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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Solinarius

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1
General Discussion / Re: Good Falcon loadouts?
« on: April 15, 2022, 09:15:25 AM »
Long range support:
consistent kinetic+ion+beam pressure and good speed+durability combo should make a few of these very helpful.
Problems:
  • They get way too close ~every chance they get, blocking allies and taking unnecessary damage. Doesn't seem to be related to flux levels
  • They back off for absolutely no reason. 2v1 against an isolated brilliant with aggressive officers, 1 will back out of beam range at 1/3 flux. See this every single battle

Watching Falcons in a fleet is just infuriating, it'd be really nice to have some hard behavior hullmods/commands/whatever to help specialist ships.
"Do not ever go closer than ~1000 range if possible", "Do not back off from a half dead destroyer, seriously", ...
Can see this happening all the time in tournaments from years ago. It's very demotivating.

2
Bug Reports & Support / [solved] No Memory Allocation In Launcher
« on: March 27, 2021, 02:57:34 AM »
Here's my launcher options. Confused :-[

[attachment deleted by admin]

3
Blog Posts / Re: Skills and Story Points
« on: October 09, 2019, 09:58:44 PM »
I wouldn't miss this chance to name "Story Points" as "Farer Points," but I'm still nostalgic about "Starfarer" :)

Absolutely love the design changes and the additions! I'm not really a fan of skills in games when the game, itself, has a heavy focus on combat because that will often muddy the waters in one way or another. However, if the new system really does promote unique experiences as apposed to being generic progression for the sake of progression, then I'm STOKED!!

Is there any chance that—instead of reducing beam range—High Scatter Amplifier's balance factor could just reduce damage the further a beam travels? That'd be a bit more organic. Also, I think short beams just look plain silly ;D

4
Suggestions / Re: Bring frigates back to the late game.
« on: November 04, 2018, 12:33:16 AM »
The one idea of fully recovering destroyed frigates is very intriguing. I think it fits, especially if the plan is to curb the beginning of a campaign for new players and to be nicer to frigates, in general.

An idea to funnel the use of frigates was pitched in the Discord. What if frigates could be deployed from the flanks, as in pursuits? What if in order to do this, you need to capture objectives?

5
Suggestions / Re: Phase Ship Time Boost
« on: April 24, 2018, 10:22:01 AM »
It's a lot to ask for, but could phase time dilation just be a menu setting? Some people don't like or want training wheels. Some people do. When it comes to player advantages, nothing aggravates me more than some kind of slow-motion gimmick.

6
Suggestions / Re: Seasonal Ladders
« on: April 12, 2018, 10:25:20 PM »
I could see this being tremendous fun, if only to see a campaign mod with a truly hardcore environment, with the economy and attrition being critical considerations for players at all stages of the game. I'm sure the next update will help with that regardless.

On a side note, a scenario like Warband - Sword of Damocles could make for an interesting challenge. The Starsector version being a unique invading faction that activates the Domain gate and floods the sector with doomsday fleets that burninate colonized worlds. Fewer burninated worlds = more points.

7
Good grief! Thanks for the quick response!

I think I only just noticed the SFX in question was mono. I've been using a few dozen SFX replacers that are stereo. I decided to give the Tac Laser an activation sound (which is very brief), but once I did that, SFX would mute erratically in battles of moderate size or greater. Sound channels full or is that a problem with stereo SFX? I only ask because I can't test it right now.

8
What's the reason for SFX (specifically for weapons) being mono and low KBPS?

9
Seems like pretty a solid idea! Could make skills even easier to balance, and we, as captains, can choose our first officers. Best of all, when the ship goes to autopilot, we could have worked something out that compliments our first officer's personality.

10
Mods / Re: [0.8a] Better Beginning v0.1 - Broaden your options!
« on: May 04, 2017, 07:45:41 AM »
I mostly avoided playing the game till now, but I still agree with Titmouse, this is nice and legitimate play has never been more fun!

Is the Scarab start next? ;D

11
Blog Posts / Re: Ship Recovery
« on: January 21, 2017, 11:19:37 PM »
So, is a multiplier applied to restoration costs depending on x number of d-mods? (Hyperion with 4 d-mods. Ouch!)

12
Suggestions / Re: Civilized combat
« on: December 20, 2016, 06:21:38 PM »
Civilized combat seems like an oxymoron.  If the attacker is winning, why would he let the other side go when he can just crush them and take what he wants?
Because mostly-functional ships are generally more valuable than heavily-irradiated scrapheaps? Because goods in marketable condition tend to be more readily acquired from mostly-intact vessels than from burnt-out husks and rapidly-expanding clouds of vaporized or fragmented metal? Because your faction relations tend to go less sour if you're only stealing their stuff rather than killing them and stealing their stuff? Because it's hard to ransom a corpse?

I would think that, realistically speaking, getting the opponent to surrender would in general be significantly more profitable than blowing them up, even if you are going to let them fly off in their mostly-operational vessels afterwards rather than packing them onto the space equivalent of lifeboats and giving them navigational directions to the closest vaguely hospitable planet or something like that.

Whether or not that's something worth implementing in a game is a different question, of course.

More than that; in a world where everyone is out for themselves, self-preservation is paramount.
Stealing *some* stuff for zero risk is preferable to stealing all their stuff for some non-zero amount of risk.

That said, this is a game; if it isn't fun to model such socio-political economics then so be it.

I think parlay would be a good addition to the game for fleets affiliated with a faction. The 'civilized' factions don't want to destroy each other (except perhaps the Ludds), and that should be reflected upon the battlefield. To be clear, this should only apply to Hegemony, Tri-Tachyon, Sindrian Diktat, and certain minor factions. Should the player take a commission, they would be bound by that faction's rules of engagement.

I personally don't mind how it currently works, though. I happen to like...


TOTAL ANNIHILATION

13
General Discussion / Re: This is just too much.
« on: November 22, 2016, 12:03:10 AM »
I waited 5 years for Streets of Rage Remake 5.0, the best beat-em-up of all time. Patience is the price of mind-blowing excellence. Hell, there weren't even any alpha or beta releases for that, just blog posts for 8 years. The pace of Starsector is more than fine, in my opinion.

14
General Discussion / Re: Ship System vs. Weapon
« on: October 04, 2016, 09:42:59 AM »
Or Alex could just add keybindings to fire a weapon group without switching. Would be useful for missiles in hardpoints (you are already facing enemy, that's as much targeting as needed for most missiles) and any undirected weapons, if they ever appear.
Been wanting that for such a long time.

15
Suggestions / Re: Extended Alternating Weapon Functionality
« on: March 14, 2016, 09:35:55 AM »
A far more useful (imo) alternating capability would be to have the AI average out the reload/refire time for grouped missile weapons set to alternating, so it can maintain a decent spread of ordnance over time.

Oh yes please! This would make a dual-mount Arbalest Cannon on an Enforcer actually viable. Or an alternating Pulse Laser on a Medusa. Or Mining Blasters on the Doom. Maybe even the two up-front universals on the Shade.
I must agree!

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