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Messages - c plus one

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106
Suggestions / Re: Don't spread missing crew
« on: March 15, 2015, 02:55:53 AM »
So, I suggest that when we have missing crew, the crew fills in from top to bottom in the screen, so if you are missing just a few crew, only 1 ship is out of commission.

I also support this change.

107
Lore, Fan Media & Fiction / Re: The Marenos Crisis (ch.8 2014-11-02)
« on: November 09, 2014, 05:02:35 PM »
I just realized my current plan has too many different scenes stuffed into the last leg of the story, so I went back and added a new scene to Chapter 7 (it's just before the one in the bar).

The additional scene was enjoyable & interesting despite being quite sinister. Bad Stuff™ is coming, and there's gonna be a heavy price to be paid. I look forward to seeing how this transpires.

108
General Discussion / Re: Best place to buy ships?
« on: November 02, 2014, 06:26:05 PM »
Speaking strictly about the state of the game as it is right now, I'd have to say that the best place to buy ships larger than frigates is in the immediately-previous version of the game. ::)

But seriously, I wish I could help you. If I knew how to reliably (and constantly) detour around the excessive scarcity of hulls that currently plagues the game, I'd be doing it - I really miss my large and varied fleets. :'( I'm looking forward to the next release of the game to (hopefully) relax the worst of these restrictions. Right now, far too much depends on your faction relationships; you need to be in their good graces before you can buy the really great hulls, let alone in any quantity.

109
Suggestions / Re: Relationship Rot
« on: November 02, 2014, 06:04:53 PM »
DeMatt, I think that your suggestion describes a colorful new addition to the game. The rot sounds useful for preventing complacency in high-relationship-value players, as well as despair in low-relationship-value players. As long as the player's relationship with any given faction won't decay too swiftly, and relationship values will have a resting point specific to each faction, I would enjoy this. But aside from those small concerns of mine, I think this suggested gameplay dynamic is a good interpretation of the ages-old question, "What have you done for me lately?"

I agree with nomadic_leader's idea (and a really cool one, too) of having a definite maximum, minimum and "equilibrium" state for each faction's decay values; states which are separate from the full extent of high/low values that player actions can raise/reduce relationship values to.


Concerning the thread's subject line -

You'd get better/more replies if your thread title made sense. "Relationship rot" is rather gnomic and nobody can understand what it's about until you click and read the post.

"Nobody"? I'm willing to admit that I'm definitely no exemplar of Delphic perception; more a Gravedigger than a Hamlet, I fear. However, when reading this thread's subject line I had no difficulty in prognosticating the essential nature of what the first post's content was most likely going to touch upon. Rather than being obscure, I found it adequately sensible as well as concise, and in no way slow to grasp.

110
General Discussion / Re: Speaking of carriers
« on: November 02, 2014, 03:14:07 PM »
14 Fighters + 2 Atrals seems very under-fightered to me, unless they are all bombers. I generally go 3:1 fighters to carriers without a problem.

I was wondering about miljan's force mix, also. To me, his pair of Astrals sound significantly underused. Otherwise, operating one bomber wing per flight deck is a prudent, conservative strategy.

111
General Discussion / Re: My current problem...
« on: November 02, 2014, 03:05:21 PM »
Here's my Falcon. It basically just tanks, runs up enemy flux, and throws a couple of Reapers on occasion.

Nice loadout. The 10% extra hitpoints and armor certainly helps, too.

112
General Discussion / Re: arsenal onslaught snuck in...
« on: November 02, 2014, 12:26:27 PM »
That's a fun simulator opponent! After the all-missile Onslaught variant is officially removed from the game's next version, there's absolutely no reason why interested players can't simply add their own copy of that variant back into their copy of Starsector. Just sayin'. ;)

113
General Discussion / Re: My current problem...
« on: November 02, 2014, 11:38:35 AM »
Speed. Falcon makes a good bully ship to support a frigate/destroyer mix.

...Which kind of leads me to thinking that Falcon<->Eagle is simply not where it should be compared. Instead, it is mostly superior alternative to Hammerhead...

HartLord and TaLaR, those are perceptive comments.

Falcon can best be thought of as the functional equivalent of a destroyer in cruiser's clothing. ;D Against other vanilla cruisers, it is dangerously light-weight and under-featured.

But when compared to vanilla destroyers it is very complementary: the firepower of a destroyer, but with a cruiser's (admittedly a weak cruiser's) hitpoints and armor it generally outclasses all destroyers except possibly for Sunder (that large energy hardpoint) and Enforcer (same armor as Falcon, and 3 more medium guns) in certain situations. It also has considerably greater flux reserves than vanilla destroyers, giving it additional value in combat.

Of course Falcon is still a speed king of cruisers, giving it some ability to keep up with friendly destroyers and (refitted with hullmods) occasionally some frigates from time to time - or at least valiantly avoiding falling hopelessly behind, if not actually "keeping up with". :P And compared to small ships, it can even be set up as a decent-enough tank for absorbing enemy fire while your smaller but more numerous partners gang-tackle the enemy in a massed rush.

Falcon can be a surprisingly good hull when primarily used with smaller, rather than larger, ships. This is almost the only way in which I deploy it. Yeah, it's no contest when comparing Falcon's stats against an Eagle (let alone a Dominator or an Aurora), but as you dudes observed that's not really where we should be looking.

114
Suggestions / Re: Add more energy weapons to open market.
« on: October 30, 2014, 01:26:45 PM »
I definitely think the markets need to have a larger stock, and cycle more frequently.

Ditto to both. The present scarcity is in no way "fun" to me - doubly so concerning the lack of energy weapons (even the less-useful ones are hella hard to get).

115
General Discussion / Re: RAGE AGAINST THE PATROL!!!
« on: October 30, 2014, 01:19:55 PM »
Do bounties for them and eventually you will get out of the hostile relationship.

And if the bounty fleets in question are larger ones that also include enemy cruisers, that should help. More risk, more reward?

116
General Discussion / Re: My current problem...
« on: October 30, 2014, 01:15:25 PM »
but it is true large energy weapons are hard to find, i only could equip the high intensity laser or the laser pulse cannon.

If those were the only two large energy choices available to you, I would rate the Autopulse Laser as #1. The High Intensity Laser only inflicts soft flux onto its target, while the Autopulse Laser deals hard flux and will score a kill rather faster than the other weapon can.

117
I'd happily accept a version without any mods for the moment - although I'm not sure if anyone else would like that.  I'm rather used to losing my saves when updates come out, and other people may not.
In all seriousness, this could be a superb opportunity to fork the mod with minimum pain -- Uomoz has doubtless already felt the pain himself, via making the necessary 0.65a changes, so that's now a "sunk cost". Having both an all-vanilla version and a multi-mod version would be quite intriguing, offering a new range of options to the player community.

Speaking only for myself, I don't mind if updates to mods break my saves - I generally value new & innovative feature-sets more than that.


118
Suggestions / Re: Sinking ships
« on: October 28, 2014, 04:09:56 PM »
agreed, would also be nice if escape pods starts ejecting out of the hulk in the mean time

or if ships limp off the field while "sinking" are automatically repaired (to a certain extent) instead of being destroyed

These repaired ships could then turn into the degraded variants we already see ingame! That would be fitting no?


Outstanding suggestion. ;D

119
Suggestions / Re: Display money bar always
« on: October 28, 2014, 10:25:07 AM »
could you please make the money (credits) indicator always visible in campaign?

/signed

120
General Discussion / Re: My current problem...
« on: October 28, 2014, 09:22:52 AM »
The lack of diversity on market offerings is a serious problem.  In 40 levels, I've yet to see an Apogee, Aurora, Tempest, Hyperion, Conquest, Doom, or Paragon, and I basically live in Tri-Tach space.
I agree that it's a serious problem.
This chronic lack of diversity is all the worse because at present there's so little that a player can do about it in-game. I'm sorely tempted to make an effort to mod my way out of this.

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