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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Deshara

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Suggestions / Impact Rework
« on: May 08, 2016, 09:33:39 AM »
Ramming is useless, and while I get that making ramming useful is a bad idea, as is its a bit too much of a free action. Here's my thoughts:
Shields; deals energy damage. Nothing special, no chance of it being particularly effective-- kind of the point of a shield.
Armor; deals kinetic damage. With defeated shields doubled damage to shields upon impact would help make a ramming maneuver at least mildly useful in a even fight but not useful against someone more powerful or someone with defeated shields.
Bare Hull; deals high explosive. Taking damage to hull is shown as explosions, and it'd make sense that the irregularities of internal structure would work at ripping armor breaches open (at the cost of your own ship's integrity), and it would give a defeated ship a way of dealing a blow against an enemy that does more against a foe who has taken less damage in the encounter (has intact armor to be lost in a bare-hull tam, leaving it open to frag and energy damage being a bigger threat) but less against enemies who just defeated you in a fair fight and lost armor in the process.

And here's the suprise-- Phase cloaks; deals frag damage. Having a phase ship uncloak inside of a ship shouldn't do nothing but also shouldn't be a free kill. I've tried this before; unphasing an enemy to death is NOT worth it. Being physically inside of a dying ship is crippling on it's own, so to make phase ships a little more dangerous in a direct, face to face way, make them able to put out some frag damage at the cost of their own armor and safety, and make up a bit for high-tech ships having so few frag options.
Oh, and make phase cloaks colliding overload both ships, forcing them to unphase into each other, naturally damaging the hull of the weaker ship while crippling the armor of the more intact ship. Oh and make forcing a phase overload also inflict a phase coil blow-up,  which leaves the ship stuck with it's coils spun up in the cooldown stage until it can reach a 0 Flux boost again, temporarily turning high-tech phase ships into low tech shield-less ships, and also giving phase ships a unique opportunity to have a chance to go into a face-to-face assault. Strike ships would be able to make interesting choices about how to recover from being dragged back into real space like whether or not to vent immediately and try to phase away while their enemy is stuck still in blow-out mode, or to unload their strike ordnance into the enemy's face in hopes to cripple them so they can vent safely.
And it would birth a new subclass of ships; phase interceptors, with high speed, high armor and a Flux inefficient assault load out made to run down and then overpower phase strike ships. Plus it would make modded ships and some of the mildly bugged ships (which can use their special attacks phased) counterable and thus less of a game-breaking bug than a unique obstacle to overcome

General Discussion / Re: High end market in prism freeport is OP
« on: May 08, 2016, 08:59:40 AM »

General Discussion / Re: going all vents on a Dominator (solved)
« on: May 08, 2016, 08:48:53 AM »
Or make super-powered missiles either cost supplies to rearm or increase a ships cr recovery, or slow down its cr recovery and increase the cr loss of retreating and then re-engaging since that's basically what pre-armed missiles do

General Discussion / Re: What's your fleet?
« on: May 07, 2016, 01:34:02 PM »
Two hegemony kites equipped with 8 Atropos and a close support machine gun, one steady officer escorting a cautious officer who I engage-order the target of my starlight harbinger that I've min maxed to make use of triple clarent.
Oh and a hecate equipped for close support fighter screening

General Discussion / Re: going all vents on a Dominator (solved)
« on: May 07, 2016, 01:26:17 PM »
Why would you need 200 Atropos?  What could you possibly have done to need that

Low power time shift but also never 0 Flux boost

Modding / Re: Making Weapon Pack
« on: May 06, 2016, 05:13:41 PM »
I just arbitrarily picked brdy but since I'm hitting a brick wall with the plug in code I'll try meters on.
Oh and thank you so much

General Discussion / Re: going all vents on a Dominator (solved)
« on: May 06, 2016, 12:27:41 PM »
For the ammo limit, you could order full retreat then redeploy them.

ohhhh...didn't know that. just assumed that reinforcements come from the pool that was separate than those that retreated. hmmm...well, that makes harpoons certainly more attractive. i dunno though, since you could do the min/max thing and totally spam Atropos that way. i'd suggest being something we could disable in the settings

Auxiliary kite, quad a troposphere,  expanded missile racks advanced ecms and 10 missile spec = 10,000 damage per engagement all at once for 4 supplies an engagement. Roll up, plow through everything you can with 8 a troposphere then retreat and re-engineering.  It is soooo satisfying to scuttle an entire battlegroup with a pair of ultra-strike shuttles.
Just a shame the AI doesn't know how to use torpedoes

Modding / Re: Making Weapon Pack
« on: May 06, 2016, 12:21:40 PM »
I got as far as the game crashing to a error about the mod plug in when it was most of the way done loading but that's where I got stuck, I wasn't sure if there was a single unified java plug in for the whole mod or if there are parts that get called on (which would explain why my computer stops for a few seconds the first time a rhon laser or clarent gets used) and if so where, I'll take another look and post an actual question later.
And, of course I wouldn't post anyone's stuff without permission, I'm the kind of jerkoff who cuts down other people's mods into something I like not the kind that steals credit where it is so very due

Suggestions / Re: Special pirate crew
« on: May 06, 2016, 12:14:09 PM »
Which they do, btw. Boarding isn't a free action, and Alex intentionally made boarding ships in general a losing proposition even with marines so there's really no way i can think of to make crew-boarding a thing without changing one of those two factors

The simple rule of thumb isn't concave over convex. There's no need to draw a polygon to catch a patch of outcropping detail if any shot that gets that close to the ship's hull is going to just hit the hull anyway.
Take for example the extruding fuel tanks on the s_kite where the missiles would be. No shot that gets within the curvature of the central hull and it's wingspan enough to touch those tanks is going to hit either the hull or the wings anyhow so there's no point to draw the tanks into the bounds

Modding / Making Weapon Pack
« on: May 06, 2016, 01:58:15 AM »
I don't know how to mod starsector or to do java but I do mod and I'm trying to deconstruct mods to cut them down to just their weapons so I can add guns from mods that should be part of the vanilla game without having aliens and *** in my hard-science game, but I'm having some trouble figuring out what outside of the asset files in data-weapons and the jars I found associated with them to make it compile correctly on game load.
I guess my question is which files are necessary to just have mod weapons? I'm missing something

Suggestions / Carrier-less fighters
« on: May 06, 2016, 01:37:53 AM »
I don't think fighters should require a carrier to be viable. A hullmod that lets civilian-hulled ships have the carrier trait with 0% credit recovery at the expense of twice one fighter's recovery supply cost in storage space would make early game fighters viable, make mid-late combat carriers and carrier flagships viable (since losing your carrier wouldn't be an utter loss of every fighter wing you have) and would make shuttles and civilian escorts viable in the late game.
Plus the thought of just keeping a mothballed broadsword in the hold of a s_class kite so you can break it out at the next auto factory you dock at to replace your flight and then put it back in storage just makes sense

Suggestions / Re: Weapon Styles
« on: May 06, 2016, 01:31:11 AM »
Kind of like how SSP made universal ships have multiple hulls that match different tech levels thematically?

Suggestions / Re: Special pirate crew
« on: May 06, 2016, 01:26:40 AM »
Ship crew are like the union workers you see digging ditches in roads that are being renovated, only they have to do so while under fire. Just cause they deal with tech doesn't mean much.
The way I see it is that marines are necessary because of the fact that close-quarters combat with modern weapons is a meat-grinder that makes any crew-to-crew combat a stalemate and marines are equipped and trained to break said stalemate without destroying the ship.
I do think that marines need to eventually be integrated intolerant actual combat at some point-- they already have the bones of a ship-to-ship shuttle transfer and dead-locking ion weaponry that can temporarily "capture" an enemy ship, they just need to flesh out the former and bridge the two to implement mid-combat boarding

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