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News:

Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - SatchelCharge

Pages: [1] 2 3 ... 7
1
Blog Posts / Re: Expanded Battles
« on: October 04, 2015, 12:48:40 PM »
Quite an update we're in for. Thanks for hard work as always Alex.

2
Suggestions / Re: Provide incremental updates
« on: September 01, 2015, 07:31:05 AM »
What do you guys mean by 150MB java? The windows SS installer is only 90MB. Are you talking about installed size?

3
Fan Media & Fiction / Re: Starsector Lego!
« on: August 12, 2015, 06:58:40 AM »
I have just found about this thread. Why didn't i check the other subforums than the Mods subforum more often??
Same I always skip the fanfic section but this was well worth the adventure!

4
we have waited longer than this in the past, let them do their thing

5
Discussions / Re: Win 10 Wi-Fi Sense......Just.....Wow!
« on: July 31, 2015, 03:03:51 PM »
Yea it would be real nice if they go back on this decision in the next week or two when the first patch set comes out. Connecting every device in my family's house to a new ssid will be a huge PITA......

6
Blog Posts / Re: The Trouble With Greebles
« on: July 28, 2015, 05:10:47 AM »
I like the new one overall but I think the bulbs around the turret mounts are too pronounced.

7
Definitely true, though I still like these two ideas

...keep the travel time, but make it less dull. Let the game help people avoid totally useless travel As the OP suggests, have the UI show the position of the planets in a system to avoid wasting time with the wrong jump point. Have an autopilot that "leads" targets to get to planets faster.

8
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: July 21, 2015, 05:37:13 AM »
I think once you reach 93 days online, you should probably take a break, hence why im not around much. :I

 :o   8)

9
What do I hate so far in this game?

Probably this:
Spoiler
[close]

Mods? Ships that don't break apart?

10
Suggestions / Re: Gemini Variant Idea
« on: July 17, 2015, 03:39:33 PM »
Rather than talk about the Gemini I want to say, the whole concept of appreciably different ship variants is very cool to me. I like what Alex has done so far with D variants and I hope there is more to come (M variant is a nice idea Xeno, and HL your cargo space/maneuverability tradeoff - could easily be 2 different stats on another ship), even better if some sprite tweaks are included.

This would help to increase faction interest/differentiation. Just as D variants are common with pirates, certain high tech variants could be more common with the tri tach, and so on.

Even just more diverse weapon variants for each ship would be nice. I'm talking about how every AI Lasher has one of the same two loadouts (it's two, right?)... Slightly lame in my opinion. (if from no other perspective - if ships and weapons are scarce, why does every ship across the sector always perfectly end up with the 'proper' stock loadout?)

I understand this is "balancing" stuff that Alex will probably polish up "later" but still I have to say it, ships are a pretty important part of Starsector and I think this all would add a lot of atmosphere.

11
Suggestions / Re: Attack its weak point for massive damage
« on: July 17, 2015, 03:05:43 PM »
Yes, definitely true. And of course temporary weak points that come in the form of the guns and the engines.

12
Suggestions / Re: Attack its weak point for massive damage
« on: July 13, 2015, 06:08:34 PM »
Have to agree with mesotronik, the AI would make this very unfun.

13
You can follow an asteroid around though   :D

14
General Discussion / Re: Threshold for market manipulation
« on: July 04, 2015, 05:42:11 AM »
I've definitely had that happen at Jangala too

15
Yea, food shortage abuse being tedious and rather unfun does not take away from how effective it is, in terms of both $$ and xp.

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