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

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Messages - King Alfonzo

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571
General Discussion / Re: Overall feedback on ships and weapons
« on: August 15, 2016, 06:04:40 PM »
The Mercury would need even more love to be viable for crew transport, it loses to the Mudskipper in every logistical aspect. But as long as there's little reason to carry around extra crew or passengers, what would be the point?

Is it wrong that I now want to see ships that require more crew than they can hold? I mean, is that even possible?

572
Doesn't the Interstellar Imperium Sledge Cannon fullfil this role?

a 1500 range weapon on a ship with hull mods that can extend the range by another 200, 300 units??

how exactly is 1500 a *MID* ranged weapon?
wtf is a long ranged weapon? 2500?? 3000??

Sledge Gun, apologies.

573
Mods / Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« on: August 14, 2016, 05:46:46 PM »
Another suggestion: a FindWing command? I am finding it increasingly difficult to locate mining pods.

574
I tried it using shields... Suffice to say, it didn't work unless it was a rediculous ammount of Mass and speed and a sheild that's so OP that it could be used as an Escape cloak. See something in your way?! THAT'S FINE!!! RAM IT~!!! >:D

The Templar Paladin and Martyr, Shadowyards Capital, and Neutrino Jokeship do this already. Kind of. So I think you might be able to get away with it?

575
General Discussion / Re: What is your favorite pursuit ship?
« on: August 14, 2016, 05:40:03 PM »
Not to mention Knights Templar are supposed to be a Boss Faction and inherently difficult to beat anyway.

576
Doesn't the Interstellar Imperium Sledge Cannon fullfil this role?

577

 - time consuming skill based survey of the enemy fleet to determine the ship to board because "the boarding team need that time to draw a plan of attack",
 - time consuming salvaging to prevent farming ships in enemy space as you'll be interrupted,
 - burn 0 disabled ships that needs tugs and repair gantries to move...
 - to a spaceport to get reactivated, again to limit the number of ships you can get in one patrol. It would also create some interesting choices like when you get the opportunity to capture a second ship on your way home but only have one tug.


Why not at the end of battle have 'Time Points', where you can use the points to attempt to take a vessel, attempt to repair a vessel, or attempt to salvage some really good but perishable loot. The larger the vessel, the more time it takes? Also, I love the idea that salvaged ships have 0 burn, and you NEED tugs to bring them along.

I have to I agree that the game could very well be better without boarding at all.

...I can kind of get behind this, while simultaneously not getting behind this. Maybe if 'boarding' were instead relegated to the Salvage aspect of Star Sector and not battles, I could see THAT being a thing. But it's still fun to conquer your way into decent ships as is. It's just frustrating as hell.

578
Mods / Re: [0.7.2a] Underworld 1.0.2
« on: August 09, 2016, 08:22:52 PM »
I do not see how that is the point, especially when it is supposed to be capable of ferrying illegal cargo admirably.

I think they mean along the lines that it's fast and shooty, making it good at avoiding patrols either through speed or safely ferry it through combat. Also I think they mean from the perspective from a pirate captain; if you get caught, you're not going to get scanned, you're going to get shot at.

579
I personally do not feel like the game is not good cause it lacks a boarding mechanic, but more like it is one of the things that I wish it had. I guess I just like the idea of having prize ships with a "story" behind them. One that does not evolve a slot machine luck... I never played a game where I felt so up and personal to my whole fleet.

I feel this argument nails it on the head for myself when I, too, made a post about boarding.

The Total War series is one of my favourite games to play, and had been intensely interested in modifcations of that series that added intense complexity. This was because when I played the game, it was less of a 'game' and more of a narrative-in-progress. I wasn't moving an army with some guys towards an enemy city; I was invading Gaul with the second-in-command (and dangerously ambitious but rather rash) Marcellus at the head of an untried army, to face off against the Arvenii in a foolish expedition to refill Marcellus' coffers after disasterously backing Alexander II's bid for Head Oligarch of Massilia. Likewise in StarSector, I too have an internal narrative. Heck, some of my successful campaigns are actually the basis behind some of the factions I want to mod into the game (For instance, a mining conglomerate that plumbs the farthest reaches of the sector for the rarest and most profitable of ores, all based on a playthrough where I did just that).

For boarding, it feels like there should be more of a 'story' behind the ship, and I think this can be somewhat fixed by having a little more intensively 'dialogue' when invading a ship, (For instance, your first attack with marines might completely fail, and you have to send in more marines, or perhaps the ship suddenly opens fire on your ships during the boarding, resulting in damage to your ships, etc.), and maybe having a choice of several ships that survived (with better ships being locked unless you have the appropriate skill). I do acknowledge however that the basics of the system are essentially hard-coded at this point, but with the upcoming 'breaking ship' update, it might be more satisfying to know that you couldn't capture ship X because it blew up right in front of you. On the flip-side, I think people will be upset if they DON'T capture a ship that DIDN'T blow up.

In summary:
-People hate how you have no control whatsoever over which ship you get to board, and boarding is a boring experience ina nd of itself.
-Giving people a selection of several ships would ease the first issue, (but not remove it), and perhaps adding more boarding 'events' may make boarding itself more satisfying.
-Restricting this selection based on skills (IE Skills that increase the number of boardable ships, and a different skill for what you can actually board) in addition to marine amount would help prevent power creep.

580
Mods / Re: [0.7.2a] Underworld 1.0.2
« on: August 09, 2016, 05:08:31 PM »
Seems strange that the Venom, a pirate-designed bare-armor combat freighter, has unshielded holds.

I think that's kind of the point.

581
General Discussion / Re: Tactics vs. Carrier Fleet
« on: August 08, 2016, 08:54:26 PM »
Flak Cannons on the Vigilance, heavy Burst Lasers on the Medusa, and fill out the medium slots on the Conquest and Vigilance with flak. The Afflictor and Phase Frigate should not be deployed. Kites with dual machine guns can be useful-ish, but don't expect miracles. Lashers with SO and machine guns can do a fair whack of damage to fighters and bombers, but lack effectiveness vs. missiles. Centurion, Sunder and the Hammerheads are going to be at a bit of a disadvantage; the Centurion because it's difficult to get proper fire focus to take out threats (although it has Damper field so it should last longish), and the hammerhead and sunders concentrate their firepower too narrowly forward. Dual heavy machine guns or burst flak cannons on the Hammerheads can kind of help. Maybe keep one around to take out the hounds, then deploy the rest later when the fighter numbers drop. The Vigilances aren't going to help you, unless you have access to anti-fighter missiles from a mod. The Wolf will maybe survive if covered in PD.

Overall I believe the idea is to not deploy everything you have, just deploy enough to mince the fighters. Eventually they will hit 0 CR and be essentially useless, and the condors will flee. Then, for the pursuit, chuck in your undeployed ships (the phase frigates come to mind, Kites will be more useful here than on the proper battlefield) to mop up.

582
Mods / Re: The Lion's Guard (WIP) 0.02b
« on: August 08, 2016, 05:14:03 PM »
I was thinking of including the Hammerhead-C in a different mod I'm thinking of doing, however I don't think it'd be a stretch to stick it in this one.

583
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 07, 2016, 09:29:36 PM »
I definitely like how original and unusual the alien portraits are. Too often we have aliens that look like generic greys or owls or something out of Independance Day. Something that looks actually alien is rare.

Question; has anyone done Lovecraft Portrait pack, based on the really alien entities? Because if not, I might quickly whip one up for my own enjoyment.

584
Mods / Re: [0.7.2a] Starsector+ 3.5.2
« on: August 05, 2016, 07:18:10 PM »
Just checked. Removing Metellson, Junk or both at the same time did nothing to the procurement missions.

One thing I did do (and I'm looking at now) is muddling with some of the Nexerellin options. However, I fail to see how enabling pirate invasions would effect procurement missions.

585
Mods / Re: [0.7.2a] Combat Alarm Sounds mod
« on: August 05, 2016, 06:33:37 PM »
This is pretty amazing. However, may I provide some input?

-I don't think you need the flux alarm until 85-90%, and even then not as piercing as you have now; most players will be paying attention to their flux levels intensely, and will really only need a subtle reminder they're high.
-The Hull warning sound is pretty good, as sometimes you'll notice the flux moving up and down, and completely forget about the hull. The problem is you've used the Halo shield-down alarm - I keep thinking the hull is going to regenerate. Maybe make the flux override make that sound, and find some generic alert sound from freesounds for the hull?
-The high damage alarm is brilliant - that is really useful for when you get unexpectedly flanked.
-The engine disabled alarm is a godsend - several times I'll have no idea what's going on when my ship just dies in the water. Having a sound that says it's happened is pretty useful. What I wouldn't mind however is have the engine alarm sustained until the engines come back: currently the alarm sounds quickly and can be overlooked (much like the flameout message), and having a sustained sound would be really useful in this instance.
-Also, wouldn't mind a weapon disabled sound effect as well in the same vein as above.
-Is it possible for music to play when you die? I just have an amusing thought of the Team Fortress 2 'You've been dominated' theme or Solid Snake's "death' theme playing when you get blown up.
-Also, if you move to another ship, will you still have the sounds for THAT ship?


EDIT: HA HA Alfonzo, Master of Using the Tab Key.


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