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Topics - ANGRYABOUTELVES

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16
Suggestions / Change the AI on all fighter wings to BOMBER
« on: June 22, 2017, 12:36:31 PM »
The AI escorts far too much with fighters. But, if you set the AI on all fighter wings to BOMBER, the AI starts actually using them correctly.


17
Currently when a carrier is at low enough CR to start malfunctioning, it's fighters still work perfectly fine. In long battles where both sides start running out of CR and begin malfunctioning, this gives carriers a great advantage; most of their weaponry is still 100% functional, and ships suffering engine and weapon malfunctions are much less able to fend off fighter swarms. Having fighters suffer from malfunctions along with the rest of the carrier would negate this (unintended?) advantage, as well as lead to amusing situations where e.g. a Talon moving at 300 sanics has its engines flame out and crashes into an enemy ship.

18
You can removed the ill-advised modifications D-mod for free just by not being a filthy pirate who has no idea how to maintain a ship.

19
TTach military markets basically always look like this.
Spoiler

[close]
One high-tech capital, a couple high-tech frigates, and everything else is mid-tech with a smattering of low-tech. I've found exactly 1 Medusa on a TTach military market, and 5 Medusas on the black markets of the same planets. Given that you can get mid or low tech ships everywhere that's not a TTach market, and there are very few TTach markets, I think they should be almost entirely high-tech ships. Otherwise high-tech ships are just way too hard to find.

20
Suggestions / A "total time played" counter
« on: April 27, 2016, 12:45:09 PM »
I like to compare the amount of playtime I get out of a game to the amount of money it cost me, so I can see how efficiently I've been spending my entertainment money. Starsector doesn't have this feature, and while I'm absolutely certain I've got more than my money's worth out of it, I'd still like to be able to know exactly how efficient my purchase was. I doubt it could count hours retroactively, but it would still be useful for anyone else like me.

21
Suggestions / Large asteroids as cover and "terrain" in combat
« on: March 30, 2016, 12:49:49 AM »
In large engagements you'll often end up with a bunch of disabled ships floating around, and smaller ships can hide behind the disabled ships, using them as cover. This acts kind of like emergent temporary terrain, changing as the battle continues and the disables ships get destroyed or float out of the combat area. However, there's very little of this outside of larger battles. Frigates and destroyers are mostly too small to act as good cover, and their lighter hulls more quickly float out of the way.

The asteroids in Starsector are mostly very small. Even in asteroid belts, the largest asteroids are only about the size of a large frigate. Real-life asteroids run the gamut of sizes from only half a dozen meters long to hundreds of kilometers in diameter.

What if slow-moving cruiser or capital size asteroids could spawn in the battlespace? They'd be much more common in asteroid belts, but maybe you could occasionally find one or two outside of a belt. Much like having disabled large ships floating around, they could be used as cover, something smaller ships could abuse to get the drop on larger ships and something large ships could cover their flanks or backs with until they get destroyed. This would add the same sort of "terrain" to smaller battles as you find in very large battles.

22
Suggestions / The AI should be more willing to retreat its carriers
« on: March 20, 2016, 12:59:12 AM »
The change to remove timid officers from AI fleets as well as the Heron AI change has reduced the annoyance of hunting down stray carriers quite a bit, but it didn't solve what I think is the core issue; the AI is far too willing to suicide a pair of fighter wings into a capital ship until it runs out of replacement fighter chassis. I think the AI needs to be able to figure out if its remaining fighter wings are realistically going to be able to kill whatever you've deployed, and be willing to retreat its carriers if there's no real chance they're going to be able to.

23
When I'm trying to go to e.g. Nortia, it's very hard to actually click on Nortia in the map. Even when I'm definitely clicking on Nortia and not an asteroid, the selection jumps to the closest asteroid to my cursor. Generally I think players are going want to go to locations with interactions, not any asteroids surrounding them, so the interface should prefer to select planets, stations, or jump gates, and not asteroids.

24
I've always found the idea of running out of command points and not being able to give further orders to be bizarre. How about command points limiting the number of concurrent orders you can have active at once, instead? E.g. if you have 3 CP, you can have 3 escort commands up at once, but you can decide to remove the escort orders and issue 2 capture commands and 1 avoid command instead. I think the total number of CP available to the player would have to be reduced to compensate for them being re-usable, and sensor arrays/nav buoys would probably need to not give CP anymore. However, this would add a reason to want to hold on to a comm relay; if you lose it, some of your orders might end! This would also help fighter-heavy fleets that want a lot of command points for interception, strike, and escort orders, as once their target is dead or doesn't need an escort anymore you can reuse the command point.

25
Spoiler
[close]
I don't want an Odyssey, and I especially don't want three Odysseys. And these things are going to hang around forever taking up slots that could be used by other ships I might actually want to buy. Similarly, perhaps cruisers could be limited to a max of two in the same market, so we stop ending up with markets filled with three or four Herons if we don't want to run a carrier group?

26
Bug Reports & Support / [RESOLVED] Impossible to take screenshots
« on: February 27, 2016, 01:32:37 AM »
Ever since 7.2a, every time I try to take a screenshot I just get a black image. I've tried setting Starsector to undecorated window mode and I've tried using a third-party screenshot app (TinyTake), neither of those worked. I could take screenshots before the new patch, but sometimes I got an image of the loading screen you get when you boot up the game, so I just took another screenshot and it usually worked the second time.

27
Suggestions / Some way to make PD target only fighters and missiles
« on: February 16, 2016, 02:29:47 PM »
When using Burst PD, I find that it wastes charges shooting large ships. IIRC it does save some charges for use only against missiles, but I'd rather have it only shoot at missiles and fighters just in case of surprise Reapers. Maybe there should be a sliding scale for PD weaponry in the refit screen, to select what size of stuff you want it to target. On one end, you could set it to shoot at only missiles, on the other end, everything including capital ships.

28
General Discussion / How does the Field Repairs 5 perk work?
« on: January 06, 2016, 09:21:51 PM »
The perk in question, Reconstruction, is "+30% chance to repair disabled friendly ships after battle" but does this multiply an existing percentage chance or add to it? e.g. if the base chance to repair a disabled friendly ship is 10%, does Reconstruction add 30 to make 40%, or multiply 10% by 1.3 to get 13%? Both would be technically accurate to the description, but one is much more useful than the other.

29
If a smuggling investigation concludes while your commission faction is at war with the investigating faction, the -rep from the smuggling investigation is repaired up to -10 once the hostilities end. For example, I'm commissioned with Tri-Tach who went to war with the independent a while ago and I didn't bother taking part, but I just had a smuggling investigation by the independent drop me down to -30 Indie rep and a few weeks later the armistice happened so now my rep is back up to -10 and I can openly trade with the Indies again.

I'm not sure if this is intended behaviour or not.

30
Bug Reports & Support / AI deploys fighters without deploying carrier
« on: December 14, 2015, 02:56:38 PM »

I recently faced this absolute monster of a bounty fleet. I did win, but it was made significantly less scary by the AI choosing to first deploy the fighters, frigates, destroyers, and the Aurora. After all that died, it deployed the Paragon, and last the Astral. Obviously, all the fighters were dead and unable to respawn long before their only carrier ever arrived on the field. The AI should probably always deploy its fighters with its carriers.

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