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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - PerturbedPug

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1
Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 12, 2018, 04:51:48 PM »
"Solo Nobre, Rocky Metallic World"
Been playing some Brigador?

2
Is the current size of the sector more or less final? Are there any performance or simulation problems with increasing it further?

3
General Discussion / Re: I'm bored.
« on: April 19, 2017, 11:53:33 AM »
About to finish freshman year of high school, still no 8.0


When I first found starsector (then starfarer) I was just starting my freshman year of high school. Now I've graduated almost a year ago.

4
Suggestions / Re: Blog post ideas
« on: April 18, 2017, 01:39:33 PM »
- Im super interested in lore and storytelling. Since all the lore blogpost are from Ivaylo and not really canon anymore, anything in that direction would be gold. It doesn't have to be some grandiouse "official history of the Sector", a personal story from some Sector inhabitant would do nicely. Maybe about someone we may actually meet in the game? :)

- Tales from the cutting room floor. What features were you guys exited for that did not pan out? What went wrong? I curious how Starsector would be if things happened a little different.

I second both of these. I would like to know more about what life is like for those who aren't dashing space ship captains.

5
General Discussion / Re: Is the difficulty curve really inverted?
« on: April 17, 2017, 07:05:37 PM »
There just need to be more options and I think 0.8a is one of the first steps towards that. If you don't want to engage in combat you can survey planets or scavenge resources, ships, items, etc. from exploration, but there needs to be more ways of making money besides the obvious combat, trade and exploration. Perhaps spying on factions by watching fleet movements while staying hidden, sabotaging enemy markets, arming & supplying friendly rebel groups with weapons and food or transporting passengers. These are just twists on the standard 3 ways of making money but they add some interesting flavor.

More interaction with enemies is a good idea as well, perhaps pirates or hostile fleets could be bribed to leave you alone (but not if the faction is super angry with the player). An insurance plan on ships in your fleet could help ease the pain of lost ships (as long as your transponder was on when it was lost, and the ship was legally acquired) by paying out a fraction of what it was worth. Nexelerin already does this and it really cushions the blow.

Just my 2 cents.

6
General Discussion / Re: New character creation teased
« on: April 10, 2017, 11:04:45 AM »
Nebulas are also what remains after an old star goes nova and spews gas all over the place.

Oops, maybe I should brush up on my astronomy a bit

7
General Discussion / Re: New character creation teased
« on: April 10, 2017, 09:54:13 AM »
I think nebulas would be more prevalent in younger sectors, since those are what stars are made from. Older sectors would have older starts, so the nebulas would have been used up by then.

I think it would be have a direct effect on gameplay as well, since fleets would have fewer nebulas and other debris to sneak around in older sectors.

8
It makes more sense when you read the description. It says that the Conquest was designed with a philosophy of offensive tech always being better than defensive tech, so why give a ship unnecessarily good defenses? Just give it a ton of firepower and mobility and destroy the enemy before they can even fire back.

9
What does a citizen need an assault rifle for? There are already law enforcement on the planet. If they want to legally own an assault rifle, they should become a marine and do it as a job.

This might be going off topic a bit, but aren't pirate raids on stations and planets rather common? In the event of an invasion it would be useful to have extra rifle men to help the professional security.

10
True. It just seems weird to me that marines come with guns, yet hand weapons are an independent commodity. XD Guess I just wanted to see some sort of union there.

The thing about arming regular crew as budget marines had also occurred to me, but that would be a few levels more complicated I feel.

And yeah, as stated, boarding is being removed.  ;D Derp.

I always thought that hand weapons were for non-powered armor police, guards and private citizens.

Also the description for hand weapons is kind of weird. It says that they are banned on many worlds, yet citizens can own a fully outfitted battleship with no problem?

11
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: April 03, 2017, 12:49:53 PM »
If anything Alex wants to minimize micromanagement in areas where it's not necessary. Just look at the tactical layer in combat, you can't give too many orders and those orders aren't very specific.

Adding ship specific inventory would just add salt to the wound of losing a ship in battle, at least with the current system you can choose to leave behind less valuable cargo if you don't have enough room.

12
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 01, 2017, 11:49:35 PM »
Not sure if this belongs here, but I just whipped this up from an old sketch I did last year. I'm still not sure about the colors.
Spoiler
[close]

13
Discussions / Re: Cataclysm: DDA - Awesome Post-Apocalyptic Roguelike
« on: June 07, 2013, 10:58:29 AM »
Well here is an image from my current character. Not as successful as the others, but I'm having a lot of fun because I have to scrounge for things a lot more.
It may not be obvious, but all those lower case z's are child zombies that are about to be flattened.

Note: This is a large picture.
Spoiler
[close]

14
Discussions / Re: Cataclysm: DDA
« on: June 05, 2013, 08:07:35 PM »
Gah, I always die in stupid ways. My latest char had a nice truck and plenty of food and a couple of guns, but no ammo. I tried to clear out a FEMA camp (it's like a prison or something) by running over everything hostile in sight. Unfortunately, I died while going to investigate a building on foot and a spider jumped behind me. Apparently, machetes are not effective against spiders.

15
Discussions / Re: Void Destroyer is coming... (Space Sim Kickstarter)
« on: June 04, 2013, 01:57:08 PM »
So I sent an e-mail to SpaceSector.com about the Void Destroyer Kickstarter and I guess Adam Solo took notice because there is now an article about it here.

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