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Author Topic: QoL and fighter changes  (Read 585 times)

matveich

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QoL and fighter changes
« on: September 02, 2019, 12:36:07 PM »

I have just one QoL improvement but it is a critical one:
1) Add leave all/take all items in storage inventory screen. I have been playing this game since 2012 and inventory management has been a major issue since campaign mode was added. I am pretty sure I spend 20% of gameplay time just storing my looted weapons. No need for major inventory screen overhaul - just two simple buttons to take/buy all or leave/sell all items in currently selected category.

Fighters are annoying and drover/spark meta needs to go. Possible changes:
1) Fighters are fast, numerous, and can be as tough as some frigates. PD weapons cannot handle fighter swarms. Add a dedicated mod(or change gunnery AI) to increase damage vs fighters for PD weapons.
2) Turret AI loves to shoot at fighters from big guns. This wastes flux and opportunity to score a hit on other ships. This can be addressed with a manual priority list for weapon groups/weapons. I generally don't want my ships to use hellbores/gauss on shooting fighters.
3) Destroyed fighters leave carcass, which blocks shots. Fighters blocking shots is bad enough. It is very frustrating when a random fighter blocks a shot from a hard-hitting and slow firing weapon. But even after being destroyed their carcass still floats around and keeps blocking shots. That's just too much regenerative armor, which makes battles long.
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TaLaR

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Re: QoL and fighter changes
« Reply #1 on: September 02, 2019, 01:04:10 PM »

1) Advanced Countermeasures already gives +50% to fighter and missile damage, for all weapons. I stack it religiously on all officers.
2) Big guns can be VERY effective against fighters, AI just uses them wrong. Plasma Cannons (just 2 on Odyssey are enough) or TLs (4 on a Paragon) can clear Astral's complement of fighters almost completely during single approach attempt.
Point is not trying to shoot single fighters as they weave around you, but to concentrate firepower on approaching swarms during their vulnerable approach.
3) Ship hulks create interesting dynamic terrain, the only issue is AI being unable to use it. As of now, this mechanics works purely for player's benefit.
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Alex

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Re: QoL and fighter changes
« Reply #2 on: September 02, 2019, 01:47:52 PM »

As far as #1, just real quick: if you set "altMouseMoveToMassTransfer" in settings.json to true, you'll be able to hold down alt and move the mouse to mass-move stacks; that should speed it up a good bit.
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Thaago

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Re: QoL and fighter changes
« Reply #3 on: September 02, 2019, 01:50:13 PM »

I've been using the alt transfer recently and its quite helpful. I would vote for it becoming a standard control.
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