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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 - intothewildblueyonder

Pages: [1] 2 3 ... 19
1
Blog Posts / Re: Fleet Encounter Mechanics, Part 2
« on: April 17, 2013, 08:48:04 AM »
quick question/comment on balance

How  effective, practical and viable is making a specialized boarding fleet? This is also a question about boardings balance in the grander scheme of things. Consider, if a fleet were made to be exceptionally good at boarding how much time and resources would a player have to devote to making this work. The player would be sacrificing both general-space travel and combat ability in order to gain greater possibility of capture. Additionally, if a capture is successful the fleet would likely (or could be made to) become a more vulnerable target while it gets the captured ship spaceworthy.Perhaps a player would need certain contacts to repair a ship before they can use/sell it.
I would like to see capturing/salvaging as a (niche?) specialization (- which seems like would fit in nicely with the universe lore of everything being in short supply) that would require some player skill to attempt.


 

2
General Discussion / Re: Phase Ships - What Should I Do?
« on: December 20, 2012, 06:40:59 PM »
I was thinking about modding in phase ship that had 1 p-teleporting charge. This would allow it to either get the jump on or get away - sort of gives it what invisibility would (maybe this should be the ability they have instead fast missile rack)

3
Suggestions / Re: Creating 'threatened' zones
« on: December 20, 2012, 06:24:41 PM »
Could you describe what they are doing now? Want to give better ideas/suggestions

utilizing existing mechanics:
dodge asteroid AI (not sure the exact calculation
make the item you wish for them to avoid an immobile (or approx. with very low speed) projectile(s)

Does the AI already calculate how much damage it will take from given items and choose to dodge the most of what it can actually dodge?

4
Announcements / Re: Starfarer 0.54.1a (In Development) Patch Notes
« on: December 20, 2012, 03:39:51 PM »
Is quoting myself some kind of faux pas? ... at any rate:

No it only makes it better
(or if you like
you can be quoting yourself as a user of this thread
quoting a moderator of this forum
conveying the wishes of the creator of the thread
who is following the rules of the forum creator
who is trying to help the game creator)

[/quote]
Turning away from an enemy frigate will no longer automatically cause it to close in

out of curiosity what is the general gist of the calculation (guess something time rotation vs time withdraw to safety)

Is the AI still (regularly) fooled (or will it try to fool) by a ship turning away?

5

seems like a good idea, since it doesn´t seem to get much attention in this part of the forum, any way i can do that?


If people like the idea: post it and they will come (hopefully)

Pm Alex or another moderator :)

I don't know if you meant that seriously or not, but just to be sure... it probably is not a good idea to do that. The posts have been probably been read already by the aforementioned. They do not necessarily have time to respond to each.

Additionally they have enough on there plate so unless it is really urgent it is probably not worth drawing extra attention. If they thought it was good they may have noted it to themselves.

6
There might be a few Independents of note who have mastered the art of ship modification

7
No? :)

I understood what you meant and I thought I had somehow mistated something. Confusion at its best...

anyway as a suggestion then - for fleets that are supposed to be  a little better eg HDF. This would both imitate and level with a players a ability to make better ships - could you have some elite fleets flying around. Could be a large fleet or a small one, like Baron von Ricktennstarferer's hound and onslaught ;).

8
whoops I was a little unclear I meant that it should be in the unmodded game itself (has been said but I like it even more now :))

I meant to have things like the elite variants that use more than the base op available to each ship.

9
I think this mod now needs the same treatment as the station-mod: vanilla integration.

(i haven't had a chance to open it yet - does the mod have the over- and under- op'ed ships?)

(spell check mistook fraction for faction)

10
Discussions / Re: Message for the future
« on: November 26, 2012, 09:11:35 PM »
My belief on time travel is that people will eventually be able to go forward in time, but never backwards.

Aren't we doing that already ???


 :P

11
Suggestions / Mark Ships
« on: November 26, 2012, 09:03:49 PM »
I noticed that sometimes you lose track of ships you really don't want to, like lets say an ONSLAUGHT FULL REVERSE!

I would like to be able to make it easier to track ships on in the command UI and in combat. Not quite sure what form would be most useful.

Some thoughts

icon size
player tags or does the game
how do you keep a ships location noticeable

would love to hear some thoughts (this is somewhat inspired by the sound suggestion thread)

12
Suggestions / Re: "Stick Together" / "Spread Out"
« on: November 16, 2012, 09:19:31 AM »
Well perhaps the 'stick together' could just be a general escort assignment on certain ships. Not sure how to do it maybe you select the escort level from a general orders screen. Then the ships that can have that level of escort have that assignment applied to them

Also,with the new way that the command system works it would be nice to have a few more general order that work like this. That they apply orders to all applicable, such as 'capture all' for all points (or maybe specific ones), 'full recon' to maintain vision everywhere, or commands that allow you to prioritize bombers/strike-capable ships for intercept (perhaps by a certain group). General orders that tells your ships to control a certain area of the map (eg center).

13
Bug Reports & Support / Re: Burn Drive
« on: November 13, 2012, 06:14:09 PM »
I have seen the onslaught engage burn drive when the only clear path was before and after an interceding ship. I sort of thought this was coded as it sometimes will work out in the onslaughts favor. (a feature right :))

Will try to come up with a way to duplicate

14
Suggestions / Re: Ship Systems Suggestions
« on: November 13, 2012, 12:11:30 PM »
there you go  :) thanks for finding it (I should have been a little more flexible in my language)

15
Suggestions / Re: Ship Systems Suggestions
« on: November 12, 2012, 07:49:04 PM »
I'm pretty sure that Alex said munitions and construction ships aren't going happen (though it may have only been the munitions ships)

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