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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Inventor Raccoon

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361
A recent change was that friendly ships would impose themselves in front of you whenever you are at high flux/venting. The idea was that they'd "shield" you from incoming fire as best as they can. Apparently that doesn't work too well in your case.
When you're at high flux or venting? No, that's not the situation where they should be shielding you. If you're helpless and overloading, it's different because you're not about to unload or get out of danger, you're likely about to be fired upon.

362
Suggestions / Re: Drone Ship Systems Are Boring
« on: January 17, 2016, 12:40:03 PM »
Drones that only last for a small amount of time either fall into "use whenever enemies are close" or "use whenever it's available".
Maybe, maybe not.  Consider, for example, a system that launches temporary drones with light assault guns; you'd want to wait on launching them until your target was high on flux and their HE damage would be most useful.
Then why have the ship at all? If you're going to be using the drones in those specific circumstances, you might as well get a ship with some HE weapons. By the time you've activated the drones and they've gotten to the overloading ship, or if you're deploying them before they overload, it would have been much simpler to just pick a high payload ship and blast them.

363
Suggestions / Re: Drone Ship Systems Are Boring
« on: January 17, 2016, 06:21:26 AM »
I personally think that drones should always be something you can keep online to serve as personal fighter escorts. Drones that only last for a small amount of time either fall into "use whenever enemies are close" or "use whenever it's available". I'm all for systems that temporarily buff drones or add more, or even new ships having drones as passives and having a completely different system on top. Currently, drones really don't need to be toggleable, since they're generally only useful in either roaming or holding mode. So IMO, yes for 1, no for 2, yes for both combined.

364
General Discussion / Re: Nav Buoy, Sensor Array and Comms
« on: January 11, 2016, 12:16:14 PM »
Nav and sensor are pretty self evident


Comms says it give you logistics commands and 30 Fleet Points..Umm..what are fleet points?
By capturing them you get more Command Points and Fleet Points. Command Points are how many orders you can give before you are limited to Full Retreat and Search and Destroy. Capturing Sensor Arrays and Comm Relays you gain more orders, in case you run out.

Fleet points are your maximum deployment. A ship's fleet points is how much CR they loose on deployment, and you have a maximum capacity. You can deploy ships until your combined fleet's fleet points reach capacity. Once you capture a Comm Relay, you can gain more capacity and thus deploy extra ships.

365
Suggestions / Re: Slight Tweaks and Small Ideas
« on: January 04, 2016, 05:12:36 AM »
If I am not mistaken, 1 is already in the game but the message is at the top of the screen and colored like a dark orange. Also I think the color around the transponder icon changes to the same orange

I didn't see anything at the top of the screen when I was playing. Just switched on my transponder and oops. The coloration of the icon doesn't really stand out.
If you try to switch the transponder, first the icon will turn orange and flash, and it will give a confirmation message at the top of the screen. Pressing the button again will actually flip from off to on or vise versa.

366
General Discussion / Re: losing credits
« on: December 31, 2015, 01:43:14 PM »
Ah, of course I forgot to say the helpful part XD

If you go in the Starsector+ folder there is a file called startOptions.json. Right click on it and open it with notepad.

There is a line "crewSalaries":true,

Just change that to "crewSalaries":false,
That line doesn't seem to exist. I also added it in myself, and nothing changed. Still have a giant salary.
Are you running the latest version of SS+?
I was not. Said problem has been resolved.

367
General Discussion / Re: For thoes having problems with timid enemies.
« on: December 31, 2015, 11:35:17 AM »
Have specialized scout/hunter ships is pretty useful, such as the Tempest, or a Unstable Injector Wolf.
That just raises total deployment cost at best or gets them killed in big fights and/or brings even more enemies to my flagship at worst.

In the biggest extended battles, player can fight more than a hundred ships.  With only one flagship on the field, the ships come in waves.  If I deploy all, they still have plenty of additional ships to deploy and more than match what I have.

Sometimes, I can get away with deploying an Eagle, Medusa, Hyperion, or other faster flagship.  If the situation is dire enough to warrant the Paragon, anyone else that gets deployed is likely to die.  I could deploy all, but that is why I bring a Paragon, because it is overpowered enough that it (under player control) can handle everything thrown at it.

I save frigates like Tempest for pursuits, where they are more useful.
But you don't always need to deploy said ship at the beginning of a battle. Midway through the fight, when you've already blown through the enemy's main attackers, you can deploy the ship from the sides and assign it to intercept, or take control yourself.

368
General Discussion / Re: For thoes having problems with timid enemies.
« on: December 31, 2015, 07:16:07 AM »
Have specialized scout/hunter ships is pretty useful, such as the Tempest, or a Unstable Injector Wolf.

369
General Discussion / Re: losing credits
« on: December 31, 2015, 07:13:55 AM »
I don't seem to have any of those options except rare ships, so I'll try reinstalling SSP.  EDIT: Aha, that did it. Updating from 3.1.0 to 3.1.2 added all the options.

370
General Discussion / Re: losing credits
« on: December 30, 2015, 04:09:10 PM »
Ah, of course I forgot to say the helpful part XD

If you go in the Starsector+ folder there is a file called startOptions.json. Right click on it and open it with notepad.

There is a line "crewSalaries":true,

Just change that to "crewSalaries":false,
That line doesn't seem to exist. I also added it in myself, and nothing changed. Still have a giant salary.

371
Suggestions / Re: phrase "Skeleton crew" is misused, remove it mabye?
« on: December 29, 2015, 12:45:02 PM »
What if you actually tied the whole CR regen rate to the amount of crew you had? Having maximum crew onboard a ship would give it 100% CR regen, but having only skeleton crew would give you around 10% CR regen. The percentage would affect the actual CR recovery per day stat of the ship.

Therefore, a ship with full crew capacity (or passenger capacity) would have the full CR recovery per day stat of the ship, and a half-filled ship would only have half the CR recovery per day.
But that doesn't actually make sense. The full crew capacity is how much crew the ship is supposed to be able to comfortably fit. The skeleton crew (which is not the right term) is how much crew the ship needs to function at full capacity. You don't need to fill the ship to the brim with crew for it to work at full capacity, adding the extra hands just means you have replacements, not that you can use them to repair faster.

372
Suggestions / Re: Sub Factions
« on: December 29, 2015, 10:20:00 AM »
Luddic Path are separate from the Luddic Church because the Path are practically just radical terrorists, and the Luddic Church mainly just spreads their belief and fights whoever has problems with them. The Knights of Ludd are the army of the Luddic Church. Other factions, maybe.

373
General Discussion / Re: Horrible capture/defend AI commands
« on: December 29, 2015, 08:32:33 AM »
I have definitely noticed that when outnumbered, destroyers will sometimes charge straight for groups of frigates and fighters a long distance away, then getting surrounded and pelted and cut off from the main fleet, all the while being assigned to an objective that they can no longer defend at all.

374
I liked that the old system had a few different things that could happen, but it was a bit too risky and the fact that you could instantly loose your boarding ship was a tad unfair, since there was nothing you could do if it decided to destroy your ship.

375
Suggestions / Re: phrase "Skeleton crew" is misused, remove it mabye?
« on: December 28, 2015, 09:43:21 AM »
I agree with changing "skeleton crew" to "required crew", but nothing else. "Passengers" isn't really a thing, since you cannot have people just tagging on, everyone is either a crewman, an extra waiting for their shift, or a marine.

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