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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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61
General Discussion / Re: Flying trough hyperspace
« on: December 22, 2018, 03:39:17 PM »
they attract weaker strikes.

they what

62
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.

63
Suggestions / Battlezone Control
« on: December 21, 2018, 07:28:09 PM »
I didn't see this till there were two whole pages after it so I made my own thread

Edit #2: One thing I've been thinking off, on the back-burner, is some sort of "victory point" system to replace current objectives with. It'd be more zone control than point control - maybe 1-3 zones, none of which being near the edges - which you win the battle automatically (forcing the enemy to retreat) if you control them for a fairly brief period. That would, in theory, ensure that borders come into play way less often, since whoever is at a border is going to lose if their opponent controls the center. But that wouldn't work well for remnant/derelict defenses, where the only win condition is complete destruction. Anyway, this is a bit theoretical at this point, just a possible idea I'm mulling over.

you're already halfway there, Alex, ya goof, no need for this to be its own whole thing. CR & beacons.
If you made it so that ships getting to 0% CR mothball themselves and lock themselves into retreat mode, and then made controlling 100% of the beacons on the map put all enemy ships into "enemies present; CR degrading" mode unless they're capping an uncontested control point and also maybe multiplied CR degrade rate based on the remaining ally/enemy ratio when the enemy has control of all beacons, ur exact idea would be implemented just by adjusting already existing mechanics that we've all already accepted.

64
I love the supply cost.
Supplies use up space anyway so you're allowed to overload your fleet on as much supplies as you want, and if you're only gonna go over a little bit well you use up supplies anyhow so as long as you're not running low you can go over bc it'll just speed you up to 100>

You know what I wouldn't mind, tho? A thing that made it so that, above the "100% cargo cap" soft limit for loading stacks of cargo is a "when you hit 100% and cease to have a supply use penalty you'll have enough supplies to make it to your destination just as you run out of supplies" soft cap.
I'm sure there's a better way to phrase that but the game already has a "supplies used per day" and "supplies used to get to 100%" stats so it probably wouldn't be that hard to do for an expert programmer such as Alex ;)

65
Suggestions / Re: Factions war exhaustion system
« on: December 20, 2018, 05:03:02 AM »
a super easy and lightweight way to implement this would be to make winning (fair) combat against a hostile faction give you reputation instead of taking it away

66
Suggestions / Re: Antimatter blaster ammo
« on: December 19, 2018, 06:32:22 PM »
also its weird how AMB is the only weapon save burst lasers that uses ammo, even tho there are more guns than ever with non-constant fire rates.

67
General Discussion / Re: What brought you to Starsector?
« on: December 19, 2018, 06:27:59 PM »
I thought you guys were talking about the space sim game that got me addicted to games like Starsector when I was but a wee sprout; Gravity Well

https://www.youtube.com/watch?v=4iN9jXuv2Kc

blast from the past going on here
FR tho this game was the OG starsector; once you captured a planet your faction would start sending freighters to it and if they reached they'd unload their cargo and begin building up structures and infrastructure on said planet. In 1995. It was great

68
General Discussion / Re: What brought you to Starsector?
« on: December 17, 2018, 09:27:09 PM »
loved SPAZ, but actually only liked the parts of it from an overhaul mod I discovered on my second playthru.
So I googled "game like SPAZ", found a reddit thread and the rest is history.

69
Suggestions / Re: Increase planetary stocks
« on: December 17, 2018, 09:23:52 PM »
The game being 95% a combat game, with nearly every mechanic leading back to combat. Starsector has truly excellent combat and cool warship design: if players aren't doing that, they aren't playing a very good game.

Where are you getting 95% figure? 95% of playtime?

95% of a player's time, multiplied by how much focus it takes.
five minutes of exploration doesn't count the same as five minutes of combat if you just set a course and put your feet up till you're there.

70
General Discussion / Good First Impression?
« on: December 17, 2018, 09:35:26 AM »
I keep tickling people's interest in this game on random communities but then finding myself to not have a good link to give them to really capture them. I think the homepage of the actual site is a little broad-focus (the actual 90% of the gameplay (combat) gets, like, one sentence) for people who're already sold on the concept of the game, and the trailers are all alpha -- and while not bad, the latest is 3 years old and lacks some of the wow factor the game has now (depicting a wing of kites torpedoing an onslaught in the back and actually breaking it in half is an incredible visual). Put another way; there is no perfect pasta sauce, but there are perfect pasta sauces, and while this game has plenty of good beefy meaty pasta sauce, I need creamy mushroom & herb pasta sauce and am having trouble.

ANYWAY! Gimme your good, less-than 5 minute long videos to give to somebody who's already been told what this game's features are and needs to be wowwed.

71
Suggestions / Re: Epic Games Store?
« on: December 14, 2018, 06:25:55 PM »
which is a good call to wait, most steam competitors last a fraction of Starsector's development time lol

72
Suggestions / Re: Epic Games Store?
« on: December 14, 2018, 06:34:17 AM »
pretty sure they opened it up

73
General Discussion / Re: What kind of ship do you like most?
« on: December 14, 2018, 02:47:57 AM »
Medium energy, medium ballistic, small energy mounts, and, Idc what else.
HVD, Ion beam, tac lasers (:

Alternatively, and Imperium had this; a destroyer or cruiser that has five or more small missiles on the front, a missile autoforge and a command or sensor suite. Atropos, missile racks, rename it "The Tyrant" and now I have infinite flagship forever. Bad boy can crack a Onslaught in half with a sly barrage, and any amount of balancing around that is fine by me bc I like piloting close support ships anyhow

74
Suggestions / Re: Ceasefire negotiations
« on: December 13, 2018, 07:07:49 PM »
I like the idea of crossing into "hostile" reputation instantly giving you an extra -25 or -50 reputation to get you halfway to Vengeful, and then as long as you're in Hostile territory every fair battle you win gains you reputation ("respect"), so you can combat your way out of a war in a very lightweight way -- if you keep beating what they throw at you (and aren't running down their backliners or committing war crimes) they eventually go, "hey. We shouldn't be at war with this dude, it's getting us nothing", but without a super convoluted system

75
Suggestions / Re: Reverse Engineering
« on: December 13, 2018, 07:04:42 PM »
what if you got the option to break apart derelicts and recoverable ships post-combat for points towards getting a blueprint of it? That'd give an alternative reward for players who don't want to recover hounds 40 hours into a playthru but also have no interest in scavenging them for scrap -- even if you already have their blueprint you can just pawn it for straight credits (once you get it) without needing to lug around a hold full of hefty scrap metal

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