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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Brightness

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General Discussion / Re: Omega
« on: October 12, 2021, 03:06:46 PM »
Which part isn't true about Omega?

General Discussion / Omega
« on: October 12, 2021, 10:12:02 AM »
I think Omega is the machine god humanity foolishly built in their striving for ever greater power.

It is vast and unknowable now, growing past even what the alpha core level intelligence can hold within their alien imaginings.

It may be the end of all life, synthetic and organic alike.

Ere it's rise begins, stars as blood and minds for a throne, the future Omega writes for the universe is terrible and beautiful and so very cold.

Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1a) Mod
« on: June 29, 2021, 03:37:47 PM »
Lights need more depth, and maybe add more detail to any parts that are too "smooth", if you get my drift. Only a few tweaks, really.
Otherwise, very cool.

Mods / Re: Biomancy Genetic Engineering (Open source)
« on: June 29, 2021, 03:33:53 PM »
Keep them monochromatic, like sort of HR Giger type thing

Pamed boats are still a touch too OP, I think, though it's tricky because they are *supposed* to be tough little bastards, instead of relying on one-two big ships and a smattering of small ones to guard the flanks.

Otherwise, this is very cool. I haven't taken over the xhan mechanical world yet, so i dunno if it does anything special but i'm excited to find out!

Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: May 18, 2021, 04:01:00 PM »
The lovely ristreza feels OP in player hands, but somewhat under...P...when piloted by the AI. Maybe it's super cannon could be dialled back, and disconnected from the ship's special move?

I love it anyways, though, its always got a spot in my fleets.

It's almost got a giger-esque feel to them. I love it!

Suggestions / Faction specific ships
« on: October 01, 2019, 06:28:34 PM »
I'd like to see at least one special ship per faction, ala either the 14th battlegroup variants, or a unique design that does something established, but slightly better.

The Sindrian Diktat, for example, needs a lobster themed battleship, with layered armour and a pincer-looking bastion with it's own armour/hull stats
The Perseans could have a starfish pocket-carrier type, with three bays, but very weak stats.

Maybe the independents could have more all-rounder types associated with their faction that school together for synergistic bonuses. On that note, I'd love to see more ships that provide various fleet scale bonuses, either in or out of combat, with faint waves/rays that go under other layers to indicate where their effects are going during a battle.

General Discussion / Re: Isn't it time for pirates to take a hit?
« on: September 25, 2019, 01:10:50 PM »
I'd rather see carriers actually be given an AI that isn't so impossibly convinced it's a battleship that absolutely MUST be at knife-fighting range of the entire enemy fleet.
Their behaviour is based on their armament: if they only have missiles and PD, they will hide behind other ships.
So...only the Legion really has to fight up front.
Remember to give it a heavy armour mod.

Suggestions / Re: End game boss sugestion
« on: September 25, 2019, 01:01:14 PM »
Perhaps not so outrageous as respawning warships etc, but...there is definitely something here.

I played a boardgame a while back, where each faction had some sort of "super" ability they were building towards, and one faction was building a colossus with enormous stats. Maybe each faction could be slowly building an end-game event, like the Hegemony finally reconstructing and refuelling (it takes special fuel) a super-battleship from the domain era, and going on a conquest spree.

Or the Sindrians releasing a space lobster to rampage across the sector. Or TT going too far once again with the AI tech, and another AI war breaks out (that one is kind of obvs, lol).

Suggestions / Re: Map Pins
« on: September 25, 2019, 12:53:37 PM »
Seconded! Just this morning I was pawing through my explored systems, looking for that one damn ideal terran world I found a while back.

Suggestions / Re: Storm Riding
« on: September 25, 2019, 12:51:58 PM »
Quick question on Safety Procedures II. does the bonus
  - take 50% CR damage from coronas and other things
also work against hyperspace storms? The Solar Shielding upgrade blocks both coronas and hyperspace storms, so I figure SP2 might be the same.

Does anyone else notice that some ships get whacked over and over again by hyperspace storms? Is there some hidden modifier that determines who gets hit? It might be cool to build a "lightning rod" ship with solar shielding to absorb most of the punishment, and make storm surfing even more fun.
I like the lightning rod ship idea too! A skill, a hullmod, and a whole ship as part of a suite of potential hyperspace travel upgrades.
I also wonder if there isn't some way to build into/manipulate hyperspace somehow, like making lanes or walls, or tapping the storms etc...

Suggestions / Re: Scuttling a ship has a chance to drop a blueprint for it
« on: September 25, 2019, 12:25:54 PM »
This sounds cool, actually. Just like, a 1% chance.

Suggestions / Storm Riding
« on: September 25, 2019, 12:21:24 PM »
I'd like to see a new, fairly advanced skill called, yes, "Storm Riding" that reduces how much the hyperspace storms push your fleet off course, and maybe makes them a bit more fuel efficient, but doesn't speed your fleet up any more than what it already gets.

Paired with this could be a hullmod that reduces the damage/fuel drain further.

Suggestions / My suggestions three
« on: July 30, 2019, 06:20:00 PM »
Suggestion the first: I would like to see a new line of "utility" capital ships, all from the same manufacturer, starting with an explorer type carrying some sort of built-in fleet logistics system, but is (for a capital ship) lightly armed.
Imagine a flying steel space lagoon. In space. Repair drones, maybe? I dunno.

Second suggestion: After this next major update, perhaps you guys should put some time into unifying your art style? In my opinion, your strongest asset class is your ships, but your planets and general space stuff could be brought more into line with them.

Thirdly, I would like text adventures. Did you ever play a game called "space rangers 2"? it was a beautiful and tragically flawed game, with a weird hybrid turn-based/real-time combat system, and text adventures whenever you went exploring. They all had puzzles, the difficulty of which was based loosely on your characters' INT stat, so high int meant puzzles like 3 + 4 x 5 - 999...and low int meant calculating pi to ten digits, or some bonkers complicated logic puzzle.
Anyways. Text adventures!

Beyond my suggestions, I really like the flavour text attached to the ships, and the hints you give about their uses because it's not always obvious to non-armchair admirals.

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