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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Serenitis

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Fan Media & Fiction / Re: Eventide
« on: November 29, 2015, 02:59:23 AM »
Best gif.

The market condition description is incorrect, then.  It should be more like "one days is one cycle of the seasons" or something.
If a planet is tidally locked, it doesn't have days at all.
The planet rotates so that one side faces the star. The opposite side faces empty space. And there's a band of twilight in between.

Same thing with the Moon, which is tidally locked to Earth.
The Moon always looks the same because it rotates once for every orbit it makes so the exact same spot stays facing the Earth.
This is the confusing thing. It doesn't look like its rotating, but it is. And it's why I really liked that Eventide appears not to rotate in the "large" display because it differentiates it in a manner from which it is easy to infer its circumstance.

Description should be something like....
Eventide is a tidally-locked world that was found to otherwise be an ideal candidate for terraforming. Eventide does not possess an appreciable day/night cycle, leading to one hemisphere baking under a permanent mid-day sun while the other freezes in darkness. Between them is a narrow band of twilight constantly battered by energetic winds fuelled by the constant barrage of solar heat. Judicious employment of stellar mirrors and shades allows ideal conditions to prevail in large pockets of carefully maintained territory where the majority of the population is settled in leased urban cantons surrounded by vast aristocratic estate-plantations.

General Discussion / Re: A day in the life of anyone in starsector
« on: November 29, 2015, 02:12:31 AM »
I just want to know how much flak the guy who made the decision to declare you a traitor who needs to be killed on sight for no reason whatsoever is getting once you start tearing their fleets up.

"Hey Bob, you know Linnis?"
"Yeah. I had them declared a traitor and put out a death warrant for them. Dangerous."
"Linnis? Person who's been hunting down pirates nonstop in our systems? Who single handedly reduced our trade convoys's ambush rate by 25%? Who solved four famines affecting our core worlds within the last two cycles, saving millions of lives?"
"Yeah. Caught them talking to a Luddic. Scary business"
"Damn, Roger, did you see the news? Fleets have been getting decimated around the sector. Have you heard anything about that?"
".. You know what Bob? You're in charge of stopping whoever is doing that. Godspeed."

Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 29, 2015, 02:04:22 AM »
Speaking of forgetting things....
I seem to be making a habit of doing a ton of stuff in hyperspace forgetting my transponder is off and then getting shouted at by patrols when I enter a system.
Some kind of obvious feedback for this would be nice.

Suggestions / Re: Hull mod suggestion for Hardened Shields and Blast Doors
« on: November 28, 2015, 02:32:06 AM »
It would be nice if Insulated Engines gave you a passive reduction to your sensor signature which just happened to be enough to mitigate the penalty of Augmented Engines.
Or at least a decent portion of it.

On the topic of unused mods: Omni Shield Conversion
I don't think I have ever used this mod.
Way too expensive considering it cuts the shield arc in half, and the only ships that could really benefit from it can't afford the OP to fit it.
Cutting the shield arc is not a problem, but the more than prohibitive cost is.

Suggestions / Re: Venting with safety overrides lowers shields
« on: November 28, 2015, 02:16:45 AM »
Tbh, I don't think having the burn drive be "all or nothing" would be that bad.
9 times out of 10 you're going to want the full duration anyway.

So long as passive dissipation still happens during a burn, taking that away would be pretty horrible. :P

General Discussion / Re: Your favorite faction
« on: November 28, 2015, 01:55:47 AM »
Flying clunky metal boxes covered in guns really agrees with me.

Id love to get the diktator feeling in there some more, fly there versions Swastika and SS logo a little more on their ships. Along with fashionable and little skull wearing officers!
Hege ships have a slate grey body with an orange/white chevron.

Diktat line ships could be silvery grey with a diagonal purple stripe.
And Lion's Guard ships could be purple with a pair of silver diagonals.

TT ships could be sky blue with a set of silver/white racing stripes running front to back.

And Luddic ships could be dull olive green with a red on white roundel somewhere prominent.

Also for the future:
Persean ships could be black marked with yellow 8-point stars on a dark blue roundel.

Ko Combine ships could be a dull red with white diamonds and/or left to right stripes.

Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 27, 2015, 02:32:05 PM »
Sabot pods do seem quite uncommon, along with railguns. Only seen one of those so far.
Squalls and Locusts only seem to appear in black markets for me (probably my Jonah level luck in play).

As for a harpoony Dominator, i agree that it should be quite good.
Btw. I'm having more fun with a Dominator harpoon boat: insane armor-check;tons,o,missiles-check; long range pew-check; imune to missiles/fighterswarms-check. Cheap ass ship-CHECK.

This is my default Dominator setup.
Harpoons are amazing things because they kill anything, even if some things are better than them with certain targets. Which is really great for a ship which can't twist about all over the place.

H. Pods for missiles. Heavy autocannons on the wings, flaks in the mediums, and PD all over the tail. Anything else in whatever is left.
It can take on literally anything that isn't a massive murderball as a flagship, and makes for a pretty decent AI buddy.

General Discussion / Re: 0.7 feedback
« on: November 27, 2015, 11:40:07 AM »
So the gist of this thread seems to be that players just want an arcade game where the only thing they have to worry about is how big their guns are and what ships they choose to play with; anything that involves strategic planning and thought (CR, sensors, making due without the exact ships/weapons you want) is too much to handle. Gotcha.

Poor Alex, I suppose this is side effect of having the game stay a particular way for a solid year - players get too used to how the game was and fail to realize that the game still has some large changes ahead.

To be fair, as technically amazing as 0.7 is, 0.65.2 was a fair bit more fun to play.
Less complexity, no hassle regarding finding or avoiding things, factions didn't automatically hate you for carrying boxes with a different colour than thiers, and the whole thing was just far more accessible.
In my (incredibly biased) opinion 0.7 would have been incredible if it were 0.65.2 with battle joining, officers, and cargo missions added to it. But again, opinions and preferences etc.

Maybe things will change? Maybe we'll get used to 0.7 and wonder what we were ever talking about? Who knows....

General Discussion / Re: Safety Overrides Builds
« on: November 27, 2015, 02:22:23 AM »

It would probably be better with HMGs instead of autocannons, but I don't have any of those.
Effective as it is I think I still prefer the "standard" build more, I'm not really a huge fan of hurryhurryhurry.

General Discussion / Re: Going dark no confirmation?
« on: November 27, 2015, 01:58:26 AM »
I will admit to being a derp and double pressing "go dark" for ages before realising that was doing essentially nothing.

Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 10:37:14 PM »
The 5% boarding thing probably wouldn't feel like such a gyp if there could be more than one boarding action per battle.

Suggestions / Re: Bunch of suggestions
« on: November 26, 2015, 12:10:47 PM »
If we're doing random suggestions not really worth thier own thread, I'd like to throw in:

Longer ship names.
I always seem to end up wanting to give my larger ships Culture names, but most of them don't fit in the 20 char. box. Congential Optimist is the longest one I tried that fits.
(I haven't tried them all )
Also I wanted to call my SO Enforcer the Screaming Sword of Allah, but....  :(

Fetch Quests.
Someone mentioned before about having something on the HUD about active missions and thier time remaining.
This is a good idea.
Also would be nice if your mission contacts (the people you talk to in order to complete the missions) are highlighted in the comms panel so it's easy to see there's someone you need to talk to here.

Transponder Status.
There really does need to be some form of very obvious positive feedback telling you when you have your transponder off in a place you're expected to have it on.
It is so very easy to turn it off and forget about it then get dinged by patrols and have a chunk of your rep vanish.
Have the transponder button on the bar pulse red?
Have the player fleet circle/boundary thing turn red?
That sort of thing.

Suggestions / Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« on: November 26, 2015, 11:48:06 AM »
Mine definitely does not! What personality are you running with it?
I have two Wolves, one with a "cautious" captian and one with no captain. Both of them are always save thier missiles for shieldless targets, which is the exact same behaviour they had in the previous release.
I have never seen an AI ship fire harpoons at a live shield. They always wait for the shield to drop before dumping 4 or 5 missiles on your face.

For all it's quirks and failings, the AI is very smart about when to use missiles. (Except annihilators, which it does spray everywhere like a kid with a squirt gun.)

I always set my missile groups to non-autofire though even for AIs. I wonder if I changed them it would replicate this trigger happy behaviour?
If it does it seems like a pretty useful switch between "surgical strike" and "burn everything".

Suggestions / Re: Slow infinite magazine reloads. Or an arsenal ship mod.
« on: November 25, 2015, 12:35:24 PM »
As for missiles? YeaNO. Missiles are balanced by their low ammo pool
Counterpoint: Missiles are balanced by being a royal pain to fight against in any number, and the AI is pretty smart about using them to cause you maximum grief.

Regenerating missiles help the AI more than it helps you, and it just so happens to (imo) make battles that little bit more fun.

General Discussion / Re: Favorite Surprises
« on: November 25, 2015, 12:24:50 PM »
Found Asharu Stellar Shade(mentioned in the description of Asharu) and some other derelicts in Corvus. The shade doesn't seem sabotaged tho.
No. But the shade is totally out of alignment and is thus not terraforming Asharu anymore.
(It should be in the Asharu/Corvus L1 point to do it's job.)

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