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Messages - WastedAlmond

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16
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: September 22, 2017, 09:43:39 AM »
Thing I was going for was that yeah bumping isn't bad, apart from "YES, ITS UPDATED! Wait, no.." But asking about dates or saying "still waiting", can add to the frustration of the dev themselves for being late or something. I'm pretty sure the wording caused my reaction (even though polite and innocuous), since I've experienced a bit of the similar. Again no judgement, and I don't have the full picture so just pointing out a possibility.

17
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: September 22, 2017, 04:06:13 AM »
First, I'm not authoring Starsector mods, nor do I represent this mod.

But never the less, it's not going to come faster if you keep asking :P Plus real life has an awesome way messing up mod development schedules. And well, at least I get frustrated when I perceive myself being too slow or lagging behind with updates, and at that point people politely asking for updates can start to grate a bit or even cause stress to the author.

Not saying it's a mistake flat out, but it can get annoying for the dev (depending on personality). Patience with mods/modders is a good habit, and definitely appreciated.

Also THI is one of my favorite mods, so thanks MesoTroniK! Cool stuff overall!

18
Blog Posts / Re: Economy & Outposts
« on: September 20, 2017, 09:56:47 AM »
One (semi?)interesting way of allowing more than X amount of outposts could be to allow the creation of independent(faction) outposts. This way you could create an independent minor supplier outpost for yourself and other surrounding places, while keeping your personal administration points for more interesting planets. This could lead to Independent planets becoming very common though, and I don't know how the faction itself interacts with the other factions.

Cool stuff overall, can't wait to see the systems in-game when they're ready!

19
Suggestions / A new use for [Redacted] Cores
« on: May 15, 2017, 01:54:54 PM »
Potential spoilers!

I thought of a potential extra use for Alpha cores, I lurk quite a bit and haven't bumped into this exact idea yet, so here goes.

I thought it would be nice if alpha cores could be used to raise player level cap by one per alpha core. They would get an alternative use, that would be roughly on par with the massive rewards you get normally when trading them in. This could be a nice little choice for the high level player on how they want to spend the core. I think it would also provide a small incentive to keep playing a high level char as the level cap wouldn't be set in stone anymore.

How this could be handled in-game would be: Take the alpha cores to an independent station or other neutral party, pay them money and an alpha core to enhance your person with some neural implants, thus raising your mental capabilities of learning (+1 level cap, repeatable).

Beta cores could be used for officers to some degree. Maybe to just give them a one time random skill that could be re-rolled with another core and credits payment. These skills could be unique QoL skills or something else entirely. Or just one extra normal skill for starters. Maybe even a respec?

Gamma cores could be used to give minor boosts to individual ships in your fleet, like: minor autotrack improvements, 1-2% higher 0-flux 0boost threshold etc. The upgrades could be cumulative free hullmods with a cap of 3-5, and relatively low impact but still something meaningful.

Core rarities could be adjusted for balance, or augment prices & requirements on the "upgrade market".

This ended up way too long O_o... I guess my point with these would be to give a little more endgame progression for the people who want to keep going. Of course power creep would be an issue, but you've already "beaten" the game once you reach level cap and start finding Alpha cores.

20
Blog Posts / Re: Orbital Stations in Combat
« on: September 24, 2016, 02:32:08 AM »
I'm super excited for the new stuff, enough so to pull me out from lurking! :P

What do you think of player commissioned orbital stations protecting a player outpost? It would have to be a massive investment, and it wouldn't be in the player's direct control but it could stand guard if you had a super valuable outpost you'd like to protect. Could these be a possibility or are player outposts generally so small they don't warrant such investments?

One last thing that comes to mind, is that with all this new stuff coming it could take a while to  polish it up for public consumption. Now I know dates and times can be iffy with games and it's not my place to demand them, but do you feel you could share something in general about what you plan on doing before you even consider releasing the next public build? Are there still some secret features you are experimenting on, or are you going to focus mainly on polish for a while? No time frames, just something in general. (Feel free to skip this bit if I'm too prying :-X)

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