is on the other side of a jump point. While exploring, you can end up jumping into a corona or a pulsar beam and end up being punished for nothing. It is also possible to jump into the arms of a massive fleet you cannot escape from. Both of these scenarios are undesirable for gameplay and could be resolved.

The simplest would be a simple indicator in the "you approach a jump point" menu alerting you of a hazard on the other side of the point. Alternately, the jump point could visually expand when you approach it, showing what is on the other side.
10  Starsector / Mods / Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15 on: August 10, 2018, 02:48:04 AM
The terminator drones have crew, despite being drones.
11  Starsector / Mods / Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15 on: August 07, 2018, 10:52:37 PM
The XIV wolf might need some addressing. It's shield has a Flux/Damage ratio of 1.83.
12  Starsector / Mods / Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15 on: August 01, 2018, 05:52:19 PM
The Template A class appears to have the Phase field hullmod, but uses shields instead.
The Eagle A also has the hullmod and is clearly not a phase ship. The hullmod only states the ship is capable of running a low grade phase field not fully phase cloaking.
13  Starsector / Suggestions / Re: Rename Transponder Ability on: June 25, 2018, 02:27:23 PM
It's basically your licence plates.
It's more like if your licence plates had attached spotlights
14  Starsector / Suggestions / Re: Phase Ship Time Boost on: April 23, 2018, 03:31:08 AM
Maybe just have manual speed-up button? Phase ships aren't the worst case in 'taking ton of time to get to enemies' anyway - that's Paragon.
I second this. A few speed controls would be lovely, something like .5, 1, 2, 3.
15  Starsector / Modding / Re: [0.8.1a] The Mayorate 0.10.2 on: April 20, 2018, 12:16:41 AM
Are you the same Blothorn that made missile Lua scripts in From the depths?
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