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Starsector 0.98a is out! (03/27/25)

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Messages - Rusty Edge

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1
General Discussion / Re: what's your opinion on Annihilators?
« on: January 31, 2025, 01:14:59 PM »
Annihilators like an aggressive fleet that can press the advantage that they give. The small ones are really great when the enemy fleet is balled up a lot, since most of them will end up finding something.

Personally, I find them helpful when I have to back up from a flux fight to vent. Just fire off all pods in the target's general direction, and they have to keep their shields up for a few more seconds, this gives my mates with auxillary thrusters a chance to jump in and continue pressuring or secure the kill.

2
General Discussion / Re: Proof of Concept: Space Hauler
« on: January 13, 2025, 05:21:05 PM »
 From an artistic standpoint, the back end looks a lot more busy than the front end, and it's a little jarring.
 Depending on how you envision the ship as a 3D vessel; I recommend adding either a slightly shaded taper to add depth; OR if you like the look of a brutal precipice, then add some battlements or knobs.

Aside from that, I think it looks good.

As far as weaponry goes, I like the missiles, keep them if you do decide to tone down the other weaponry. Building a combat freighter, you should consider if it is something you might actually want to fly in the early game, and how interesting it would be for you to fight one. Hound, Cerberus, Mule, Venture and Apogee all have something that make them a little spicy in the early to mid game.

4
General Discussion / Re: Phaseless Afflictor
« on: January 06, 2025, 03:46:17 AM »
For the spacers that like to live dangerously.

5
 Salvaging your own rugged construction ships should never cost a story point.

 Recovering disabled rugged construction hulls at the end of the battle is just part of their regular use, using story points to recover them feels like being unnecessarily penalized for using them as intended. Especially if I've invested in reinforced bulkheads, s-mods or officers.

6
As a 1000+ range missile chewing pd boad that can be deployed en mass with rugged construction. Does the Bastilleon really need shields?

7
I tried 12x mining lasers and 2x mining pods on Colossus Mk3, with predictable results  :D

Colossus Mk.3 is so starved of OP compared to weapon slots it has, so I decided to try that out lol.

Try it with the Derelict Bastilleon. It's at 60 OP as a destroyer, so you should be able to afford some range boosts(start with escort package and advanced Optics) and maybe a converted hangar with either mining pods or wasps. Slap a Gamma core in that puppy for SP free elite PD mastery, Gunnery implants and target analysis.

I believe the build can also afford 1 or 2 LACs as well, flux is a non issue in this case sense the bastilleon comes with a healthy 250 Flux dissipation.

8
Honestly you can make dedicated PD ships, just go the Monitor route of building in those specific guns - make a chunky destroyer with a Paladin, give the Diktat a modified Sunder that swaps the energy mount for a Locust.

Fighters shouldn't be necessary for saturation but it is a problem that bomber fleets are consistently underpowered. Maybe giving in and making PD and formations a requirement will make things less annoying.
So, equip enemy fleets with strong PD that can be countered by the player. And give bomber fleets significant buffs that can be countered.

Another measure to consider would be slightly improving PD weapon range/damage, but also making mounts with PD weapons more susceptible to damage. This would encourage the player to soften up targets with Ion damage or breach missles while bombers are on their way.

9
While we're on the subject of making fighters more interesting in general, and giving non player fleets the capability of countering fighters.

Would it be viable add dedicated PD variants that are included in every Non player fleet, and have them automatically assigned to escort duty for enemy Flagships and high value targets?

High tech already has the Omen, which completely butchers fighter/bomber wings with ease. Low end Tri-Tachyon fleets can always come with several omens.  Stronger fleets get dedicated PD variants of Shrike, Medusa, and Apogee.

Mid-tech fleets can field more pd focused centurions and monitors. High end fleets might have purpose-built drovers, gemini, falcons or eagles.

If they are built right, the player could be less focused on complete fighter saturation, and more focused on eliminating escorts before ordering fighter strikes on important targets.

To further cement this concept, you could also add pd focused escort packages for destroyers, that buff PD for both the destroyer and the parent cruiser/capital, or significantly buff PD for just the destroyer when in range of a larger ship.

In contrast to this, fighter support packages found be installed on destroyers. Buffing durability and replacement time for fighter bays on the larger ship so long as the destroyer escort does not have a hangar of its own.

10
General Discussion / Re: Not getting any younger
« on: October 14, 2024, 08:14:27 PM »
Every time someone asks about 1.0 Alex adds a new letter to version .99.
After .99 comes .100
:o haha yes!

11
Suggestions / Re: make an industry skill reduce refit costs in travel
« on: October 01, 2024, 04:30:09 AM »
Dmods already greatly reduce refit costs. You just have to deal with having a crippled ship for a few weeks.

Seeing that this is already viable for D-modded frigates, I don't see a problem with making it just a little more convenient. Though, perhaps keeping it restricted to frigates and maybe destroyers would be ideal. Specifically ships that don't take a lot of player work in the refit screen.

12
Losing frigates or destroyers is really not a big deal, you can usually salvage them again. And even if you can't you can always buy/salvage it later and still come out on top. In Iron mode it can hurt a lot more, but recouping your losses is just part of the game.

Really you can even recover from losing a couple cruisers or even a capital here or there, but I don't blame anyone for reloading at that point.

And personally, when I play I see taking losses as making the game more immersive. All other fleets lose ships in battle. If I am such a perfect captain that no battle REALLY threatens me, why am I even fighting in the first place?

13
Suggestions / Re: make an industry skill reduce refit costs in travel
« on: September 27, 2024, 05:09:28 AM »
I've been wanting them to design a new exploration vessel for this very purpose. But perhaps a skill effect would be better.

14
It would be interesting if you could drop off officers at colonies, and meet them later as patrols or merchants.
They could almost always start at "friendly" reputation with you, and will be quick to lend aid in a pinch.

15
Suggestions / Re: Buff Remenents
« on: September 24, 2024, 07:49:28 AM »
considering all ships are made from blueprints and any inadequacies are marked as d-mods... And the maximum level of an officer we encounter is 7, which comes from a pod... And I doubt the mysterious techniques of training have that much deteriorated, otherwise it would be mentioned in lore... The Hegemony back then wasn't that much more weaker per unit. Just smaller and possessive of more XIV ships. But even that doesn't really make that much of a difference. The main strength in the game comes from s-mods and cheese strats. The AI fleets are unbeatable on an NPC fights scale.

And the numbers don't matter that much either considering the fact that fleets are designed in a way that a weaker number-wise opponent can simply outvalue an enemy with greater numbers. Though that could be just a gameplay thing...

Honestly, I have no idea how anyone faced off against the AI in the Persean Sector. Considering they are so much superior in performance to any ship in the sector. Even the XIV Onslaught in how Hegemony uses it...

So imagine a fleet full of optomized level 7 officers, sporting nothing but optimized XIV vessels, led by admirals who know nothing but all-out war.

The old gaurd were pressed on all sides, and only the best survived. The Sector is now in decay, and the Hegemony has become corrupt and lazy.

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