Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Insolent Peon

Pages: [1] 2 3
1
General Discussion / Re: Combat is Unprofitable
« on: November 10, 2024, 11:47:33 AM »
Are people out here not getting commissions? No wonder I get so confused when someone complains about early-game economic woes.

2
Dipping into mod territory, I took an executor and used Suo Wang pulsers (from HMI - burst pulse laser with good efficiency but low damage per hit and low sustained output) in the medium energy slots with autopulse lasers in the larges. As long as it had escorts it actually did fine just bursting down shields, but it had no real anti-armor capability on its own.

Another weird design was using the Aegis flak guns from SWP (large mount flak PD) as the main guns of a ship. It may be frag damage, but it's 1000 dps and 0.25 efficiency, so it would clear the skies quick and start chipping away at enemy ships. And anything that overloaded and had a hole in the armor died super-fast.

I suppose both of those aren't really 'ineffective' so much as hyper-specialized. Given the right circumstances, they could do some work.

3
Modding / Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« on: November 01, 2024, 11:12:24 PM »
Just wanna point out there's basically no reason for the Vulpoid Distribution Hub to be an Industry instead of a Structure
Throwing away 1/4 of your total slots on a planet just to get foxgirls is a bit much imo

Get enough foxgirls on a planet and you can have five industry slots.

4
General Discussion / Re: Is Starsector ready for default Iron Mode?
« on: November 01, 2024, 04:51:30 PM »
The concept of Ironman has always boggled my mind. If you want to do a 'no savescumming' challenge, then just... don't savescum.

It's like downloading a 'no fast-travel' mod in an open world game when you could just not use the fast-travel, or playing 'hardcore mode' in an RPG when you could simply delete your character if you die. If you like that style of gameplay, you don't need a toggle to enforce it.

5
General Discussion / Re: I wish pirates weren't just murderous
« on: October 30, 2024, 09:14:52 AM »
Pirates aren't just space robbers - the term is used as a catch-all for anyone that doesn't mesh with the established order. They can be violent revolutionaries, independent warlords like Kanta, etc. This makes it difficult to come up with a proper set of behaviors for them.

Maybe the best thing to do would be to give them a 'variety pack' of behaviors. Sometimes they try to demand money, sometimes they attack without warning, sometimes they adopt a live-and-let-live philosophy, and so on.

6
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: August 31, 2024, 11:12:33 AM »
-Reworked Remnant weapons
  -Messengers (small) no longer regenerate

I guess I had to wake up from the power fantasy at some point, but those rockets carried my solo ship playthrough.

They had to be changed, and the mod is better for it, but I'm still a little sad.

7
Suggestions / Re: "An atrocity of this scale.. CAN BE HIDDEN."
« on: August 21, 2024, 06:24:24 PM »
Three people can keep a secret if two are dead.

Are you all forgetting about your own crew members? Do you think that the next time you dock, some of them won't be drowning their guilt at the local bar? Unless you run a fully automated fleet, it makes perfect sense that you wouldn't be able to keep something like a satbombing secret for long. I know it's something of a meme for people to think nothing of their crew, but the help do have minds of their own.

8
General Discussion / I think I made a friend.
« on: August 19, 2024, 10:50:41 AM »
See attached.

Context - I'm currently enjoying a modded, themed run using Lion's Guard ships, and one of the rules is that I S-mod blast doors onto all of them to make them less of a deathtrap. In a recent battle, a couple ships went down and I somehow recovered more people than I lost.

Maybe the stress of their ship blowing up caused a crew member to enter labor. Maybe I have a cylon infiltrator trying to pull a sneaky - I was fighting {REDACTED}, after all.

Or maybe the real starfarer was the friends we made along the way.

9
Suggestions / Re: Hyperspace Combat
« on: August 17, 2024, 07:02:31 PM »
Some possibilities that hopefully won't be too complicated to make happen.

Rogue grav wave - a wave of gravitational force passes through the battlefield, shoving all ships in one direction. Smaller ships are more heavily affected than larger ships.

And to make things fair...

Lightning strike - short duration emp effect strikes random ship every so often. More likely to hit larger ships. Solar shielding can act as a lightning rod, both increasing chance to be hit and reducing effect.

10
Modding / Re: [0.97a-RC11] An OK Portrait Pack
« on: August 14, 2024, 07:06:39 AM »
[REDACTED] had no business making the guy on the upper left have fabulous hair.

Well, now that you mention it... I kinda want Fabio as an officer on my team. But they're all very pretty people - vanilla portraits trend towards a more grungy aesthetic.

11
Suggestions / Re: Large missiles feels lacking in options
« on: August 11, 2024, 09:51:36 PM »
I've often found myself wishing that large missiles had a generic guided HE weapon with no gimmicks.

12
General Discussion / Re: On Sunder, Luddic Path and energy weapons
« on: August 05, 2024, 09:35:58 AM »
Consider that we have lasers on battlefields in the present year, but antimatter can't be mass produced. If they're willing to accept the tech required to achieve interstellar travel, most (non-REDACTED) energy weapons should be kosher.

Consider also that fanaticism and logic are frequently in opposition.

13
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.10
« on: August 02, 2024, 06:14:29 PM »
I noticed in the changelog for 0.6.7 that you fixed a bug related to reputation resetting. I regret to inform you that I experienced that bug in 0.6.10.

Edit - Specifically, I was commissioned with the IX and found my rep going down to 0. Unfortunately, I don't know how long it was between the reset happening and me noticing, so I don't have much else in terms of details other than that my independent rep is also resetting. While my IX rep only reset once, indie rep seems to refuse to stay above 0.

14
Suggestions / Re: Buff heavy burst laser
« on: August 02, 2024, 05:38:36 PM »
The burst lasers are, aesthetically, my favorite weapon type. Glad to see that the heavy version will be getting some developer love.

15
General Discussion / Re: Is Atlas OP?
« on: July 16, 2024, 09:30:08 PM »
S-mod solar shield is actually really OP. You can hide in sun to bait enemy destroy themselves. The glorious leader trully has the foresight.

It doesn't just stop sunlight, but all environmental damage. My most memorable instance of 'fight was supposed to be hard but was super easy' was a high level bounty that I fought on top of a black hole.

Pages: [1] 2 3