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Messages - Deshara

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991
Suggestions / Re: Text adventures
« on: May 22, 2017, 05:10:31 AM »
starsector frog fractions 3 when

992
Suggestions / Re: Reactive Defense AI
« on: May 18, 2017, 10:32:57 PM »
I wish it was _possible_ (not mandatory) to get the shield control delinked from the turrets and control its rotation with two other buttons. Then we can get our significant others, younger siblings, or domestic servants to be the R2 unit and control the shields.

If Alex did this he would be relegating a chore to my significant other, and his name would be cursed in my household for it.
10/10 do it alex

993
Suggestions / Reactive Defense AI
« on: May 18, 2017, 10:58:45 AM »
A hullmod that surrenders shield control & all deactivated PD and autofiring PD-also capable weapons to AI control while holding a button, at the cost of multiplied CR degradation while using the ability, so you can leverage the point-perfect shield abuse that the AI gets in times of crisis without needing to give all of your player agency away, for those of us who really struggle to use omnishields

994
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 18, 2017, 10:49:54 AM »
I'd say that omni shield is highly dependent on the weapon group you're controlling. Hard-points or missiles make it that you just have to point your ship the right way with keyboard and point your shield with mouse. Turreted firegroups are going to be impossible to aim because you either aim correctly weapons or shield, but not both.

Even hardpoints, I find. I can't aim the dual triple auto cannons on my eagle if I put Omni shields on it unless I'm %100 concentrating the movement and orientation of my eagle on its cannons, at which point I might as well have fixed shields anyway. I think maybe the problem wouldn't be so pronounced if it weren't for the AI appearing to have no trouble doing both.
But, that's not incredibly helpful a thing to point out cause the AI already needs as many edges as it can get against a human player. It just would be helpful to some if they were able to leverage a bit of that point-perfect shield slinging the AI can do casually from time to time without having to surrender player agency entirely to do so

995
Suggestions / Re: Stronger [Redacted]
« on: May 18, 2017, 10:42:30 AM »
I find [redacted] boring too but mostly it's cause I can deploy my cruiser alone, fight like a mad dog through the opening engagement wiping most of them in the process (yes it's the lower tier redacted but still), then the remaining fleet can't safely engage my cruiser without getting pummeled the moment they come into range so they just hang around, too fast to be caught but also not retreating like a human fleet would. I think maybe if a redacted fleet is outclassed to such a degree that they can't get into their engagement range without risking a fatal opening salvo & thus never attack, they should retreat, seek out a nearby fleet, join it & activate them and come search for the player at their last known location

996
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 18, 2017, 10:37:03 AM »
I get that, handling multiple independent moving layers of background terrain was my #1 most hated thing back when I was designing stuff that weren't for me and will never ever do again.
Which leaves me thinking that the only real solution that could make mobile Omni-shield ships viable for me, aside from just omni-weapons (altho my time in a condor suggests that doesn't help much either) would be a hullmod or something that allowed me to order my second in command to control shields in-combat

997
Suggestions / Re: Don't base bounty fleet composition on Faction.
« on: May 18, 2017, 10:33:22 AM »
I agree, it would make more sense for factions to place bounties on fleets from factions they are hostile to in addition to defectors and pirates and stuff. Hegemony could place bounties on tri-tachyon fleets and stuff like that. It would be a cool way for the player to obtain ships and tech from hostile factions.

also would be a cool way to wind up fighting side-by-side with the bounty-posting faction, if you took a bounty at a grade above your fleet's ability to handle & had to track them and then join a fleet in attacking them

998
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 18, 2017, 10:26:13 AM »
Maybe I just have a hard time controlling a ship with the camera free, hard enough not to be able to control two freely floating things at once (ship & shield) but not so hard that I can't control a ship with locked shields. I'm sure if the camera were locked to the orientation of the ship I could do both; I get if that's not possible this far into development but I do wonder if any others feel the same as I do

999
Mods / Re: [0.8a] Interstellar Imperium 1.16.0
« on: May 18, 2017, 10:06:52 AM »
I was about to update II into my game, will test for conflicts

1000
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 18, 2017, 09:57:52 AM »
As an aside, it's kinda shocking to me how many players don't control their own ship and instead use autopilot.
Don't pilot your ship in early game because you don't know how, don't pilot your capitals because you don't have skills/AI is better at this... Jesus Christ.

I am for sure a much better pilot than the ai, I'm sure I'm not the only one.

I can't control Omni shields and weapons at the same time. Simply can't be done, I have only one mouse, as far as I'm concerned that aspect of the game is broken and made for AI only

1001
General Discussion / Re: .8 feedback thread
« on: May 17, 2017, 06:53:09 PM »
Damper Field ... immunity to EMP

this plz

1002
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 17, 2017, 05:06:36 PM »
It's a bit strange that Borer drones (100su/s) are slower than their host ship (140su/s), especially in escape scenarios were they trail behind. When the enemy comes from the sides that's a real disadvantage.

it really feels like being in close proximity to a mothership that's faster than its fighters should give those fighters a 0flux boost

1003
General Discussion / Re: .8 feedback thread
« on: May 17, 2017, 05:04:51 PM »
hey alex you might wanna scroll down to the very botton of the key-rebinding menu and... remove most of that

1004
Suggestions / Re: Unbindable quickload
« on: May 17, 2017, 05:02:40 PM »
cat + unbindable quickload hotkey = lost hours of play. I know I'm "supposed" to be quicksaving constantly but savescumming ruins a game for me, so I only save when I'm quitting a playsession, and I just lost 6 hours of gameplay to my kitten jumping up onto my lap and landing on the quickload button. I checked and there's no way for me to unbind quickload from any keys, only to change which buttons it takes for my kitten to ruin my play session for me
Can you set it to a multi button setup? Like how autofire is controlled?

that... is the opposite of a solution

EDIT: WHOA, RIGHT-CLICKING UN-BINDS. That could probably be telegraphed somewhere

1005
I still maintain that PD weapons should be able to fire over friendly ships if their target is over that ship, since ships with mounts capable of firing into their own sprite is basically zero

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