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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Topics - DistressBeacon

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1
General Discussion / How to gauge stats
« on: January 06, 2022, 08:24:08 AM »
Looking at stats screen, I often get lost stat wise, like is this shield upkeep stat good or bad, or flux, etc.
Is there any rules of thumb(s?) to help better gauge stats.

2
Suggestions / omni-shield tweak
« on: January 01, 2022, 12:21:50 PM »
I think a quick-fix to the omni-shield is to given a button to lock it in place, so we can fire one side manually while shielding the other.

A think another fix idea would be to have togglable modes, like an inverse mode where it shields the opposite side of where you are aiming, as soon as you toggle this mode off it redeploys to where you are aiming. I think this would be used in conjugation with the locking idea.

I think omni-shields are an interesting idea but there is a bit of conflict with controls when it comes to using it.

3
Suggestions / Crew veterancy/types
« on: January 01, 2022, 12:01:02 PM »
Ever since they added marine veterancy I've been wanting a crew equivalent.
However, you don't lose as much crew as marines, so I figure a 1:1 vet system for crew well insure you an elite crew at all times.

I think for a crew morale/loyalty(yes I know starship legends has one, but I think a vanilla style system would be interesting) where based on the ships performance and experiences in combat the crew gets better or revert back to base.

I also propose different types/quality of crew(hear me out). I think it would be interesting if there are different types of crews that have different base veternacy i.e. pirate crews(crews from pirate station) have the worse base vet/morale but can become elite like anyone else, they are cheaper to hire and salary. Independent crews are somewhere above pirate and would pretty much be the current crew. Faction crew, have higher base vet than all the others but can only be bought from the military. Commission crew(could be merged with faction crew or made to be a modifier that comes with a commission ), accessible with commissions on par with faction crew but receives bonus on being faction vessels(i.e. tri crew on ships used by the tri receives the bonus).

I don't think it's inline in vanilla for their to be special crew to be pilots, gunners, etc(might be a good mod idea tho and I won't complain if a in-depth system is added to vanilla).

4
Suggestions / Weapon groups
« on: January 11, 2021, 05:05:14 PM »
So I messing around with ships, admittedly some of them are modded but this extends to unmodded ships.

I found myself setting more niche weapons groups on some of my ships to better manage the flux and found a hard time fitting into the limited weapon groups. I was thinking maybe a more flexible system.

So here's my suggestion a player made list with names that they assign weapons too. For example the player can make group left, and left has the left side guns. They can navigate a small menu that's on the bottom left and select that group. If it's an important group they can assign a hotkey to it.  So the idea is since this is a navigable list it can scale and isn't as limited. Also that the player can make weapon groups that encompass weapons from other groups. So this lets you have finer flux control for certain situations but allows you have easy manual fire control still.

I think this would also be better flux management especially if you mixed anti-armor and anti-shield guns, you can have them hold fire while keeping the anti-shield on auto fire. Like for example left board side anti-shield keeps firing but you hold fire on the left side anti-armor, while the right broadside or forward facing anti-armor gun aren't affected.

Hopefully this was coherent, I'm not really good at organizing my thoughts but I thought it was interesting enough to share.

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