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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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31
Suggestions / Re: Idea to make Frigates Competitive
« on: December 25, 2018, 10:59:43 PM »
TBC OP said >1%.
As in, all frigates have 2% AT LEAST

32
Suggestions / Re: Idea to make Frigates Competitive
« on: December 25, 2018, 02:04:28 PM »
It wouldn’t really do much for other frigates.

then why is the hard flux dissipation & 0-flux boost the first combat skills I go for?

33
range limit is realistic.
If you fire a infinite range machinegun at an enemy on the other side of the map, what are the chances they'll have not gotten out of the way by the time it got there?
What are the chances anyone will not have gotten out of the way?
Therefor, since after _ seconds of travel nobody in the entire game will have any chance of getting hit, the game helpfully removes that munitions from the board as every pilot in the fight has tracked that shot & will not enter its intercept path.

The only edge-case is disabled ships & battlestations and the game would lose way more from convoluting them into the gameplay loop than it would gain

34
General Discussion / Re: Delayed mass commentary of 0.9a
« on: December 25, 2018, 06:52:00 AM »
I'm... weirdly a fan of the idea of missiles being made into a fundamentally different missile with the use of a hullmod. I'd prefer if ECCM somehow did the same thing to all missiles

35
General Discussion / Re: New favorite ship, the Monitor
« on: December 25, 2018, 06:42:29 AM »
actually the monitor serves as proof to me that 1% hard flux discharge with shields up and 0-flux boost at 1% or less flux should be the standard for frigates -- the monitor has half of those and is the only frigate that can stand up in a big fight

Better normal frigates have perfectly sufficient raw stats to effectively 1v1 decent subset of larger ships (phase frigates/Hyperion can kill anything, but we are not talking about them).

Problem is AI. Frigate needs to be much smarter both in absolute terms and relative to the larger ship it fights to win.
Stupid large ship is still good enough, stupid frigate is dead.

yeah but the specific way that the AI is not good enough is in micro-managing shields in a way that maxes its hard flux dissipation when it'd need to, and making the AI 100% effective in managing shields would make the game unplayable for the player who has to fight them.
Having passive hard flux dissipation would relieve this. AI that backs out of an enemy's effective range but is still in its potential range and keeps its shields up wouldn't be left at 0 dissipation forever, but a player who forced an enemy to back and then ran them down wouldn't have their effort completely foiled by the enemy perfectly slipping shield drops into the player's actions.

36
General Discussion / Re: Stacking stacks
« on: December 25, 2018, 06:37:22 AM »
(FWIW, stack size in player cargo will be unlimited in 0.9.1a.)

I'm actually moderately unhappy about that lmfao 100 stack maxes made managing the late-game inventory by just ctrl-clicking maxed stacks super convenient

37
Suggestions / Idea to make Frigates Competitive
« on: December 25, 2018, 06:29:11 AM »
the Monitor is the only frigate that holds up in late-game battles. It occurs that if every frigate were given >1% hard flux discharge with shields up and 0-flux boost at >1% flux and destroyers given 1% hard flux dissipation and 0-flux at 1% flux the curve of usefulness would be flattened a little bit

edit: oh yeah and a fleet command skill that doubles this bonus in non-hullmod frigates, then triples it in destroyers and gives the 1% bonuses to Cruisers, and then in the final tier of the skill gives all frigates the ability to use all small weapons in point defense

38
General Discussion / Re: New favorite ship, the Monitor
« on: December 24, 2018, 08:26:18 PM »
actually the monitor serves as proof to me that 1% hard flux discharge with shields up and 0-flux boost at 1% or less flux should be the standard for frigates -- the monitor has half of those and is the only frigate that can stand up in a big fight

39
I too look forward to a more realistic depiction of zero point flux reactors and energy shield wielding interstellar SSTO space battleships lol

40
General Discussion / Re: Delayed mass commentary of 0.9a
« on: December 23, 2018, 05:05:58 PM »
keep in mind that there are skills that make missiles and fighters hardier, and I believe skills that make you more powerful against them.
Dunno if anti-missile skills stack with anti-fighter skills for dealing with fighter delivered ordinance, but

41
^ I like this guy

bonus points if SS still uses the terrible split-bucket design that gets stuck closed by the force of its own reactors sometimes

42
Tritachyon could use the secondary-color system.

Dark blue and white makes sense in my head.

43
General Discussion / Re: Alex's tweet [18/12/21]
« on: December 22, 2018, 03:44:19 PM »
I... honestly didn't realize those weren't already in the game lol

44
General Discussion / Re: Flying trough hyperspace
« on: December 22, 2018, 03:39:17 PM »
they attract weaker strikes.

they what

45
Suggestions / Re: Aliens and constructions
« on: December 22, 2018, 09:01:51 AM »
in the immortal words of Edward James Olmos on the set of Battlestar Galactica; if aliens show up I'm leaving.

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