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Messages - c plus one

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16
Suggestions / Re: Split Escort order into "Assist" and "Protect"
« on: April 12, 2018, 07:27:47 PM »
Techhead, I'd truly enjoy having something like this in the game. I'm especially fond of your vision of the Assist order.  :)

My humble $0.02:
The current implementation of the Escort order is, to put it kindly, sub-optimal. All too often, chaotic skirmishers can't get as much done without excessive collateral damage or fumbled opportunities than a better-disciplined group of allies can get done. I welcome such a proposal for more granularity when it comes to telling our companion ships how to effectively protect one another. I dislike seeing ships dying of AI-self-inflicted maneuver & targeting-priority fail that often still doesn't get the desired "bodyguard/focus-fire" job done.

17
Suggestions / Re: Seasonal Ladders
« on: April 12, 2018, 05:14:43 AM »
This really doesn't fit with SS and I'd rather Alex not waste time on this instead of making the game.

+2.

18
General Discussion / Re: UI too small
« on: April 11, 2018, 06:58:11 PM »
Game looks alright at 3440x1440 to me (sure fonts are small, but it's not like I really need to read them - most of the time I already know what's written there).
Being able to zoom out really far is nice and outweighs drawbacks of small fonts to me.

I agree that a vastly greater extent of zoom is very nice, but what about everyone who doesn't have all of the in-game text memorized?  ???  
I certainly haven't.

For my part, I happen to find the poor resolution of the game's UI to be a constant irritant on either of my dual 2560x1440 monitors, and I loathe running any program (game or otherwise) in fullscreen mode.

1440p monitors have been available since at least 2009 (nine years ago!), and at this late date they're now mainstream. Probably not dominant, but clearly mainstream (especially outside of niche gaming interests). What about all of the new players whom all of us here earnestly hope will be purchasing Starsector after it attains the golden version of 1.0? They're definitely not going to have all of the in-game text content memorized. No one can reasonably expect the majority of them to "enjoy" being de facto forced to run fullscreen on current displays and then down-rezzed in order to keep Starsector's small font sizes even partially convenient.

19
General Discussion / Re: Oh thee pirate smuggler!
« on: April 11, 2018, 12:05:03 PM »
The player should be given the ability to serve up to the NPCs a big taste of their own medicine.

20
General Discussion / Re: Ship Tier List
« on: April 11, 2018, 12:02:41 PM »
The easiest way for a bigger ship to win against a single smaller ship is waiting for the smaller ship to run out of gas, especially if the bigger ship has no chance to catch up to the smaller ship.  It is boring, but effective.

I second that.
However, it is very dull indeed and in NO WAY "fun". >:(

21
Suggestions / Re: Transponder Check on System Entry/Exit
« on: April 05, 2018, 09:24:55 PM »
I'd very much like to see this user-friendly transponder check implemented.

22
Suggestions / Re: Odyssey's piloting
« on: March 27, 2018, 11:22:28 AM »
The nearly-impossible-to-use large-turret arc problem needs to be corrected with wider arcs and a mild overall arc shift that favors frontal ("bow-on") fire a bit more than is currently enjoyable to perform by the player..

Odyssey is also significantly starved of ordnance points. These need to be raised by at least 25.
Why? To cite one key example thus far:
It's unfeasible as well as ludicrous that a capital ship, even though it's a cruiser-hunting Battlecruiser and not a full Battleship, should have to routinely forego weapons in all three of its medium missile turrets empty due to the design oversights which require OPs to be poured en masse into flux improvements.

I'll yield the floor to others whom wish to criticize in detail the poor 0.9-efficiency shield's effect on the ship viability.

23
Suggestions / Re: Beam Stuff
« on: March 21, 2018, 02:38:14 PM »
I kinda wish there was a slow charging beam with a lot of firepower in the game.

IIRC, all energy weapons used to do that at player command (beams included), along a curve where extra damage output scaled up according to firing ship's hard-flux level.

That feature was - imho, unwisely - removed from the game.
I would personally enjoy having it return.

Regarding your own wish, I would like to see at least three beams that work as you described. One each in small-, medium- and large-mount sizes. Let's call the large one the "Wave Motion Gun". ;)

24
Blog Posts / Re: Orbital Fleet Behavior
« on: March 20, 2018, 03:41:56 PM »
An imminent dev blog-post! The suspense.

All fighters, report in. Red One standing by.....  :D

25
Blog Posts / Re: Zen and the Art of Battlestation Construction
« on: March 13, 2018, 02:48:35 PM »
One crazy idea, though; why not make these battles multi-stage?  Like:

Stage one:  engage defense fleet.

Stage two:  penetrate minefield under fighter attack.

Stage three:  fight station, remaining defense fleet elements, etc.

It’d give battles more drama and eat CR clock without being just endless-seeming waves.

Not crazy at all. Instead, I say "YES PLEASE".

This would add a highly-relevant flavour of spice to the tactical stew. I would welcome the necessity of fighting consecutive, classic "approach battles" on the way to getting to knife-duelling range of the battlestation itself. Fighting against fixed immobile fortifications should be significantly different from Starsector's basic ship-vs-ship combat in thought-provoking ways that go beyond our expectations.

Just one concrete example of such, among many others:
Temporary blocking terrain - in the form of a few hulks of previously-destroyed attacker ships - would be a minor navigational hazard for the player's attacking ships while also providing some short-term cover against sniper fire coming from the battlestation. I would like to have to metaphorically thread the eye of the needle on my way to a VERY carefully-executed maybe-victory.

A look towards another example:
<a new hope>
(Attacking ships involuntarily bucking, yawing & losing some speed as they close in on the battlestation)
"We're passing through their interdiction magnetic field; hold tight!"
</a new hope>
 ;)

Currently holding additional suggestions in reserve...

26
Suggestions / Re: Display missile health on the mouseover menu
« on: March 09, 2018, 02:56:40 PM »
I would like to see this become implemented. It's a solid QoL feature.

27
Fan Media & Fiction / Re: Near Citadel Arcadia
« on: March 06, 2018, 05:53:16 PM »
<gollum>
We cravess moooorre of the tasssty sstory, Prrecioouss, oh yes we doesss!
</gollum>
 ;)

28
Suggestions / Re: Mod Section Date format poll
« on: July 15, 2017, 02:12:40 AM »
I voted in the poll. ISO 8601, all the way.

If the moderators enforce its use in the Mods Forum, so much the better.
Less unintended confusion in modding threads = win.


29
Mods / Re: [0.8.1a] Buffalo MkIIs v0.0.1(WIP)
« on: June 27, 2017, 12:37:25 AM »
I heartily endorse this product and/or service. ;D

30
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 23, 2017, 04:15:59 PM »
(-image snipped-)

I adore the graceful compound curves of that hullform. The contour shading does a marvelous job of displaying the three-dimensionality of the ship. The overall effect is reminiscent of the egg-carrying mystery freighter from the "Alien" movies. I'd like to purchase a fleet of about 20 of these...do you accept cash, or credit?  ;)

Turret sprites may very well need to be customized instead of using vanilla sprites. Likewise for a touch less shadow density around the perimeter. This would add a great deal to the "realism" and believability of the ship. Such turret changes would make it mesh better with official hull sprites on account of "doing its own thing" in a way that's vanilla-inspired, without being merely vanilla-duplicated.

Ummmm...is it too soon to beg for more hulls of this same graphical standard? Streamlined styling and heavy use of the z-axis for the win! (Please?)

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