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Starsector 0.98a is out! (03/27/25)

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Topics - Toxo

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Suggestions / Add a cheat subcategory to the mod index
« on: May 06, 2023, 05:17:10 AM »
As the title says, it would improve visibility of mods that many scoff at for the wrong reasons.
It's a single player game everyone should play and mod to their hearts content, and improving the visibility of these mods in the modding subforum would go a long way to offer players solutions to problems they're struggling with, especially since some of the rather cheaty mods are essentially just QoL for Vets (Looking at you, Neutrino Detector MkII).
Additionally it would be a much deserved shout-out to the authors of these mods, valuing the time they've invested to improve the range of options the community has to customize their games.
In my book, it would be just fair, as other mods, like "console commands", that are listed under "utility", come with direct cheat options already anyways.


2
Suggestions / Black Hole Drive [contains possible spoilers]
« on: April 11, 2023, 04:40:14 AM »
This entire thread might be a possible spoiler, so I refrain from overusing the spoiler function every 2 lines. Enter at your own volition.

[Fluff]
I've been thinking about black holes recently, and how they are kinda bland. You quicksave, fly in, and realize they are just eating your cr. There is no going past the event horizon, or discovering a lurking eldritch being nearby, even tho the game screams at you that you're being watched by something alien (I really love the new sensor ghosts in hyperspace, btw). The game kinda feels like its vibrant and swarming with elusive life outside of the gravity-wells of systems, while getting into those gravity wells gets gradually more and more dangerous. Systems are frequently occupied by pirates, luddics, domain era & TT remnants, and the most dangerous of them are encountered on old megastructures, orbiting the strongest gravity wells on the most massive stars. For me it kinda follows that an escalation of these threats would be found around the most extreme gravity environments, and as such I hope that black holes get some spicy additions in the future, especially since stuff like the rift beam and rift cascade emiter give off strong black-hole-tec vibes as it is. I'd like to have a story chain centered around black hole research, strange readings that come from them, ancient, possibly alien beings enviously guarding them from anyone who dares to stare too deeply into them.

[New mechanic]
And since the game already features 2 of the big 3 ftl tropes (warp, jump, gates), it would be nice if the reward could be tied to the 3rd, a jump drive system that targets extreme gravity wells, as long as the player has mapped them already, and has the necessary fuel to make the jump. On activation the player could select from a list of known black holes, and be placed just outside of their event horizon, or give it a chance to end up inside the gravity pull and needing to escape.
It could also be limited, to only allow jumps from within close vicinity of a black hole to another, and still make for a big improvement of the significance of black holes in players day to day activity. I'd rather not limit such a drive in this way, since it would kinda make it redundant once the gates got reactivated. But still, it would be an improvement to black holes.
In my opinion, allowing it to be a return-to-black-hole mechanic would be more interesting, since the player would need to decide between making a ride over to the next gate, and then gate-travel to or from the core sectors, or alternatively, use the jump drive to plan two jumps, one to a black hole, a short travel to a nearby gate, and then gate-travel towards their final goal with the associated fuel costs.
This would also greatly improve the attractiveness for colony placement inside star clusters that feature both a gate and a black hole, and greatly improving the demand for fusion torches and their associated costs for colony placement inside black hole systems.

Dunno, what are your thoughts on this idea?

3
Suggestions / Trade QoL Improvement
« on: January 28, 2021, 03:53:26 PM »
Tl;Dr:
If Player is docked at a station/colony, and looking at the F1 tooltip of trade goods: Set navpoint to colony/station selected from the list (allows for later manual activation of autopilot once undocked)
If player looks at F1 tooltip of trade goods in open space: Directly engage Autopilot to selected colony from the List.

Hi, I'm new to Starsector and really like what the game has to offer already.
I've easily sunk 20hrs in the past 3 days, and the suggestion above really is the only thing that irked me about the game so far. It's just tedious to always have to first check a trade good's tooltip, then open sector map, search for the fitting system, travel there, open the map again, find the planet name listed in the tooltip (often needing to double check at this point, since brain is made of Swiss cheese, apparently) and set course there. Especially if it all could just be done by one click...
I've been looking through the available mods or 0.9.1a, if something like that already got made, but had no luck, so I registered here, and hope this feature maybe can be crammed into the next release, unless it would be too much work to do so, ofc.
If I remember correctly, you won't even get the F1 tooltip buy/sell listings in deeps space, away from com-relays, but I might be mistaken on that.

Anyways, appart from that, I'm amazed by how polished the game looks already, considering it's still in EA, and I'm certainly excited for the upcoming story release.
Keep up the good work  ;D

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