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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - jacobgr43

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1
General Discussion / Mirv
« on: May 30, 2012, 02:50:19 PM »
I'm not sure if this is a bug or intentional but whenever i set my MIRV to autofire it will never fire, i always try and set them to autofire when i'm pounding the enemy with my main guns and want them to raise their shields so i can overload them but it never fires automatically.

2
Suggestions / Re: new use for flight decks
« on: May 26, 2012, 06:29:40 PM »
I actually quite like the idea of the fighters staying aboard the carrier until given orders. Not sure about them using up flight decks, though. Surely once they've landed, they move off the flight deck into the hangar to stay there.

I'd imagine the fighters would have to remain on the flight deck for quick deployment plus there should be a downside to storing fighters as if i place a dagger wing on my flight deck I've essentially gained 3 reaper torpedo turrets. Plus by keeping them on the flight deck it would make sense that the fighters would still use up fleet points in battle as they aren't being stored in a hanger.

3
Suggestions / new use for flight decks
« on: May 24, 2012, 07:12:41 PM »
Why can't we have the ability to land a fighter squad on a carriers flight deck? At the cost of losing the ability to land other fighters for repairs you could transport more fragile fighters such as dagger wings to a position where they will be most useful by protecting them inside your carriers

4
General Discussion / Re: A few noobish questions about .52a.1
« on: May 22, 2012, 05:36:21 AM »
Well you may as well have some freighters, you generally won't need over 120 fleet points in combat ships (unless you plan on making small ships suicide charge capitals) so the remaining points may as well be put into freighters so you can carry more supplies for fleet repairs.

5
Suggestions / Re: Painting
« on: May 21, 2012, 10:59:12 AM »
i'd love to be able to add a personal touch to my favorite ships

6
Suggestions / Supplies
« on: May 21, 2012, 04:01:04 AM »
Assuming that personal you hire have their own credits shouldn't it be possible for personal to purchase supplies when you dock with a station? Maybe upon docking your crew could purchase one days worth of supplies for themselves. In the late game i've notice supplies are getting eaten up very quickly and im constantly having to move around finding big fleets to raid to get enough money for supplies as well as refitting my capital ships, by buying their own daily supplies hanging around near stations in the late game would become a more viable option. (to prevent people from just clicking on and off a station to get supplies you could make it so the crew only gets 1 leave of the ship a day)

7
Suggestions / Painting
« on: May 21, 2012, 01:44:55 AM »
Anyone else think it would be cool if we could paint our ships and add decals?

8
Suggestions / Re: Missile/Torepedo Armor
« on: May 21, 2012, 01:42:54 AM »
Missles and torps are perfectly fine as they are i have an enforcer class set up with 4 reaper torpedos, 3 heavy auto cannons and 2 flak cannons. With this set up you can easily destroy a conquest in single combat by staying at its front untill you overload its shields then moving to its side and firing off all torpedos.

9
Announcements / Re: Starfarer 0.52a (Released) - Patch Notes
« on: May 20, 2012, 11:51:52 PM »
I have 0.52.1a and im still having frame rate issues, i haven't made any changes to my system and i haven't got any other programs running.

10
Announcements / Re: Starfarer 0.52a (Released) - Patch Notes
« on: May 20, 2012, 03:52:12 PM »
im not sure why but since this update my starfarer is now running at around 20fps instead of my usual 60fps

11
Announcements / Re: Starfarer 0.52.1a (Released) - Patch Notes
« on: May 20, 2012, 03:50:29 PM »
There's a contradiction in the Assault Chainguns codex, the description of the Assault chaingun states that it can fire nearly 800 rounds per minute when the actual specs state that the Assault chaingun has a fire rate of 400 rounds per minute.

12
Suggestions / Re: Irreparable damage to weapons
« on: April 23, 2012, 05:55:43 AM »
I think a better idea would be for a weapon to be disabled for the remainder of the battle if it's disabled more than 3 times rather than being outright destroyed.

13
Suggestions / Re: Multiplayer
« on: April 20, 2012, 05:16:06 AM »
It just feels like a wasted oppotunity to increase the games playability, at the moment i find myself building up a fleet that can beat the hedgemony then just waiting for updates so i can repeat the process.

14
Suggestions / Re: Multiplayer
« on: April 19, 2012, 05:25:37 AM »
I wouldn't plan on a campaign multiplayer, just simple custom battle's players can set up against each other. Similar to how the missions work with players picking a map they want but the players get given a money allowance that they can build a fleet with for the battle.

15
Suggestions / Re: Supercarrier
« on: April 19, 2012, 05:03:19 AM »
I kinda like the idea of a super carrier that is unarmed but has heavy shielding, armor and hull and a lot of flight decks. It would be kinda like a nest of hornets. Personally i find frigates to be quite useless when compared to multi role fighters which can take on destroyers when 2-3 squads work together.

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