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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Deshara

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16
and it was a great choice, Alex. Building flux, overloading at max and having (getting) to vent flux is so much more interesting than just a static "energy" meter that I can't play Everspace bc of it

17
Suggestions / Re: Black Hole Visual Update
« on: January 17, 2019, 01:45:58 AM »
well, IRL black holes are invisible, you won't see anything, as "vision" rely on reflected light, and there will be none

That's what my goal is in OP; the black hole wouldn't be a static "black star" graphic but a hole in the background graphic that grows the closer you get to it

These pictures are neat.

Spoiler
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This is exactly what I'm going for except the size of the whole effect grows with proximity with the max size being taking up half the screen at the point where you hit the "event horizon" terrain that starts damaging your fleet
maybe even make them visible from hyperspace?

18
Suggestions / Black Hole Visual Update
« on: January 15, 2019, 10:50:59 PM »
black holes don't look like a black orb. I'm sure you know this; for those who don't they're a distortion in the sky, a spot where a star isn't that grows and consumes all the light the closer you get to it.

It's extremely hard to depict in film or photography -- the fixed and static depictions make showing how different it is, the way the sky gets blacked out gradually. This game tho, could easily use the distortion effect that the enhanced graphics suite uses to apply a distortion affect to ship explosions to replace the "black star" graphic for black holes with a single black point, that gets distorted into being larger and larger the closer you get to it with the background it's blocking out being flattened into a ring that's squashed around the growing void, with the "event horizon" terrain being applied once the blacked-out sky takes up half the screen with your own fleet becoming a part of the distortion ring with a mirrored version of yourself on the far side of the ring

19
General Discussion / Re: Lack of Fighter Control
« on: January 12, 2019, 09:16:57 AM »
consider lack of control to be a balancing factor against how affective fighters as-is could be if put under direct player control.

20
you actually can't inverse-ban blueprints if it's the only blueprints that fits a niche that the AI considers mandatory. Only capital ship you've got is a civilian capital ship? Say hello to your new civilian-only patrol fleets

21
General Discussion / Re: Procedural Generation needs improvement
« on: January 04, 2019, 08:27:25 PM »
my only complaint about the procgen is that there's a lot of room for extraordinarily surprising stuff hidden inside systems that look like they should be boring but the current system only does... well, as you said Alex, aside from Empty it's mostly just Normal Distribution. The game feels like it needs the occasional outlier where the player can get rewarded above-grade for exploring systems that lack the possibility of colonization.
Like, a chance for exploration content in systems that are uncolonizable to be upgraded into even better/more interesting content just for being in a system that has no value for colonies, so that exploring nebulas and systems with no planets doesn't feel like such a waste of time.

22
AI first deployed all smaller ships

eventually AI destroyed station but only because station wasted all squalls and reapers on frigates that swarmed stations from all sides nonstop.

plz Alex fix the bug where the enemy AI does the smart thing sieges the station with frigates & forces my station to expend its reapers before the onslaughts show up
lol

it sounds like, if intended, the AI is set up to turn a station defense into a drawn-out frigate-killing battle with an objective to defend before the primetime slugfest starts

23
Haron is a combat ship & therefor may just join the ship in battle.
Give it a cautious or timid officer and it should lend its fighters and hang back

24
Suggestions / Re: Toggleable Speed Up Time
« on: December 31, 2018, 01:06:09 PM »
agree, I feel like Alex should aggressively integrate a bunch of mods

25
Suggestions / Re: Toggleable Speed Up Time
« on: December 31, 2018, 03:51:26 AM »
theres a mod for that

26
Suggestions / Alternate Mini-Sectors
« on: December 31, 2018, 03:50:59 AM »
Heroes of the Storm (three-lane MOBA with maps with five or more merc camps, bosses, healing zones inside the bases and objectives) has a Brawl mode where you load into a mini-map with a single lane, no objectives no bosses no healing -- all adjusted to procure constant, non-stop action.
This game could rock the same sort of deal.
A small sector map with a core of extremely populated systems where the only two factions are independents and pirates who actively, aggressively go out of their way to stamp down anyone who tries to build anything up.
A one-system map of the Valhalla system during all-out war between the Hegemony and Tritach, with both sides pouring constant resources into the system and the player being locked to Vengeful for both sides unless they take a commission, where the goal of both sides is to Expedition the other side's control of the system out of existence
A medium sized randomly generated map with Luddic Church colonies in every system and Luddic Path insurrections being supported out of a hidden base that the church cannot take on from the start.
A small, uninhabited sector map where the player and a fleet for each faction proc'd spawns in with 2,000 crew and have to found a fire in the darkness, with each faction locked into war with eachother unless they expend an investment to establish peace with a specific faction.
A medium, uninhabited sector map where the player and a fleet for two factions spawn in with 2,000 crew and also a fleet of Remnant from outside the sector shows up, activates a gate in one of the systems which begins trickling remnant thru who go on to try & activate the gates in all the systems and it's your job to beat them back.
If you beat the one above, a mode where you spawn into Corvus in a Hermes, your only option with the first faction market you interact with is "take commission" & said commission grants you control of the faction as your own, two of the other factions declare war on you and a random super fleet of one of several non-playable (remnant, the other kind of remant, XIV, ludic path) factions enters the sector from outside it and activates a gate that begins trickling more thru with the goal of turning all of the gates on, linking the Corvus sector to the doomed hell-world of what (randomly) remains of the Domain of Man under the rule of one of those non-playable factions that are locked into war with the player.

Actually, shoot, the #1 problem I can think of these suggestions is that they'd make kick-butt multiplayer modes lol

with that in mind; a game mode where twelve players spawn in the core of a uninhabited sector with no combat ships but enough to colonize one or two planets. Once everyone colonizes, everybody gets a defensive fleet and free for all ensues

27
Suggestions / Re: Circumstellar habitable zone
« on: December 31, 2018, 03:20:55 AM »
I wouldn't take the campaign map as being to scale.
Also this -- the planet gen stuff -- is the coolest part of the game.

28
General Discussion / Re: Are 5 weapon groups enough?
« on: December 29, 2018, 06:13:29 PM »
I always wanted a empty weapon group that doesn't take anything for putting all my guns into auto mode.

HOLY CRAP I JUST READ THE COMMENT ABOVE MINE WOW

29
A shell with layered protection would be interesting

no its wouldn't lol

it would be such an intricate detail that you would never be able to interact with the mechanic in any meaningful way (size of ships * how slowly they change momentum * how small the projectiles are * how many there are * how fast they move) -- effectively meaning you've implemented the world's most complicated [10% chance to ignore the player's armor]

30
Suggestions / Re: Idea to make Frigates Competitive
« on: December 26, 2018, 07:02:57 PM »
They could have 10% and it both wouldn't help and would be a bad idea. Upping frigate combat power will never help the actual issues.

I feel like that'd be easily tested by someone with any talent in modding

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