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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Topics - Gothars

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Suggestions / Hazard pay
« on: November 17, 2021, 03:39:16 PM »
A simple idea: If you lose crew, the cost of new crew goes up. It goes slowly back down over time. The amount it goes up should be determined by percentage of crew lost, not absolute numbers.
This should give more impact to losing crew, and thus more use to crew saving hullmods and tactics, without overcomplicating things.

Suggestions / Show total supplies needed for repair/recovery
« on: November 16, 2021, 05:12:17 AM »
I think I made similar suggestions in the past, but I still think its one of the most glaringly missing QoL features: please let the supply use tooltip show how many supplies will be used in total for ongoing repair & CR recovery work. Ideally, it would warn you (flash red?) if that number is higher than the amount of supplies you carry.

That stat is, after all, the most important factor when deciding whether to halt ongoing repairs (or turn for a port). It would be immensely helpful to not have to guesstimate it. 

Suggestions / Retreat border moves upward as losses occur
« on: November 05, 2021, 12:27:56 PM »
While playing iron mode I notice more than ever how all or nothing battles are most of the time. If you lose, you usually lose most of your fleets, not just some ship. One reason is that by the time a battle goes haywire, your ships are not in the position for an organized retreat and most get annihilated. That's kind of a shame, I think, as it encourages you to play safe and boring (or safescum).

My idea is simply to move upward the line after which ships can engage their burndrive to escape each time one of your ships get destroyed. That way, if you start loosing ships, your other ships have only a short way to escape. And if you lose a lot of ships, the line will move up so much that the survivors can just turn and engage their burndrive on the spot.

Suggestions / Slipstream opposite: slow fields
« on: September 26, 2021, 05:52:21 AM »
Now we will have ways to get easier and cheaper through the Sector, which is great. But there's also a downside to it, which is this:
Having a fuel efficient, small fleet will be less of an advantage. Likely even fuel guzzling armadas will now be able to travel to the farthest stars, provided the currents are favorable. Which, in my, opinion, is a shame. I love running lean fleets, and even before this change it was rarely worth it for long.

So, here's an idea. There could be certain areas in space where fuel consumption is dramatically increased and fleets are somewhat slowed. These areas would be located at the most remote regions of the sector and surround some star systems filled with high-value loot. In effect, these systems are "farther away" and can only be reached by efficient fleets. Visually, I think it could just be another type of nebula, maybe with some warning beacons on the edges.

(It might also be interesting to be able to generate temporary slow fields around enemy systems to decrease accessibility, but that's a whole other suggestion.)

Suggestions / Safety Override should kill crew
« on: July 26, 2021, 03:43:53 AM »
Meaning hull damage leads to more causalities than it
normally would, the reverse effect of reinforced bulkheads. In combat, it would make little practical difference. But it would add so much flavor to SO, adding a moral component to the decision to use it that, at the moment, is only implied. And it would help to explain why no faction except the Luddites uses this often powerful hullmod.

Bug Reports & Support / Audio doesn't work after bluetooth disconnect
« on: November 12, 2020, 02:00:55 PM »
If my bluetooth headphones get disconnected, either manually or by distance, Starsector audio stops working. Other sources still play audio normally, either over reconnected bluetooth or normal speakers. Starsector needs a restart, though.

Bug Reports & Support / Menu turns black at 3440x1440
« on: November 08, 2020, 04:06:26 PM »
When I start the game, I see the loading bar for a few seconds, then the screen turns black. When I alt-tab out of the game and enter it again, one of two things happens: either it is still black, or the menu shows up  for a few seconds and then the screen turns black. When I try it in windowed mode, it also turns black, but when I put it in the background behind some other window it freezes without turning black.

I tried:

- Reinstalling
- Vsync on/off
- fps 60/100
- alwaysUndecoratedAtFullscreen":true/false

My System:

- Win 10 clean install
- Ryzen 3600
- GTX 1660 Super (current drivers)
- 3440x1440 100Hz Monitor (DP)

I also tried running it at a lower resolution in a window, that fixed the issue. On my old computer in ran in 3440x1440 no problem, though (at 60Hz, HDMI).


Suggestions / Finer weapon control without needing more weapon groups
« on: October 31, 2020, 08:55:49 AM »
I want to suggest a toggle in the weapon group menu that either unifies or separates different weapon types within a group.

If unified, they behave as now, all weapons in it will fire. If separated, the group will fire the weapons of one type only, and you have to select the group a second time to be able to fire the weapons of another type.

For example, you could put your two  Sabot- and two Harpoon-launchers into group 2 and choose "separated". If you hit "2"in combat, you fire only the Sabots with every click (either "alternating" or "linked", that toggle also still applies). Once the enemy shield is down, you select the group again with "2" and now fire the Harpoons with every click.

The advantage should be obvious, it allows you to put weapons that you'd normally put in different groups into one group, freeing up groups to control other weapons more precisely.

A disadvantage of such a group is that you can't fire all weapons within it together, so you give up max firepower for finer control. E.g., it's nice to have kinetic and HE guns fire separately as long as you are in a flux contest, but once the enemy is overloaded and its armor broken, you might prefer pure dps from firing everything at once. That would not work well with a separated group.

I think it's really best for weapons you never want to fire together, like missiles with different damage types, or two very flux limited weapon types with different damage types.

Suggestions / Better venting effect graphics
« on: October 28, 2020, 08:48:47 AM »
I feel kind of bad asking for a graphics update when there's so much content being worked on - it's just that the venting effect really stands out to me. It seems like a very low res texture. Granted, it's less obvious when animated. But especially during venting it's often a good idea to pause the game to survey the tactical situation, and then this effect appears less than optimal. So, yeah, an update to bring it to the graphical standard of the rest of the game would be appreciated. Maybe as a graphic options toggle to not tax older systems unnecessarily.


I also found this really old quote, which I find amusing:)  (Or have shields ever looked different from what they look like now? I don't remember them ever being changed...)

It would be nice to have some feedback, like if a kinetic weapon hits the shield, display some kind of shield dispersion effect, just a small you know that something realy bad for your shields hit it.

Funny thing - we already have some shield animation graphics for just this purpose. Just haven't had time to add those in :) Btw, the "shield hit" sound is different for kinetic damage vs everything else, though it's easy to miss in the heat of battle.
Shields have been on my list of "graphics to improve" for a while now. I wouldn't say they're *bad*, but we've got some ideas.

Modding / MOVED: [0.9.1a] Hullmod Barratry 1.0a
« on: October 09, 2020, 02:53:25 AM »

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