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Messages - mav

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1
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 10:23:42 AM »
Oh no... there goes the weekend....

2
Blog Posts / Re: Orbital Fleet Behavior
« on: March 21, 2018, 11:38:07 AM »
Thank you for the blog post, found it quite interesting learning a bit about what's going on behind the scenes regarding such a seemingly small detail.

The small things do matter. :)

3
General Discussion / Re: Ships sell for too little
« on: April 25, 2017, 10:06:41 AM »
I prefer having a high chance to recover ships and sell them for scrap value than the other way around.

4
You will have the proper menu options. Make sure that you actually analyze the correct probe. There should be an (!). When I last did this, there were several probes right next to each other

5
General Discussion / Re: .8 feedback thread
« on: April 24, 2017, 08:15:32 AM »
Another way to "fix" aptitude points could be an entirely different kind of progression.

The following options are not meant to all be done together, but could be alternatives:

  • Remove aptitude, let players spend points where they want
  • Give points that can only be spent in specific categories on lvlup. e.g. an additional industry point every 4 levels
  • Give experience and respective skill points for different categories:
     - combat / non-combat
     - personal (combat) / fleet (combat) / trade / survey
     - combat / trade / research
     - ...

6
General Discussion / Re: .8 feedback thread
« on: April 24, 2017, 03:51:44 AM »
brief thoughts on the new skill tree:
  • 42 skill points does not feel like enough
  • The "unlock (tree) level 1,2,3" points feel terrible
  • We need a way to respec points (Possible abuses with ship OP)
  • Officer skills need to be more deterministic

I completely agree with RickyRio and would put an emphasis on the terrible feeling of skill tree unlocks. Also hiding the ability to survey planets with a specific hazard rating behind skill points doesn't feel right.

7
Suggestions / Re: Starter Loans
« on: December 09, 2015, 12:44:47 AM »
The monthly salary featue (from SS+ i think) implements this starter help quite nicely imo and even adds a money sink lategame which might make it unprofitable to run around with a fleet that's too big.

On the one hand, you, as the fleet captain, get a monthly salary. This allows you to get going again, even if you made mistakes during the month. On the other hand, you have to pay the guys working for you: officers, ship crew, marines. This leads to a net income in the beginning, when your fleet is still small and a net loss in mid to late game.

8
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« on: December 07, 2015, 11:36:00 AM »
Is it intentional that Knights Templar have -60 faction relationship with all others (at best) when using the random option at game start?

9
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 25, 2015, 05:34:18 AM »
-Phase ships
Really annoying to fight against, no fun at all. Give it an activation delay and/or don't tie it to flux generation, but give it a separate on-timer instead. Quick fix without removing the function completely is to severely increase flux generation.

-Sensors
Interesting concept. Active burst might work for patrols, but imo not for the player fleet. I use it only to draw pirates in. Maybe give the player the ability to deploy / send scout drones. Maybe allow for fake distress signals to draw in fleets and ambush them. Abilities offer a really nice framework for modders to play around with.

-Officers
Good basic concept. Maybe tie level advancement to actual ship/weapon usage. Could add a layer of unnecessary complexity or be fun to groom your officers to fit your specific needs in a less abstract / more natural way. Playtests necessary to find out.

-Fighters
Please make them a weapon that can be installed on ships with flight decks. Also add Character skills to improve effectiveness.

-Character skills
Well I guess they are just an advanced placeholder for now. In need of a complete overhaul.

-Faction standing / investigations
Dislike investigations. If i want to be a bounty hunter and only go for pirates / traitors, give me the option to play this way. Also I missed the warnings several times and often didn't even know that such an investigation is going on and what repercussions it could have. System might provide a good framework, but I don't have any ideas off the top of my head what to add and adjust.

---
Additional features:
-Officers
Fleet, ship, station, intelligence, mining, trading, etc.
Could be really interesting with a more fleshed out character trait system.

-"Ability": Fleet splitting
I would really like to the able to temporarily split up me fleet to chase down nearby fleets. Maybe make it an ability. "Send attack force" chases down enemies up to a certain distance from the main fleet. Number/selection of ships could be variable. Could cost CR, supplies, fuel, a fleet officer, etc..

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