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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Fotsvamp

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Suggestions / Re: Cargo and fuel capacity should be a hard cap
« on: February 26, 2024, 07:42:37 AM »
In the case of having too many supplies after a fight, I tend to jettison the overflow and then useing the option of putting them in stable orbit.

If they were just going to burn from going over the limit, I may as well just leave them in space, I can then either pick them up after repairs have eaten some, or have a stash of supplies which may come to use for pretty much no extra cost.

2
I think it would be neat if colonized worlds with ruins got a discount or construction time decrease, reflecting the colonists repurposing existing buildings or reusing scrap material. I think this would be a neat way to increase the variety of worlds that are attractive to colonize while fitting in the general feel of the setting, trying to make a living amongst the remains of what was before.

Currently the only way ruins interact with colonies is through tech-mining which is a bit underwhelming. If this were to change, and tech mining became something really strong, the opposite of my suggestion could be implemented, I.E. An increase in time or money required for construction, simulating the need to clear land or demolish rubble before new construction can start.

3
Suggestions / Re: Independant/mercenary fleets and drones
« on: January 28, 2024, 06:58:58 AM »
I think this is a good idea and could add some spice to bounty hunting, and if the luddic church issues the bounty you get a little bit of a lore as a treat with it aswell (I.E. the Heretic uses AI ships! Go kill them! just from a intel bounty).

4
Suggestions / Re: The Vigilance would make a good drone tender
« on: February 13, 2023, 04:15:00 AM »
I second this suggestion, it sounds like a fun niche for a ship that is currently hard to use.

5
Suggestions / Re: Big wig start option
« on: January 10, 2023, 06:27:49 AM »
Yeah this would be a fun addition, sometimes it's fun to build up from nothing, sometimes a medium start like the current faster start. But sometimes I just want to get into the action, starting out with only an Apogee or destroyers in that case is still too slow.

So some kind of start with a decent heavy/medium cruiser and a light or two, some escorts and a supply train. for when you just want to get into the action, try out some new things or whatever.

6
I think it could be fun, since it seems everyone is always putting in S-mods (myself included) doing something to promote other behaviour is good for variety.

It would be even neater if there were more things that start off as a negative, but in the right hands could be good (like AI conserving ammo longer with lower missile RoF). Or a long range gun getting shorter range to make more weapons into a single range bracket improving AI flux management etc.

7
Excellent: Good old Condor, it's one of the ships which can remain through a whole playthrough for me, early with some cheap fighters and the "Expanded cargo holds". and late with two expensive fighters and "Expanded deck crew". If they die I can almost always blame my own misplay.

Enjoyable: Legion XIV. raising up a primary target's hard flux with a bunch of HVDs at long range, while the fighters and small guns keep small ships from closing in. Then when the time is right Burndrive towards the primary target and just release Hammer Barrages untill the enemy is dead.

Disappointing: Paragon. I just don't enjoy piloting it. Whenever I find it I'm getting exited to kit it out and fly it, but then just meh, it just floats and kills stuff.

8
General Discussion / Re: Conquest appreciation thread (0.95.1a)
« on: October 19, 2022, 07:28:58 AM »
This thread has derailed quite a bit, maybe split off a thread for stats analysis rather than Conquest appreciation?

9
Suggestions / Re: List of minor improvements for major increase in quality
« on: September 03, 2022, 05:32:08 AM »
I strongly oppose the suggestion about the command view, currently enemy ship face down and friendly ship face up in the command screen, with the arrow indicating direction in the battle scape, in my opinon this is an easier way to quickly identify the alliegance of ships (is that a friendly omen or a hostile omen? et cetera). For me this kind of pattern recognition is easier and faster than colour recognition, especially when colourblindedness is thrown into the mix.*

10
Suggestions / Re: Make toxic worlds with organics more common
« on: August 24, 2022, 08:52:43 PM »
Yet Starsector uses "organics" to refer to crude oil. Just because something has carbon, doesn't mean you can substitute it for oil in heavy chemical in any sane way. Industrial processes are developed and optimized for specific compounds, so that's what you have to drill/import.

Yeah but this is in space, it's safe to assume their industrial processes are more advanced and capable of things which we can't even imagine. Such as replacing crude oil with some other kind of carbonic matter.

11
What if experience was split into two kinds of experience, one gained (fighting experience or combat experience or called anything really) from personally dealing damage in combat used to fill out a tree of personal combat skills,

and another kind of experience (fleet experience, leadership experience or whatever) gained from trade, exploring salvage and subordinate ships dealing damage in combat which is used to level up a tree of skills made up of skills having an effect on map activities, logistical and fleet wide effects.

That way both sides could be fleshed out without having to "take" from the other, yet you can tailor how you build your skills and what to pick and at what point.

This would probably neccessitate expanding into more skills, so there are choices in both trees, but I think this type of system of becoming good at what you are doing adds flavour to a game and would fit this game quite a bit.

This would be similar to the systems of experience in elder scrolls games and mount & blade but not quite as excessive.

12
Suggestions / New Shepard (P) Class ship
« on: August 09, 2022, 10:32:07 AM »
The "Shepard" is one of my favourite ships; it's cute, got logistic utility and if you slap a salamander on it, it can be quite good support early game in combination with it's drones.

Hence I think it would be fun with a new variant of it, A (P) type, which in pirate fashion either is a regular "Shepard" with just a neat paint job, or upgunning it through some pirate tinkering, maybe the drones are made more deadly?

Or it could get a new ship system, of the top of my mind a really cool system could be a kinetic version of "Termination sequence" from the "Tempest", one of the "Borer drones" overcharges it's laser and rams target enemy ship dealing mediocre energy and kinetic damage (on a decently long cooldown so it won't be to tedious to face). This system feels pretty in line with the pirate faction and expands on the unique feature of the "Shepard".

Or just swap "Manuovering Jets" for "Burn Drive" and give it a bigger gun in typical pirate fashion. The sky is the limit after all.

13
General Discussion / Re: Clipped Wings - An Eagle Thread
« on: August 01, 2022, 05:00:48 AM »
That's because the Eagle is backing up, i.e. kiting. It is literally not holding the line, which is your rationale for focusing on anti-shield DPS in the first place. If kiting is what you're going for then forget about Eagle vs Champion and just stick a frigate there. The point is that even with "well set weapons" the Eagle is being forced back, and failing to hold the line. It has already lost the comparison.

A line that bends doesn't break. Sometimes it's better to take a step back and regain your footing then to be pushed over.

If the Champion pushes the Eagle back but is then under threatening fire from the Eagle's allies or running on fumes, rockets on cooldown, system out of charges and having a very high flux level having to either vent or hold fire for a while, there by forcing the Champion to back off to stay alive then the line has not broken.

Now if the Champion is able to force the Eagle so far back that the flanks of the Eagle's allies are exposed there's a breach, and if the side of the Champion has enough forces to exploit it then the line is broken.

So saying that the Eagle lost because it's backing up is excessive, I haven't seen it in a fleet setting, but it would seem that both possiblity I've laid out are plausible but these depend more on local force superiorty rather than the strenght of the ships themselves.

Imo it's fruitless to try and solve this solely through the math of both ships on their own.

14
Suggestions / Re: Terriforming questline idea
« on: July 21, 2022, 12:50:57 AM »
This would be a nice extra chain of quest added to the Galatia quest repetiors.

15
I Would like the ability to "anchor" the main fleet in a system and take off with a small task force of a few ship, for example when there's something to investigate near a sun you don't need to run your battleships there and therefore increasing their recovery cost from the corona effect when you can instead "anchor" the main fleet and break off with a few sheperds and salvaging rigs to check it out.

As a trade of for the lower cost of checking out stuff in dangerous places it would decrease salavaging efficiency since you carry less crew and heavy macinery.

The main fleet would also be exposed to danger in case of attack without you to command it, so you'd probably want to secure the system before you break off, unless you're completely confident in your fleets ability to defend itself.

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