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News:

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

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Messages - SonnaBanana

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1
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 24, 2021, 10:30:07 PM »
Not going to say no to more Hyperdangers and Hypertreasues!

2
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 24, 2021, 05:54:21 PM »
Do colonies get accessibility bonuses from system proximity to slipstreams?
Since hyperspace travel is now more economical and enjoyable, are larger sector maps now more manageble?

3
General Discussion / Re: [What's this?]
« on: September 23, 2021, 02:38:07 AM »
Spoiler warning, I guess, even I have no idea what it is, it must be a spoiler


So after about a year of roaming the distant edges of the sector I came across something.. big, Earth's internet has provided to no clues
Stuff from a mod.

4
Suggestions / Re: Salamander Type-2: Anti-Phase Missile
« on: September 22, 2021, 09:29:37 PM »
Alex, is the reason you're holding off on telling us what Cybernetic Augmentation does is because it involves entirely new mechanics doesn't it?

That's completely off-topic for this thread! And the primary reason is - gotta leave a little mystery in there, you know? :-X
Good point.
But you didn't deny what I said. :p

On-topic: Forget anti-phase missile, grant PCL's and Flashes anti-phase capabilities.

5
Suggestions / Re: Salamander Type-2: Anti-Phase Missile
« on: September 22, 2021, 09:16:36 PM »
Alex, is the reason you're holding off on telling us what Cybernetic Augmentation does is because it involves entirely new mechanics doesn't it?

6
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: September 13, 2021, 08:20:01 PM »
Looking forward to the new Technology Story Point option(s) since +1 s-mod is now a Leadership thing!

7
I’m very curious on how the colony changes are coming along. If colonies become an exclusively Admin/AI core activity, you can do some interesting things with colony skills that doesn’t make the player feel like they’re giving up combat/fleet bonuses to get them.

Also, my guess is there a few changes we don’t know about at all that might just be QoL but who knows…
?)
I don't think there'll be much in the way of Colony changes until the next overhaul (.96?)

8
General Discussion / Re: Question on skills
« on: September 11, 2021, 08:15:50 AM »
so turns out the answer I wanted was

"their benefits go down as your level goes up, to maximize their benefits you need to get them as soon as is physically possible"
That's not how it works.

9
General Discussion / Re: Question on skills
« on: September 11, 2021, 12:30:02 AM »
some skills provide only a portion of their maximum benefits

why is that ?

like that skill that improves militarised civilian vessels and combat packages a boost of like 900% in their effect ?
Those kinds of limits are for preventing large fleets from being overpowered.

10
Suggestions / Re: Permanent Skills, MK2
« on: September 10, 2021, 05:56:10 AM »
Defeats the purpose of the option of reassigning skills because those powered-up permanent skills become the meta, if those extra bonuses are significant.
There could be a limit to how many skills a player could make permanent, then?

11
Suggestions / Re: Add the Rugged Construction hullmod to explorarium drones.
« on: September 10, 2021, 12:37:16 AM »
Makes sense, the Rampart is outright described this way.

Quote
Little more than an artillery platform with engines, the Rampart was attached to drone units to provide the heavy firepower necessary to meet cruiser and capital class hulls in the line of combat or to crack armoured orbital fortresses. In either role, heavy losses were anticipated, so the Rampart was designed with highly modular components which allowed badly damaged hulls to be rapidly cannibalized to repair lightly damaged hulls up to combat capacity without the need for shipyard facilities.

12
Suggestions / Permanent Skills, MK2
« on: September 09, 2021, 09:55:36 PM »
Making a skill permanent is completely voluntary.
Any non-piloted ship skill can be made permanent.
When a skill is made permanent, it grants additional bonuses.

13
Let's ask what it's about!

14
If the player is on neutral or better standing with a faction, that faction sends mercenary fleets instead of standard faction fleets when comes to doing faction expeditions.

15
Suggestions / Loan/Investment/Bailout contact missions
« on: September 05, 2021, 08:35:47 PM »
Player gets them from economic contacts, player needs to give the contact credits and after a period of time, the player gets them back with +/- 15% changes.
There's no guarantee that the player will always get back more than they gave originally.

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