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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 - Tei

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1
Suggestions / Re: Add a phase hauler
« on: June 09, 2019, 09:06:34 AM »
Imagine phasing a planets worth of recreational drugs in a modified Atlas through a stations armor plating just as a patrol rounds a corner to confront your dubious possibly smuggling related actions.

Except they dont find anything because you just phased a superfreighter into a isolated dedicated offloading bay with no exit for normal ships.

The Ghost Freighter strikes again!

2
General Discussion / Re: Kitting a Conquest
« on: May 21, 2019, 10:43:37 AM »
The conquest is severely lacking IMO. You can get the same 2 Large and two Med mounts on an Onslaught, except you dont have to rotate as much at all to get the proper firing angle.

For missiles using medium missile pods on the Large mounts can work too. Use 4x Sabots or 4x harpoons are actually pretty decent. Saves OP so you can dump it into capacitors or more hullmods.

3
Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 03, 2019, 12:59:10 PM »
That way i could still behave like a glory hound while spacing half of my crew.

I see you too are a Space Admiral of culture as well.

4
Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 03, 2019, 10:06:40 AM »
New Known Issues
  • Restoring a ship will remove it's reputation hullmod until it has any new reputation change (including crew opinions of officers), at which point all previous traits will be restored.
  • It's possible to get the same type of trait. Starship legends prevents ships from getting traits they already have, but not ones that they will have.

@Zhentar: Hull damage doesn't matter for civilian ships that aren't deployed. Their chance of getting a negative trait is simply 50%. The other things are bugs that have recently been reported to me. I just came here to let people know about them until I can get a fix out, but thanks for telling me about them!

@Tei, Flunky: Thanks for the feedback, guys! I'll reply soon, but for now I want to focus on getting a patch out.

Speaking of which, what exactly influences what traits you get? My dominator flagship has reduced vent rates, is it because I vent so much in battle?

Though its totally believable to say that because I vent so much the machines responsible for ship venting is starting to get worn out. But at the same it can be handwaved that because I command the cre to vent so often that the crew is much more profficient and knowledgeable of the procedure for venting thus venting is more optimized.


5
Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 02, 2019, 08:34:04 PM »
So judging from this thread and me trying out this mod, Hull damage makes your crew hate you. Currently Im piloting my dominator and it can take hits, but even though I more or less cut a bloody path through an enemy fleet and punching far above my weight the ships crew absolutely hates me.

Maybe have it so that the penalties/traits can get nullified after battle depending on how much damage you deal in return or how many kills you get during battle.

Perhaps have a "Blood Lust" or "Extreme Aggression" trait that makes your crew hating you worth it (and turning your currently piloted ship into a go hard, go fast or die trying sort of vessel.)

6
Suggestions / Re: That gap on the Falcon, maybe meant for something?
« on: April 30, 2019, 11:13:38 AM »
The gap is there for a very important reason: so sadistic captains can punish misbehaving crew members by ordering them to reload both front missile mounts.

Said missile mounts are both Ann. Rocket Pods. Just imagine the pirate captain giving the biggest grin as a pair of unfortunate crew mates push around carts full of rockets.

"HAVE FUN RELOADING THOSE THINGS BY HAND YOU ASSHATS."

7
Suggestions / Re: That gap on the Falcon, maybe meant for something?
« on: April 30, 2019, 10:12:25 AM »
It's there just so you bait AI and make it miss its shots. Besides, I don't really think it's a good way to make the most crowded area on the ship even more busy. Bridge isn't good for powering superweapons.

Well to be fair its impractical to even have any exposed bridges on a combat spaceship to begin with. Best bridge location would be buried underneath as much armor as possible, which would still put it next to other vital components like the reactor/engines/fuel/ammo storage.

Which still bothers me with supposedly heavy armor ships like the Onslaught and Dominator, if you take the above into account all that armor is pointless if you have a bridge just sitting there.

8
Suggestions / Re: That gap on the Falcon, maybe meant for something?
« on: April 30, 2019, 08:18:47 AM »
Color it blue, make it high tech, and put a tach lance in the gap. Nothing like a good old screw you spinal laser.

9
Suggestions / Re: No downside to running out of credits?
« on: April 27, 2019, 08:29:56 AM »
Do officers and/or administrators leave your party for not getting paid?  If not, then making it so and losing (high level) officers and administrators can be a nasty punishment.

Make them mutiny. And then have to slaughter half of your own fleet to set an example.

10
Well to be fair, nebula and space dust IRL would be more or less intangible and unseeable unless you view it from really far away.

11
I guess that is why deserters only last 90 days.  Pirates, being Chaotic Stupid Evil as they are, get stranded at their hidey-hole because they forgot to bring enough fuel and supplies, then hang around to die (because they cannot gate out of the system), either by murder-hobo player or by time (no more supplies).

I generally have no problem with deserters.  They clearly exist for the player to mug for money and rep.  So far, my only problem with them is deserters appear too early due to time scaling.

But mugging for money and rep does not feel like it would work for deserters that come from your own faction.

One alternate idea for pirate activity is instead of (or in addition to) the usual "kill pirate base before it sends hundreds of ships to raid your colonies", you need to hunt down deserters instead.

Or just have the pirate guy hang out around or dock at a pirate station and handwave it as resupplying from time to time. Or maybe they will join in in the fun when its pirate deathball raiding time.

12
General Discussion / Re: how do you beat this?
« on: April 13, 2019, 08:57:04 AM »
Tried capturing the screen but it just gets the starsector logo.

So I came across an invasion fleet of two ludic church heading to tri tachyon. They are massive. I am talking 4 battleships, couple battlecruisers, hordes of cruisers, destroyers and like 10 carriers, so you know how much fighters? How does someone beat that? Or survive the wave of assault by 30 fighter/bomber wings? I mean I could think of only having like a dedicated battleship or two to point defense, meaning all large/medium/small mounts fitted with their equivelenti n point defense weapons and no offensive weapons, to protect the fleet.

also this just means blobbing too, unless you keep your fleet together for unified point defense theres no way to mash through it.

any ideas?

which is interestingly how I described fleet combat in my book :)

By pumping your battle size to max or maybe even more using the config files so you can field your entire fleet at once. Also having a full team of officers for you ships. Plus seeing as how they are Ludds, wouldnt the entire fleet be full of D-mods?

13
Just wanted to mention that at least C) should be largely addressed in the .1 release - the AI will lead with more large ships, and especially so when fighting vs stations.

Oh thank god, dueling Capitals are a treat to see and now I dont have to murder their friends first to see it.

14
A)It seems that the AI always uses the same moves in tactical combat, send the whole fleet to capture points, then assault the center of the player's fleet. I think it would be cool if there were some varieties to the AI's opening moves, doesn't have to be too many, and can be randomly selected from a set of pre-programmed moves, rather than dynamically reacting to the player's own moves.

I would like to suggest some examples:
1. Advance through the center of the map with defend order, wait 3 minutes, then cancel defend order to make fleet spread out;
2. Advance through both sides of the map with defend orders, the cancel the orders to pull the fleet to the center to try to catch the player in a pincer;
3. Advance through either left or right side of the map, to try to make an asymmetric battleline

B) Also, to deal with the problem of front line ships getting thinned out while reinforcements are trickling in, I think large AI fleets that have ships in reserve should try to move the deployed ships back toward its own spawn point as it takes losses, so that reinforcements take less time to get to the front line. Right now, it is very easy for the player to defend near their own spawn point, thus enjoying an easy retreat as well as causing the AI enemy to be destroyed singly as it trickles it.

C) Finally, this may be a bit iffy, but maybe the AI should have battleships lead the charge, instead of frigate screen first? Right now the AI seems to deploy small ships first, then reinforce with big ships as the small ships get destroyed. But small ships die fast, so the result is that battleships and cruisers end up trickling into the battle without support. But battleships and cruisers are often also very slow, so by the time they get to the battle, many of the smaller ships on the front line would have died. I propose that AI deploy large ships first, then the smaller ones. The result would be that the firepower on the front lines would decrease less quickly, since bigger ships are more resilient, as well as that gaps in firepower are filled more quickly, since smaller ships are usually faster and take less time to reach the battle. Finally, large ships first would mean that CR on the whole fleet used up at around the same time, whereas small ships first would mean that any small ships would run out of CR, while the big ships will have lots of CR remaining, but would be less effective since they have no effective escort.



C irks me the most. Another effect of the AI deploying smaller to large is that the the smaller front ships sometimes gets sandwiched between your fleet and and their approaching capitals and cruisers, ensuring that your own larger ships absolutely squash them because they dont really have anywhere to run, though this usually happens on larger battles.

15
Hmm, there's some potential to use derelicts/derelict systems for later-game things, and I'd rather see how that all shapes up instead of coding up an independent scaling mechanic for them - or whether, indeed, that'd be necessary given other later-game things. E.G. they might still be profitable/useful late-game, but they might become a poor use of your time given other more pressing concerns, for example. Or they might directly tie into something else.

Quote
Tie into some else.

What about a quest line where the mothership AIs  become truly sentient, but instead of having hostilty towards humans like the Remnants, they stay loyal because of mission parameters and solely desire to scout out and help rebuild the Domain (cuse you cant be an explorer for the Domain if there isnt a Domain).

This would result the older Domain droneships seeing the newer Remnant AIs as traitorous scum and the next AI War is a literal AI war.

Or something like that. Or maybe have systems where the Motherships are active and they spit out non-Dmodded droneships with sensible loadouts enmasse, with their gimmick is that they are impossibly beefy, well armored,  are constant sources of never ending ballistic barrages and come in numbers not unlike 0.9 pirate swarms but no shields what so ever.

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