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March 30, 2017, 11:38:41 AM *
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News: New blog post: Ship’s Log of Salvage Dave’s Final Mission (3/29/17); Updated in-dev patch notes for Starsector 0.8a
 
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 1 
 on: Today at 11:38:12 AM 
Started by Dri - Last post by The Soldier
You know, the shape of the Legion definitely tells me some Domain ship designer was given the task of providing a dedicated Battlecarrier and said "let's strap a pair of Mora-class carriers together".  Lo and behold, the Legion. Smiley

I would expect the larger of the two, the Khopesh, to be a defensive fighter.  IIRC, it's much larger than most other fighters and appears to be heavily armored (with some rather pitiful-looking engines), so having it as what equates to a big, heavy flail to bang stuff at close range or as defense could be cool.

 2 
 on: Today at 11:33:37 AM 
Started by Dri - Last post by Sy
First ones are Claw interceptors, armed with ion cannons, I think. Second look like some kind of bomber, though they could also be heavy fighters or escorts. Third are obviously Tridents, fourth I think are Khopesh rocket bombers, probably firing Annihilator rockets.
i don't think any of these are Claws and Khopesh. if i'm not mistaken, those look something like this:



that's assuming they didn't get changed into something entirely different, which is quite possible. but a wing with 5 Ion Cannons seems too much to me, i think Claws will have 3 or maybe even just 2 fighters per wing.
my guesses for those unknown fighters are, from top to bottom: 1) interceptor, 2) multirole fighter or light bomber, 3) heavy support/escort fighter.

Alex mentioned fighters have "0 - 5000" max range, so that probably means there is at least one type that always stays around the carrier, even while the carrier's other fighters are sent to attack a specific target or escort an allied ship. i wonder if one of those 3 does this. would be nice to have 1 wing cover the Legion's vulnerable rear against missiles and/or hostile fighters, while the rest are sent out.


Gives a good impression of how big capitals really are, doesn't it?
interesting! when i first looked at the Legion screenshot, it didn't seem large for a capital ship to me. but even in game scale, it sure is a lot more massive then the Mora.

 3 
 on: Today at 11:30:27 AM 
Started by David - Last post by The Soldier
Or did he? Maybe he's layin' low. Maybe he's just drifting among the stars, floating in a most peculiar way; and the stars look very different today...

Fairly sure he is still sitting in a tin can.
He's either sitting in a tin can waiting for rescue or he's very much floating as star dust after that Picket-class bested him. Smiley

Speaking of...might be interesting if there was a small chance of running into some trapped crew while salvaging ships from debris fields (as I think derelict ships are a bit too old and too far gone to have any survivors).  Maybe if it's fresh enough after a battle and you're going through the salvage, some rather grateful survivors could come out and join your crew, or even officers.

Hey, the debris fields and scavenging reminds me of that one-off Trade Winds mod that had all battles drops debris fields which the player could pick about.

 4 
 on: Today at 11:23:36 AM 
Started by David - Last post by David
I hope we'll have more blog posts of that kind in the future, David. That was quite informative, and entertaining. By the way, some (suspiciously named) person did something like that on the rpg.net forum. Did the inspiration for this blog post came from there, or pure coincidence?

Also, i'm really glad you reworked that Hegemony flag.

1. Cool! The idea was to do a pretty standard LP and to make sure to hit lots of little new details so people could pick up on them 'naturally', so to speak. Also fun for me to be able to fill in some of the narrative details that the game glosses over, but of course didn't get too deep into the weeds there (because I could go on and on - I guess it isn't fanfic if it's a thing you're working on, is it; it'd be indulgent, anyway). Might have seen the LP you refer to at some point, don't really remember.

I'd love to add more narrative details of that sort. We've discussed ways to do some more of this and ... that's all there is to say about that for now.

2. Man, I re-did the Hegemony flag ages ago, probably shortly after the last patch. Got a better hang of PS's vector tools and figured it was time to step it up, basically.

I swear, this blog post was spoopy.

*tentative thumbs up?*

 5 
 on: Today at 11:22:52 AM 
Started by MesoTroniK - Last post by Wyvern
Suggestion: Enable -limited- armor regeneration.  I.E., armor regenerates up to a maximum percent of, say, 2/3 current CR.  That way there's an explanation for the damage decals not going away: the in-combat repair can't fully restore armor.
Armor decals fade in as the damage grows so that would not work sadly
It wouldn't work perfectly, no, you'd still have decals matching the highest level of damage you'd taken.  But that can be explained away with a bit of lore, something like: "The in-combat armor repair operates on a layered approach, 'growing' a fresh carapace inside the previously-damaged shell - a technique that, while effective, does little to restore the initial pristine lines of the hull."

If that still doesn't sit right with you, you can just make the hull more durable; instead of relying on armor, build in damage reduction effects that apply to beams and fragmentation (and possibly kinetic) damage.  Justify it with something like "integrated armor" - internal armor plates designed to compartmentalize and minimize damage that breaches the outer layer of armor.

 6 
 on: Today at 11:03:40 AM 
Started by David - Last post by Alex
Hmm, small question, does setting the sector size to small, reduce the "gameplay area", decrease the star density, or a mix of both?. Mostly asking because of modding implications.

Missed this - it reduces the area around the core worlds in which procedural systems are added, and reduces the number of star systems generated proportionally. The hyperspace area remains the same as for the normal Sector size.


Having seen the route planner in action, I can only imagine I will struggling to remember how I lived without it for so many years.

(Yeah, really enjoying that one myself.)

 7 
 on: Today at 10:57:54 AM 
Started by MesoTroniK - Last post by Midnight Kitsune
Suggestion: Enable -limited- armor regeneration.  I.E., armor regenerates up to a maximum percent of, say, 2/3 current CR.  That way there's an explanation for the damage decals not going away: the in-combat repair can't fully restore armor.
Armor decals fade in as the damage grows so that would not work sadly

 8 
 on: Today at 10:49:36 AM 
Started by MesoTroniK - Last post by Wyvern
Suggestion: Enable -limited- armor regeneration.  I.E., armor regenerates up to a maximum percent of, say, 2/3 current CR.  That way there's an explanation for the damage decals not going away: the in-combat repair can't fully restore armor.

 9 
 on: Today at 10:45:20 AM 
Started by MesoTroniK - Last post by Midnight Kitsune
Some of the survivability issues with Exi will be fixed in .8 with the armor changes, which will allow Exi to live longer.
Also, the reason why the HULL regens and not the armor is because of the damage decals. There is no way to remove them without getting into obfuscated code. That and SS beams have very little in ways to interact with them

 10 
 on: Today at 10:37:48 AM 
Started by David - Last post by Alex
Couple things I noticed with this (if you're looking for feedback):

Always, even when I don't know that I am just then Smiley

The Crew & Machinery icons are fine but I think there'd be less visible "noise" if you could combine Required and Available. Something like Required (Available) so 30(46) & 10(10). It condenses the needed information so that they're side-by-side.

Yep, added an item to look at it.

First line: A derelict Hammerhead (D) class destroyer is drifting through space. (Seems to make more sense to me)
Not necessarily. That sentence does make sense, though usually you'd stick a comma after "destroyer".

Added a comma there. The idea is that line is a description of the thing you're interacting with, rather that a description of what it's doing, if that makes sense.

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