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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - hydremajor

Pages: [1] 2 3 ... 27
1
Thats a lot of carriers

any plans for arma armatura stuff ?

like playable strike crafts ?

2
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

Do they have another mod running besides AA ?

could be the reason

3
General Discussion / Re: Palate Cleanser OR: What Now?
« on: April 08, 2022, 02:15:12 PM »
 Starpoint Gemini 2 ?

more of a star trekky vibe with the whole power grid management thing though

There's also the "Slizer Battle Management System"
a simplistic free RTS with various combat scenarios and units to work with, minimalistic graphics so do beware

in the vein of free games there's also Endless Sky, a free crowd-built game on steam that got more of a focus on the whole story-telling and RPG side of things though it DOES features ship customisation, mods and the possibility to make the biggest deathball of a fleet that world's ever seen

If you feel like having a more "zany" experience there's also the  SPAZ Games, stands for "Space Pirates And Zombies", its got that "zany" western "humor" that was popularised by stuff like borderlands but even if you despise that kinda stuff at least you can skip through it and should you do so, you can focus on combat and ship tinkering

4
Suggestions / Pirate factions (notice plural)
« on: March 24, 2022, 03:29:30 AM »
Basically each region of space has its own pirate faction thats mostly outfitted with pirate stuff but they DO every now and then manage to bag a ship from the dominant faction in the area

for example:
Priates operating in hegemony space have a small chance to have a (severely) messed up dominator

5
How about a system that allows us to switch between multiple builds ?

You get presets you can aquire by, say, turning in a A.I. core and then gain the ability to switch between presets,
you gain presets based on the quality of A.I. cores, not quantity

Gamma gives 1 extra set of skills
Beta gives 2 extra sets of skills
Alpha gives 3 extra set of skills

You can only have one active at a time

Say the A.I. core is used to make a sort of personnal assistant or something, like a personnal secretary android or whatever...

6
on the theme of the 40% reduction, it might be to delay the player in pursuits since cargo haulers are basically defenseless against a tuned up cataphract...

OR to "force" the player to use mechs for their intended purposes so a player would be well advised to keep multiple mechs on standby for whatever situation may come up

I guess its a way like any other to put added stress on logistics

and speaking of wich I had another idea for a carrier mod

"Scramble Protocols"
uses the carrier's replacement rate when deployed with damaged cataphracts to repair them before deployment, drains carrier's replacement, will only use up to 100% replacement for repairs, carrier must recover spent replacement afterwards

Basically damaged mechs deploy docked with a carrier if it has that mod and replacement to spare for the repairs

7
more interested in thoses Front mission pilots tbh

8
Suggestions / Ship overhaul
« on: March 17, 2022, 02:23:22 AM »
A credit-based alternative to spending story points to build in hullmods

9
Modding / Re: [0.95.1a] The Sunrider
« on: March 16, 2022, 02:09:18 AM »
Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.

Guessing it doesn't add a new system, so theses things show up in any old market, also means you'll run into thoses just about every fight though

10
SO uh

Not sure if a bug or feature, gonna report anyway to be on safe side

There's a Watchdog that showed up in the missions bundled with the mod with both a Gauss and a Hellbore, and no matter what I tried I couldn't get it to have 2 Gausses or 2 Hellbores

Reporting because after I used the Mod Showcase mission it showed a Watchdog with sets of either double Gauss or Hellbores

Further that "1 and 1" watchdog had a weird behavior in that by clicking the "-" sign next to each arm's weapon the first click would make a weapon option dissappear and do nothing, clicking the second "-" would cause the weapons to switch places

is that supposed to be a thing ?

11
Mods / Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
« on: February 24, 2022, 02:38:04 PM »
Why is shadowyards part of the requirements ?

12
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 23, 2022, 01:36:23 AM »
If we're on the topic of soundtracks, might I suggest the Reflex soundtrack and its franchise's ?

them's bullet hell games though, so do expect some high rythm stuff....

13
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 19, 2022, 02:34:31 AM »
I've had another idea and felt like writing it down here

Mechs with modified frames/booster packs that changes their directionnal speed

First idea:
A mech with a massive set of turbine engines built into its back, the engines provide enormous forward and backward acceleration and speed at the cost of strafing and steering speed
Could make a interresting gameplay type where the mech has to "joust" the opponent and work over larger ships by taking multiple passes, putting the whole "can pass through ships" thing strike craft have to the test

Second idea:
Litterally the opposite, a mech designed with massive maneuvering boosters built into the shoulders, it provides staggering steering speed and strafing speed, however the steering speed is so extreme it can cause the pilot to lose control of the craft completely at high speeds, would make a great dedicated PD platform at the cost of anti-ship weapons and finicky movement

14
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: February 08, 2022, 01:24:26 AM »
Suggestion

Hullmods for pilotable strike craft to influence rearm on carriers, either something to lower the time it takes or the supplies needed for example

For shortening time I suggest:

OmniMech Structure: the structure of the vehicle has been modified for rapid dismantlement and reassembly, enabling swift replacement of parts and ammunition in combat situations
-50% rearm time
+50% rearm cost (example values)

For lowering cost on carriers I suggest :

FerroFoam Structure: replaces the structural components with hollow ones that can be filled with a FerroFoam solution that hardens rapidly in response to heat, reduces the amount of metals needed in the production of parts, directly reduces the rearm cost
-50% rearm cost
+50% rearm time (example value)

15
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: February 01, 2022, 12:34:05 PM »
so whats the news ?

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