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

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Messages - DazeyDream

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Mods / Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« on: March 06, 2025, 01:38:43 PM »
I figured out how to force the launcher to take it and it does work!
Started playing with it and I love it so much, finally playing this game with my friend with me taking player2's controls, and it's been a bit rough without mouse to turn my ship but i'm improving with the different controls.

I have some suggestions.
1- Player one had me targetted most of the time so I could see my own armor and weapon group info better. It helps alot to see when I've enabled or disabled auto fire, as well as my armor. You could try having this target HUD active on player2 all the time.

2-Player 2 has no way to tell if he's winning the flux fight with his enemy unless player 1 targets the same guy. Like with the above point you could try getting the targetting info hud on player 2's target, or atleast make new hud stuff to show flux and health, and eyeballs are usually good enough to tell the armor situation.

3-I like the idea of using controllers for flying because if you can get one analogue stick to move the ship where the stick points, and get the other stick to turn/aim in the direction the stick points we're in business for more comprehendable control when the ship gets all turned around (whereas with currant wasd, when the ship is facing downwards the A and D seem to be reversed in which direction they strafe) but I do not think this is possible with programs like joy to key as it would just mimick wasd. Also raw controller support would circumvent the issue where keyboards reach a limit on how many buttons can be pressed at once, and allow many more players if they're not competing for regions on the keyboard.

4-Being zoomed out far enough to keep both players and their threats onscreen, it can be hard to tell when player2's shields are up (and maybe player 1's aswell?) so it would be nice to have a blue HUD icon somewhere to give me a clear reading of when my shields up. With keyboards skipping keys when too many or certain others are pressed, being able to see my shields actually raise makes the difference between life and death.

5-When player 1 dies the camera keeps tracking his failure of a corpse which can make good vision on player 2's struggles somewhat awkward sometimes. Perhaps, when player 1 lacks a living ship the camera should center on player 2?

6- I read somewhere this mod used to allow upto 3 players but the new UI doesnt seem to have a player 3 tab anywhere.

7- It might be nice to add control binds in the UI for each weapon group so I can be fast and precise with what I'm firing and toggling autofire fire, but have a way to leave keybinds unbound so we're not forced to choose a key for a function we might not want to use.

8- Player 1 usually moves the mouse between us so we both get equally good vision, but this can cause an issue with player 1's weapon aim when they're not fixed perfectly forward as the guns will veer off to the side to try and point at the mouse. You could try having an option to let AI aim the selected weapon group guns at the selected target but only let the player fire the selected group. Player 2 will benefit from this too.

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Mods / Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« on: March 03, 2025, 03:30:52 PM »
Pretty please update for 0.97! Or is there a way to force the launcher to accept an older mod?

3
There are many skills that add great benefits to your whole fleet outside and inside combat, things most would deem essential and by all means you'd pick them every time. There's some nice combat skills too but they only affect you and take an entire skill point for each one. To match up to the average officer in your own fleet or an enemies fleet for combat skills you'd need to put between 5 to 7 skill points into just you, that's almost half of the 15 you get which are much better spent elsewhere on buffs for fleet resource efficiency, removing D mods per month, transverse warp and more importantly officer ship and officerless ship buffs, which are really really powerful. It makes far more sense every time to choose the fleet over your own character, the power output is so much greater. So that always leaves the player with no combat skills.

The player being added to a ship at all is actually a tradeoff and possibly a straight debuff depending on players gamer skills being able to make up for higher DP in the chosen ship verses the competency of AI flying it instead because of the rightmost green skill that adds 3 combat skills to all officerless ships, and reduced officerless ships deployment cost by a significant percentage. Players who feel they're equal to or less skilled than the games AI will come to the conclusion it's far better they just play RTS style and forgo the fun of personally participating in combat gameplay. I do not like this, I personally want to fly but must play without the the fun combat skills that every other officer gets in order to have the much more powerful fleet perks.

You can argue that character skillsheets are all about tradeoffs and having varied playstyle, choices and power variables, and that's great when it's fun, but being weaker or cutting out flying entirely and missing that whole amazing gameplay experience is a bad outcome, very bad. Player combat skills need to be separated from the rest of the skills and have a separate pool of skill points. It would make sense to have the player character treated like an officer and show up where the other officers are, it would be more natural to manage combat skills there.

https://imgur.com/a/uc8P1c1

This is my currant character sheet, I have only one point in a personal combat skill, but I realise my fleet would benefit so much more if I move it elsewhere, but I vainly cling to it, it's all I have, I am stricken of a poverty of the spirit and the lack of this point will malnourish me too greatly. Is it too selfish of me to demand but one thing for myself? yes it is, it belongs to the people, and I cannot be one of them and share in my gifts to them. Woe is the gamer, woe is the gamer.

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