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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - HUcast

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Suggestions / Shield activation input buffer after overload
« on: August 22, 2022, 05:07:37 PM »
After playing the game for a while, one of the things that continues to frustrate me is the end of a flux overload on your controlled ship. It's somewhat unclear exactly when it ends, and usually you'll be wanting to put up your shield immediately when it does to block incoming finishing fire. Clicking a fraction of a second too early will see you not put up your shield up at all and take tons of extra damage in your attempt.

A simple suggestion to ease this would be to make it so if you right click to put up your shield within a second or so before your overload finishes, your ship will put it up the frame the overload ends. Many games do something similar to this, and the AI is able to act the frame out of overload, so the player should be able to as well. It would ease player control, be easy to implement, and reduce frustrations in my opinion.

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So, after playing twice through the game now in patch .95, I've noticed that without the skills and old bonuses to salvaging blueprints, I've been really struggling to get much of the blueprints and patterns I want. In one game, I restarted because I had explored probably 70% of the star systems and not found a single nanoforge, corrupted or otherwise. I almost never find blueprints for capitol ships either. Normally I wouldn't mind that stuff much, it's fine for rare things to be ultra rare, but there have even been times where I've explored a mining station or survey ship and received absolutely nothing but low value resources. I've taken down a mother drone ship and only received a single autonomous mantle bore, which I can't use because my mining operations are on habitable worlds.

I'd personally really like to see more breadcrumb aspects like drone probes leading to drone survey ships which lead to drone motherships in the exploration. They help limit the amount of dull empty systems you see. That, and making blueprints less likely to drop once you have learned a copy of them. I know its unrealistic but I've found the same midline and pirate LPCs probably 4-5 times now and am lacking any kind of capital blueprints for my colonies... What do you all think?

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Suggestions / Frag damage ignores minimum armor or impact mitigation.
« on: April 07, 2021, 08:14:21 PM »
Hey, so, as many people here have pointed out, fragmentation damage has received a very significant nerf in .95. With minimum armor, many frag weapons already had a very hard time doing their intended roles of dealing with armor stripped targets, and now with the prevalence of impact mitigation, this is even more pronounced, leaving many anti armor weapons far superior in doing damage even against foes with all the armor removed. I suggest frag weapons get a certain property that allows them to ignore a certain amount or all of minimum armor values. As it stands, fragmentation can barely perform in its intended role.

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