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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - xor0

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Discussions / Reignfall is great
« on: February 23, 2019, 05:21:12 AM »
Heads up on an indy 1 developer game, base building, slow growing RTS where you can jump into any hero and fight ala dark souls. Simple graphics but all done very well. Steep learning curve, took me a few tries to win just on medium difficulty.

Oh and right now just 4 bucks on steam!

2
Suggestions / Improvements to colony custom production
« on: February 14, 2019, 07:43:13 PM »
1. Add column to show current number of selected weapon/ship (in each colony?).

2. Allow prioritization of production list. Currently it seems the smallest things get built first, even if just added to a weeks-old list.

3
General Discussion / This game is getting awesome
« on: January 22, 2019, 11:08:13 AM »
Last time I played this it was a great extended arcade game. Now with all the planets, surveying and colonizing it has the ingredients for something much deeper while still being great, maybe awesome.

It seems to me the next stage is to tie all the pieces together into a functioning whole that gives replayability beyond the arcade action or that first ironman run through.

I should have done that this time, but thought "I'll just check out what changed since last time, go surveying and test making a colony" and suddenly I have this unassailable powerhouse base and infinite money.

Last time I played scanning was just in and it was dangerous to try and smuggle something to sell to the pirates cos they might just decide to kill you, it was awesome dodging around looking for faint question mark flashes that spelt the difference between riches and ruin, now you can sustain burn right up to every pirate station, flip off the transponder as you ring their bell and make your fortune with one load of armaments. It's quicker to fly through a system you're at war with cos the customs don't bug you as you happily trade. Yeah needs more nasties.

I made a colony on a planet cos it had widespread ruins and some resources but no volatiles or transplutonics. I'll need to do some more colonies before the global empire stage, right? Nope, because people bring everything you need for free. My single colony rules the galaxy.

Maybe those are just balancing issues, but if the economy was connected to the shipbuilding then you could easily make a 4X (its basically built, just give each faction a low resource base to start and the instruction to go forth!) that would blow away what's on the market today in terms of depth and replayability in a decent looking and smooth package.

Does the AI really not work if they need to use their own resources to build ships, even when multiplying them by large numbers? With a constant ship demand and the commodity demand tied into the populations and industries (like it is now) (should add some higher level ones (social? or maybe the lobsters?) for higher level colonies) it should be possible to make a simple but real economy function.

Anyway I'm sure Alex has ideas about this, congrats on what's been achieved so far.

 

4
Suggestions / Make repair/restock at base take time
« on: January 22, 2019, 09:48:25 AM »
Like in outer space takes time after every battle, then fighting next to a colony you can kill unlimited fleets for loot by docking a lot.

Let them run away a bit when it's obvious they lost, make resupply/repairs take time based on resources used, maybe upto a day for heavy repair for lots of ships.

5
Bug Reports & Support / salvaging crash
« on: January 13, 2019, 03:44:20 PM »
Exited a LP base, tried to salvage a nearby debris field. Got a NullPointerException:null error, had to kill the process.

How can I post the save file?

6
Suggestions / some suggestions
« on: October 05, 2015, 05:27:41 AM »
This game is shaping up really well. Congrats. I have a few suggestions, some of which I assume/hope will already be addressed in the new patch, but I didn't see specific info about.


The combat seems great, the AI is better than in most games. What seems missing though is some fleet coordination, even something as basic as an order to set the fleet or a group of ships to the same speed. Right now my frigates and fighters charge in leaving the bigger ships behind unless I waste CP to stop them. Then there are details, things like don't spam missiles at a PD frig...

Indicators on edge of tactical giving distance to objects. Would be great if these were visual rather than numbers, much faster to parse. Maybe done with bar length, color or something.

Once I save a ship loadout it would be great if bases started to sell that variant, would save a lot of time even if it isn't fully loaded.

The way CR recovery works now seems to make armor/hull repair irrelevant, it just happens for free while CR is recovering, while it seems repair should cost more. So increase supply cost for repair and decrease for CR recovery.

Reduce logistic cost for fighter CR recovery from 1.5/day to 0.5. They tend to cost more to maintain than big ships cos of their slow recovery rate.

More weapon groups, and the ability to have a weapon in more than one group.

Battle replay! I can't watch everything that happens especially when flying my own ship. Would really help sometimes to watch a replay.

Great cumulative time saver for upgrading if weapons on the refit list had those of the same damage type as the already installed weapon listed first (after ordering by slot size).

Right now salvage is based on number of deployment points killed? Would be great if you got lots of fuel from dead tankers and goods from freighters.

Pirate clans (subfactions) that have distinctive visual markers and tech type, so you can start with a clan that flies D ships then move up after a while. Tired of flying to a system for a bounty only to find a fleet of D ships that all run for the hills and/or collapse like wet cardboard.

Hope some of these are usefull!


 
 

7
Suggestions / Ship info varies with distance
« on: October 02, 2015, 08:09:14 AM »
Right now you know the fleet size til they come on your tactical, then you suddenly know all you are going to until you engage. I suggest making info about what/how many ships there are depend on how close you get, and details like weapon loadouts can be seen when you are very close.

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