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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: General Feedback / Thoughts  (Read 13311 times)

Thyrork

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Re: General Feedback / Thoughts
« Reply #30 on: March 13, 2019, 01:15:58 AM »

Well it's been awhile, mostly because I've said what I'd love to see, but I did just realize one thing that would be cute and probably an easily done thing.

A "random" button on naming a ship to draws again from the list.
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Serenitis

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Re: General Feedback / Thoughts
« Reply #31 on: March 15, 2019, 01:22:24 AM »

A "random" button on naming a ship to draws again from the list.
This would be nice. Especially if you could define that list yourself.
And double nice if you could then exceed the character limit in the same way as some existing pre-defined names.
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Alex

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Re: General Feedback / Thoughts
« Reply #32 on: March 16, 2019, 11:55:05 AM »

(Noted! This is one of those things where "minor annoying UI layout issues that take longer than one might think to sort out" is the main thing standing in the way...)
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Thyrork

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Re: General Feedback / Thoughts
« Reply #33 on: March 21, 2019, 10:45:40 AM »

Thank you. And the minor sounding ideas always are the worst pains. :(
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QAF

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Re: General Feedback / Thoughts
« Reply #34 on: March 29, 2019, 10:35:19 PM »

Hope no one minds that I post my suggestion here instead of making a new thread. But, would it be possible to change the brackets that mark the stable locations within the intel star system map? They can blend in fairly well with the grid of the map, and become downright invisible when there are grey dust clouds. Since they're stable points within the star(s)'s hyperwave field, perhaps coloring them a similar shade of purple as the jump points would make sense lorewise? Or, perhaps simply mark them as "Stable Point" or "SP" under the exploration tab of the intel map? Or, change the square brackets to another shape? Circular or hexagonal brackets could work, the former because circles are mathematically optimal with regard to perimeter and area and all that high school math stuff, and the latter because hexagons look all cool and sci-fi-ish and because nature loves 'em too.

My preference lies towards a combo of the first and third, but I'd be happy with any change. By no means is the current state a gamebreaker, but I think it'd be a nice, little quality of life thing that others beside my self could appreciate.
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Gotcha!

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Re: General Feedback / Thoughts
« Reply #35 on: April 17, 2019, 04:12:50 AM »

It's been a long while since I've played (which was back when I modded). I'm really loving how this game has grown! Nice work, Alex. :)
It's also great that you can make the game less difficult for more casual players like myself through the settings file.

Aside from the OP's feedback, which is great, I'd love to see these things:
- It would be nice if you could instantly see on the map where your own colonies are and the ability to rename the system.
- And why stop there: Perhaps have a button on the constellations map that toggles icons next to each star, indicating what faction it belongs to.
- A way to take over planets/bases by force. If some faction keeps bothering me, I'd like to be able to put them under new management.
- A slider when creating a new game, to manipulate the amount of storms in hyperspace.

This might be a personal beef, I dunno how other people deal with this:
- An easier way to deal with Luddic terrorist attacks/find their bases. I've not played that long yet, but so far it appears to me that pirate bases are generally near the colony that they harass. And your own fleets can usually easily dispatch trespassers, so they're not that much of a bother.
Not so much the case with those crazies. The base they're launching from can pretty much be anywhere, and as far as I know, they perform sneak attacks?
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Megas

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Re: General Feedback / Thoughts
« Reply #36 on: April 17, 2019, 05:18:12 AM »

Player can take over planets in a roundabout way.  Destroy their market and build a new colony over its decivilized or glassed remains.  (Disrupt their spaceport or repeatedly raid their planet until their stability reaches zero then wait some months until it decivilizes.  Repeating sat bombing works instantly, but makes most factions hostile and adds Pollution to planet if it was habitable.)

There is the Intel bug to find Pathers (which I mercilessly exploit) for the current release.  Aside from search the hard way, that is the only way to find Pather bases.  Unlike Pathers, Pirate base locations can be found by visiting bars of afflicted colonies.

Pathers are the most dangerous endgame threat because they are the only faction that can completely ignore your colony defenses and disrupt your industries (major factions must fight your patrols and beat your colony defenses to do the same), and their random base systems have big endgame strong fleets and tier 2 (low-tech) battlestations.  Pirates are #2 endgame threat for inflicting stability and accessibility debuff events regardless of colony defenses, then sending a gigantic swarm of fleets that will overwhelm smaller colonies if not stopped after a while.
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Re: General Feedback / Thoughts
« Reply #37 on: April 19, 2019, 05:36:17 AM »

Not sure if mentioned already, but it'd be nice to be able to ban the use of certain ships (and perhaps fighters/weapons) in the Doctrine section.
For example: I found the plans to the Prometheus tanker and the AI seems to like to use it, but the tanker is so slow (max burn 6) that it makes the patrols slower as well.
I'm not sure if it matters too much when it comes to AI factions fighting each other though.
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Megas

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Re: General Feedback / Thoughts
« Reply #38 on: April 19, 2019, 08:16:59 AM »

Not sure if mentioned already, but it'd be nice to be able to ban the use of certain ships (and perhaps fighters/weapons) in the Doctrine section.
For example: I found the plans to the Prometheus tanker and the AI seems to like to use it, but the tanker is so slow (max burn 6) that it makes the patrols slower as well.
I'm not sure if it matters too much when it comes to AI factions fighting each other though.
Blacklisting has been a frequently requested feature.  Like you, I do not learn Atlas or Prometheus (despite wanting some) because it kills burn speed of your patrols.  Like many, I want to see some form of blacklisting to effectively forget blueprints temporarily.

It would also be handy for forcing my high-tech battlestations to use Tachyon Lances if I learn the high-tech pack after Tachyon Lance, assuming battlestations honor priority settings in the first place.
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Alex

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Re: General Feedback / Thoughts
« Reply #39 on: April 23, 2019, 12:14:51 PM »

It would also be handy for forcing my high-tech battlestations to use Tachyon Lances if I learn the high-tech pack after Tachyon Lance, assuming battlestations honor priority settings in the first place.

I'm fairly sure I've mentioned this before, but: prioritizing the TL not working for that is a bug. A blacklisting feature is not necessary here, all that's needed is fixing that bug.


For example: I found the plans to the Prometheus tanker and the AI seems to like to use it, but the tanker is so slow (max burn 6) that it makes the patrols slower as well.
I'm not sure if it matters too much when it comes to AI factions fighting each other though.

Prioritizing any other tanker will do the job! But, yeah, that's also super minor. Thank you for your other feedback, btw.
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Megas

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Re: General Feedback / Thoughts
« Reply #40 on: April 23, 2019, 12:29:20 PM »

@ Alex: You have mentioned that (about battlestations) before, maybe more than once.  (I know, I sound like a broken record.)  It seems like one of those "I will believe it when I see it!"  When will 0.9.1 be out?!  (I know your favorite answer of "Soon".)

Prioritizing tankers and freighters could help, but the finer points of automatic fleet design by your faction will probably be missed by those who have not source-dived or read the wiki.  How would someone not knowledgeable enough about how the game works prioritize smaller logistics ship to prevent big logistics ships from polluting patrols.  And would prioritizing a tanker and not other ships fill combat fleets full of tankers?  It probably does not, but it makes how the game assembles fleet composition look ridiculously arcane, and makes the player wonder if the game will honor priorities or not.

Also, prioritizing all ships to prevent the few sub-par hulls from appearing in my fleet is kind of clunky, especially if I really want a few ships prioritized, but do not care about most of the other ships from spawning, except for one or two bad hulls I do not want to see at any cost.
« Last Edit: April 23, 2019, 12:34:01 PM by Megas »
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Alex

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Re: General Feedback / Thoughts
« Reply #41 on: April 23, 2019, 12:40:31 PM »

@ Alex: You have mentioned that (about battlestations) before, maybe more than once.  (I know, I sound like a broken record.)  It seems like one of those "I will believe it when I see it!"  When will 0.9.1 be out?!  (I know your favorite answer of "Soon".)

Fair enough! In the final stages of playtesting here, so - soon indeed :) Just want to get the forum squared away before then, too, this server upgrade's been a bit of trouble.

Prioritizing tankers and freighters could help, but the finer points of automatic fleet design by your faction will probably be missed by those who have not source-dived or read the wiki.  How would someone not knowledgeable enough about how the game works prioritize smaller logistics ship to prevent big logistics ships from polluting patrols.  And would prioritizing a tanker and not other ships fill combat fleets full of tankers?  It probably does not, but it makes how the game assembles fleet composition look ridiculously arcane, and makes the player wonder if the game will honor priorities or not.

Hmm - in this specific example, "prioritize a smaller ship" seems like a fairly natural solution. I see you larger point, though. My counter-point is that the finer details of fleet composition for your faction's fleets really don't matter very much mechanically, and if it's something one really cares about, then they can dive in and figure it out.

(And, no, prioritizing a tanker would not do that. That's why the "typical heavy patrol" widget is there, so you can see what the effect of your adjustments is.)
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HELMUT

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Re: General Feedback / Thoughts
« Reply #42 on: April 25, 2019, 12:32:26 PM »

I would really like for the ability to target friendly ships through the battle command UI.

That little guy here :



Why? Because i noticed that it's possible to send fighters to escort a targeted ally. Fighter range usually reach beyond the limit of the screen, especially for long range fighters like Thunders. Hence the wish for targeting allies from the command UI.

Technically, it's possible to do that using the "show video feed" option then manually targeting the ship, but the clunky-ness of doing it that way start to show after the twentieth time or so.


Another request would be to leave unchecked by default the "Upgrade weapons using extra OPs" option in the autofit menu. I'm fairly sure i'm not the only one being caught by surprise that way.

« Last Edit: April 25, 2019, 12:37:29 PM by HELMUT »
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Re: General Feedback / Thoughts
« Reply #43 on: April 26, 2019, 02:57:15 AM »

Maybe it's an old age thing, it used to be not much of a problem, but when I play the game at night, the white screen flashes when a big ship explodes? Well, they kinda hurt my eyes.
It'd be nice if these flashes could be optional?
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SCC

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Re: General Feedback / Thoughts
« Reply #44 on: April 26, 2019, 03:26:34 AM »

Go to Starsector\starsector-core\data\config, open the settings.json file, go to 84 line and change the the value after "enableShipExplosionWhiteout" to "false". That's it. It should look like so:
"enableShipExplosionWhiteout":false,
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