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Messages - Euqocelbbog

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16
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 20, 2015, 02:29:04 PM »
Yeah, the new sensor system is so good that I really want to see it more expanded. How about some ships that are focused on making your fleet more stealthy or having a huge coverage area? I don't know what drawbacks they should have though, but the possibilities are there.

It wouldn't be without precedent, as the Apogee has a "high resolution sensors" hullmod built in, though I'm not certain what its exact effects are since I haven't gotten my hands on one yet.

17
General Discussion / Re: Raising faction rep
« on: November 20, 2015, 01:13:05 PM »
Doing plenty of bounties and occasionally participating in battles has allowed me to get to friendly with the hegemony in a decent amount of time (and also hostile with the Church, Diktat, and Tri-Tachyon).

18
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 01:06:24 PM »
Did I ask for help or comment? No, I did not. I played this game for hundreds of hours, probably much longer than either of you. I know what I'm doing and I know what I'm seeing the AI do. I'm not asking for help from you, I'm offering help to the developer. If you want to respond in some way, "thank you for helping make the game better" would be appropriate.

I also forgot to mention the ship movement, both on the map and in battle. It needs to be way, way more responsive. The inertia is tuned way too high. Not only does this make the game frustrating for the player, even the AI can't handle it. I happened upon a battle I wanted to join, so I clicked it. Instead of, y'know, going to it, my fleet (well, my ship) went past it, in a complete circle around it, and only then came into contact with it.

Lmao he mad

19
General Discussion / Re: Another new ship?
« on: November 17, 2015, 04:00:41 PM »
It looks like an ugly, misshapen cross between Buffalo-2 and Aurora.

In other words, really cool.

20
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: November 04, 2015, 07:40:53 PM »
I expect factions to dog-pile an upstart.  If the player can survive the dog-piling, he should be able to crush what is left.  Basically, bruised-yet-still-standing survivor says "Is that your best? My turn now!" <Cue slasher smile.>

This is actually pretty similar to how Mount&Blade operates if the player tries to establish an independent kingdom. Because an upstart kingdom threatens the status quo and should be easy pickings, you'll rapidly face declarations of war from multiple other kingdoms and they'll bring enormous armies to try to crush you. Going rogue ends up being a difficult process that requires a great deal of preparation and isn't a very realistic proposition unless the player really knows how to play the system.

That's kind of how I'd imagine going rogue in SS would be like.

21
Fail my degree most likely.

Same, if this update comes out in the next couple of weeks I'm boned.

22
I think part of the problem is that at the moment there are no means to seize a ship and/or its cargo without killing every single occupant of the ship. Chasing down and destroying civilian ships with hundreds of crew and passengers is clearly warcrime level *** while at the same time letting trade fleets and support ships go unmolested is unrealistic.

Clearly there should be some means of taking ships without massacring the entire crew. Perhaps forcing fleeing ships to surrender by, say getting close to them and doing a chunk of damage or disabling engines would be an option. An overhaul of boarding could be yet another. One idea I have in mind is to have a distinction between military and civilian crew, which could influence the AI of the respective ships. A freighter with a predominantly civilian crew, for example, would be more inclined to surrender to pursuing ships and may not fight against a boarding force without accompanying marines. On the other hand, an Enforcer with a military crew might surrender to pursuers only in the most dire circumstances (i.e. it's surrounded, overloaded, undercrewed, and it's armor is blasted away) and may fight to the last against a boarding party and would be more likely to detonate its own ship to kill boarders.

23
General Discussion / Re: Recommend similar games?
« on: October 01, 2015, 02:37:58 PM »
Doesn't have anything to do with space, but Mount&Blade has a campaign that is very similar to what Starsector is trying to achieve. In addition, the old Mechwarrior series has a lot of the equipment customization that you find in Starsector.

24
Mods / Re: [0.65.2a] The Knights Templar v0.9.4g
« on: September 20, 2015, 01:48:34 PM »
Am I the only one who finds this mod a little strange.
Templars in space on a divine mission? lol
Doesn't space mean there is no heaven.

Good job nontheless but this mod is just pure fantasy rather than scifi which kills the immersion.
For me at least.

An impressively bad post. :o

25
Mods / Re: [0.65.2a] The Knights Templar v0.9.4f
« on: May 29, 2015, 12:10:03 PM »
Why did you have to make them so religious themed? I mean, with such high-tech ships, I think they would pretty much be all atheists... anyway, I am going to kill them all for their moronic beliefs >:D     

I also have a tendency of importing massive amounts of illegal goods to luddic church just to *** with them lol

anyway, would be cool if you could make a less religious version since to me, its kind-of nonsensical since normaly, only rational and logical driven beings could be so advanced technologicaly since they would try to understand the science behind the weapons and not just paint ships with glowing religious logos if you know what I mean... Other than that, I really like the challenge these ships give except the stupid dash attack which would litteraly turn its crew into jelly... unless they are kerbals, that might actualy explain that part :P

I can smell the neckbeard through my monitor.

26
General Discussion / Re: Heavy Missile Mount
« on: May 12, 2015, 10:41:59 PM »
Soon to be no FMR, but still very effective.
Might I ask what ability it will be replaced with? I also really like the Archer but it definitely gets pretty crazy with 3 medium missiles and FMR.

27
Mods / Re: [0.65.2a] The Knights Templar v0.9.4d
« on: May 10, 2015, 01:13:49 PM »
Your Templars are wrecking the face of everyone in SS+, pretty much doubling or more their weight in enemy casualties :D
Yes, they are too much overpowered for my taste. I can't do much against them, so I'm removing this mod and starting a new game.
Considering that they're meant to basically be an endgame challenge after you've become tired of kicking in the faces of everyone else, the Templar aren't really overpowered for their role.

28
Cool *** thread OP, keep up the good work.

29
General Discussion / Re: The Hammerhead and other "meh" ships
« on: April 07, 2015, 11:38:11 AM »
Honestly, I'm fine with some ships being "meh." Not every ship can or should be awesome or even particularly good.

30
General Discussion / Re: Sabot SRMs
« on: April 05, 2015, 10:02:40 PM »
No. Just flat out no. If you were to do this, you would create a "damned if you do, (Do drop shields? Half of your weapons and or engines die) damned if you don't" (Don't drop shields? Massive hard flux damage that very well could result in an overload) situation.

I don't see the problem.

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