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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 - Soda Savvy

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1
A right click that deploys a flak wall wherever the cursor is like the shield that intercepts incoming non beam fire, but instead of a flux bar that builds up, it's a magazine gauge that runs out and has a reload rate instead.

Technically, it's another type of shield mechanically, but visually it could be made to look like much fancier PD. Maybe the ship it's added to could have mouse tracking mini turrets that act like the LIDAR turrets to add to the effect, as well as limit the max coverage.

2
General Discussion / Re: Doom can't keep getting away with it
« on: August 16, 2023, 08:50:52 AM »
And yet, it would appear that Doom got away with it yet again!

3
There seems to be a duplication bug for pets. Steps I took to repeat it: Pause on fleet view-Go to cargo-right click on pet box which returns to fleet view-click on cargo again-right click on the same pet box again-repeat as many times as needed-finally unpause-get a queued chain of pet name windows.

4
Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 08:17:49 AM »
How about a bit on how spacer culture has shifted over the years based on the major events of the sector. Maybe there was some tradition or superstition that popped up after the first AI War. (Or maybe the reverse, and it died off hard?)

5
Suggestions / Re: Disabled Ship = Escape Pods, not Boom
« on: January 23, 2023, 08:10:53 AM »
Edgy.

Everyone would have very obvious 'This is an escape pod' beacons to avoid that very scenario. The PD can already track and distinguish between missiles, flares, fighters, friendlies of the same, and debris as it is.

And anyone dumb enough to spoof it would find a guarantee of death no matter the case.


6
Suggestions / Re: What could be done with Safety Overrides
« on: January 15, 2023, 07:59:41 PM »
Maybe treat it like a variant of old War Emergency Power systems. https://en.wikipedia.org/wiki/War_emergency_power

Each ship with SO gets a separate CR counter, and toggling it accelerates the regular PPT/CR decay rates. And once the separate SO bank is emptied, it has to be restored at a shipyard.

Or make it a one time thing per battle that eats a chunk out of PPT/CR and locks SO on, so using it early on can be risky for longer fights, and using it late might be just enough to finish an enemy off or escape instead.

And whichever version it has, the different officer AI can prefer to use it different ways. Steady never uses against smaller ships, aggressive might use it to run down peer ships, reckless will flip it on in a destroyer and go charge a battleship because why not, etc.

7
General Discussion / Why do fighters in the setting still use pilots?
« on: November 21, 2022, 03:49:31 AM »
Something that has always bugged me about the setting is that there's all of these factions with relatively limited populations, and they use carriers with fighters that can and do often measure their lifespans as "One Way".

An Astral or Mora can lose their entire fighter/bomber compliment on a single attack run. And then they just spit out replacements because everything is running off of autofactories. More to the point, the onboard fabricators and replacement rates straight up suggest that they don't expect to get most of the spacecraft back.

If anything, they should at least be remote operated, with the pilots being in command stations back on the carrier, much like modern day military drones are controlled.

Or should I believe that it's normal for a Condor with two wings of Talons to lose a fifth of its crew after three sets of fighters get spit out against that fleet with a bunch of burst PD and Paladins?

8
On one hand, after taking a look at the stream, yeah. He does run into some things that aren't the most intuitive.

On the other, he still has that same age old issue many people(streamers especially) have.

*Piece of information shows up on literal center of screen*

"Imma just completely ignore this"

*not even surprised pikachu face because in one eye out the other*

9
Suggestions / Re: the use of missiles on the global map
« on: November 09, 2022, 12:05:58 PM »
Ignoring out of universe gameplay considerations, the most likely answer is that strategic missiles would run into the exact same issue regular missiles do.

Point defense and shields. And cost.

You can scale missiles up more and more but eventually you don't have a missile, you have a single use frigate. And what happens to disposable ships in universe? They get annihilated by any half competent ship crew. You'd just get an uptick in Omens or something screening with tac lasers, while bleeding credits that could have been spent on an actual fleet.


10
Insulting people and arbitrary gatekeeping is how they feel good about themselves. Don't kinkshame them!

11
Gate Crunch, obviously.

12
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 17, 2022, 10:17:37 AM »
The beta patch from last night seems to have this crash once the first month rolls over.

Code
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - Daemonic Incursion - Market
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - Daemonic Incursion - Gates
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - Daemonic Incursion - Ships
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - The Daemonic horde awakens
586941 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.Faction.setRelationship(Unknown Source)
at data.scripts.tahlan_ModPlugin$TahlanTrigger.reportEconomyMonthEnd(tahlan_ModPlugin.java:361)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

13
General Discussion / Re: Is it time to get rid of Blast Doors?
« on: August 15, 2022, 07:10:49 AM »
Hmmm.

So I really don’t like how crew works at the moment. But crew experience also doesn’t work that well either.

The main problems is that crew is kind of a maintenance chore you do rather than a mechanic you interact with for the most part. With supplies and fuel you’re always interacting with them. They’re the primary means by which you determine how long you can fly.


But crew only pops up when you take big losses… in exactly the same situation supplies also pop up. As a result crew is actually pretty extraneous. It’s neither a long term supply or a resource it’s just “supplies but you forgot about it for a bit”.

Is there a better way to handle it? Maybe. But I am not sure what it is. At least in terms of a resource.

My initial thought is that you could do away with crew as a resource in total but have crew as an aspect of each ship. Just as you have a Hull and CR slider you would have a crew slider.

The crew slider would go down with combat damage in two portions. One would be losses, irrecoverable, and one would be wounded, long term ish recoverable. Once the crew slider was under the skeleton crew percentage CR would be limited because the ship was no longer sufficiently crewed.

In this method you could have ship crew experience again because there no longer is Jenga. Ships have their own crew and so their own experience bar and losing crew has the same effect on crew experience as it used to.

Going to a starbase would let you refresh your crew but as the cost of experience.

You could then make spare crew into pilots and marines. And it should be far easier to have pilots and marine experience




This, or something similar, would be the best option I'd think. Especially considering that when one thinks about it, the sector doesn't exactly have population to spare for some factions while they do in fact have ships to toss at the problem. Reduce how many people are needed for ships lorewise. Maybe redo fighters to actually be manually controlled drones, so experienced carriers do a bit better as their pilots have survived longer, etc.

14
If you satbomb any planet, just make it so that from then on out, no one wants to immigrate to your colonies except pirates or something. Good luck exceeding size 4 anytime soon.

Also, maybe do what Highfleet does when you use nukes.

Honestly, it's too easy at times to get away with being a drain on the universe.

15
Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 20, 2022, 10:03:18 AM »
In regards to the whole range vs tech level thing, everything in the combat field is an abstraction after all, and gameplay comes first when at all possible.

However, one could perhaps look at it from this angle: As everything is abstracted, and we know Starsector ships to be torchships, consider the following: Weapon range cutoff just represents the range at which targeting brackets and rounds are more likely to miss than hit. Some ballistic weapons go further simply because ballistic rounds keep on flying well after an energy weapon has diffused from distance.

Lowtech just puts out so many shots that one is more likely to hit sooner or later, compared to that tachyon lance or laser which might still hit the target, but at such a range it's a mere tickle.


Now, to Alex: We're getting a ton of amazing new military ships, but have you considered adding an extra civilian ship or two to round things out? It does seem odd at times there's a hundred plus military ships but only, like, 1 bus.

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