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

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Messages - rokenx2

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1
Suggestions / deep space the finalest frontier
« on: August 14, 2021, 11:46:32 AM »
i love this game and i find myself playing untill ive explored every inch of the sector i have but still find myself wishing i could bring my fleet to a new sector without starting over... although id really love an import/export feature i think would be HUGE i think this could be fun too soo my idea is...



(mild spoiler) when you get the gates active to be able to use them to jump to "deep space" or something of the like where it would basically be a randomly generated sector that was temporary for exploring and held very difficult advanced fleets but a potential for endless and wonderful loot once you where done exploring yah just go back though the gate and bam your back home and can jump to a new place to explore personally i just want more replayability...

2
Suggestions / combat tugs
« on: June 07, 2021, 11:36:25 AM »
i can imagine it would be a pain in the butt to implement but i was thinking this would be kinda awesome.....so my idea is....


if you deploy tugs in combat they fly around the battlefield trying to avoid combat and just grab disabled ships in tractorbeams and pull them to a "safe zone" that almost guarantee's recovery of said ship also it could help 0% CR ally ships  retreat


also side request "resupply ship" that can pull up next to other ships to resupply missles/CR ..... im sure this wont get in because it would effectivly allow you to fight forever but... perhaps some system of combat reusply penalty could apply making it a bit more reasonable... i just... think the ideas kinda cool

3
Suggestions / Re: Make Longbow's missile faster
« on: April 22, 2021, 04:32:28 PM »
i was just using the longbows as an experiment and thought exactly that if they where a bit faster or.... even if they just shot them a little closer to the target... they would be far more useful... but i feel they are too squishy and high op for only 2 sabot shots another thought perhaps having 2 missiles on each ship  to compensate for how utterly easy they are to shoot down atm

4
Suggestions / import/export
« on: April 18, 2021, 03:39:36 PM »
can we please get an Import/Export option i think this would be huge QoL so many times i will start over and get to the mid/late game where i start exploring everywhere only to find no really great system in the entire sector causing me to start over ... and thats dreadfully annoying i dont think it would be that hard to implement eather just... you get to carry over your inventory and ships and character to a "new game" almost like a "new game +" but.... make it so you can choose if you want it harder or the same... this would also allow you to bring your fleet to explore a friends system if he gives you the code... that would be fun to me....  if you really wanted to go the extra mile and allow us to bring the extra crap from our own bases make an abandoned mining station in one of the core worlds (probably near the academy) and when you import it just moves all that stuff to that abandoned station
this would keep me playing the game a lot more than i do at this point as i often do a playthrough find out that my sector is crap then gets unmotivated to play and quit for a month or two till i build up the motivation to start all the way over again

5
Suggestions / Re: LRM reform
« on: April 17, 2021, 06:23:04 PM »
i dont really think they need to be faster  i mean that is one way to approch it but personally id rather see em easier to mass.. cheaper or take a small slot or just plain launch more missiles and have more ammo but i guess thats just me

6
Suggestions / Re: LRM reform
« on: April 16, 2021, 12:09:50 PM »
aye they are only 7 sorry brain fart ... i normally expect a medium slot to take 10 by default as so many do so forgot =P .... but still a medium slot for 3 missiles every once in a while that move so slow.... and are so easy to kill



how about adding a weak shield to them to ensure they hit more often? i always thought the idea of a missile that had a weak shield to be cool in theory.. or  perhaps have a missile boat ship thats system adds a weak shield to missiles fired from it... that would be kinda bad ass....

7
Suggestions / LRM reform
« on: April 16, 2021, 11:28:23 AM »
i love the idea of LRM's in this game but for 10 op 3 sloooowww missiles is... quite potato i cant justify using them ever my suggestion would be... have lrm sets..... 5/10/15/20 ...sorta thing (like battletech) add a lot more ammo too them or.. perhaps make it so you can add OP cost to the weapon to increase ammo... that would be interesting ..... but with how slow and weak the missiles are..... its really a pointless weapon at least this why they could be properly massed




Edit: yah i realize they are 7 now but im gunna keep it in in defense of the post that reminded me ^^

8
Suggestions / Re: Flares should be usable during venting and overload
« on: October 09, 2020, 02:48:16 PM »
i like the idea i also kinda wish there was a flare launcher you could add.. like a small ballistic slot or something as for the ammo count.. i think ammo should be on a slider where more ammo costs more OP and perhaps a "ammo 3d printer" ship mod that let ammo slowly regen

9
Suggestions / Re: Utility weapons
« on: October 09, 2020, 09:13:04 AM »
that could be cool... what about a tractor beam that trys to grab onto and slow ships could be a medium laser slot then its out of combat ability is increase loot recovery after battle

10
Suggestions / Re: a few suggestions
« on: October 02, 2020, 09:33:13 PM »
1 Ludic path Kamikazis basicly little suicide basterds that just strap fuel tanks to low end fighters ... probably slow low hp and easy to destroy but if they get to the goal... bamo big badda damage
Such fighters would be called missiles.


yah effectively it would be missles you can put in the hanger slot thats ammo is effectively "crew"    .... but i think it would add some fun potential and customization

11
Suggestions / Re: a few suggestions
« on: October 01, 2020, 04:17:46 AM »
so i thought of 2 fun "fighter" wings that could be cool......


1 Ludic path Kamikazis basicly little suicide basterds that just strap fuel tanks to low end fighters ... probably slow low hp and easy to destroy but if they get to the goal... bamo big badda damage

2. Pirate Junkers i think this could be a cool concept to have a bit of an RNG fighter wing where they are basically thrown together from a few different fighter wings and each one that gos out could be completely random in configuration.. it may have shields it may not it maybe fast it maybe slow.. it may have missiles it may have guns... nobody knows.... but luck ... i think these could be suuupeeerr fun.....

also id love to see some basic orders for fighters i feel like sometimes i wish i could order them to stay back and regroup or to stay back and defend the mother ship but...it seems a bit too ai rng atm

12
Suggestions / Re: Resume Sustained Burn After Sensor Burst
« on: September 30, 2020, 03:56:38 AM »
Please do this... oh my gods its the most annoying thing to have to constantly turn sustained burn back on over and over qq lol .... massive QoL update <3

13
Suggestions / Re: a few suggestions
« on: September 16, 2020, 04:56:19 PM »
Admirals i think the ability to hire and train up Admirals would be cool basically officers but in charge of an AI fleet ability to give em basic orders like defend here raid there escort merchants in this area sorta thing ability to give them ships to supplement their fleet

14
i very much agree late game its not tooo difficult to find myself with 100m+ after a while of just messing around carelessly and i stopped putting character points into colony management skills =P

personally  i think it would be cool if each major faction started in a corner of the map perhaps make the map more circular to accommodate more factions then as the game progresses they slowly try to colonize inwards untill they run into each other and have to fight though you'd have to make planets uncolonizeable someway and make them very selective about colonizing i think that could be super fun guess thats a bit off topic though

how about for your treasure-hunting mechanic you could invest in spys and information that would give you "leads" on where a "treasure fleet" was and you could ambush them (if they where a faction you don't mind *** off) in hopes of exceptionally good loot/rare ships/blueprints or such also would like to see the ability to invest money to enlarge your factions Ai fleet sizes and limited control over their actions givin em basic orders also the ability to donate ships you no longer need to the ai fleets of your faction or perhaps another for a rep boost...

hard to think of really good money sinks in the game honestly at this point its basicly build a colony make it profitable.. wait and bamo unlimited money

15
Suggestions / Re: Various QoL ideas
« on: September 10, 2020, 11:49:43 PM »
i like some of these my addition would be..... make a way i could "always set aside bribe money automatically" for annoying AI inspections ill often miss it as i play when watching tv a lot  then lose all my ai cores and be like weeell derp.... how far back do i gotta go....


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