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

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Topics - hydremajor

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1
Suggestions / Multiple mod activation states
« on: September 24, 2021, 09:49:08 AM »
Really just a simple way to enable only a part of a mod

for example have a mod only have its ship hulls be added or only have its weapons added

is that possible without too much annoyances or is that just not happening ?

2
Suggestions / Battle groups/Squadrons
« on: September 21, 2021, 11:37:11 AM »
Simply put the ability to make squads

A Battlegroup can have 6 slots
The lead ship (must be Cruiser sized or bigger) counts for one

ships added to a battlegroup have their slot value going as such

Frigate = 1
Destroyer = 2
Cruiser = 3

So you can have for example

A legion lead ship (value of 1)

and 5 Wolf/Hounds for escorts ( 5 X 1 + 1 = 6)
or
a Gryphon and a Hammerhead (3 + 2 + 1 = 6)

Each ship's DP value is added to the total value of the battlegroup but each "slot" used grants a 10% DP reduction with the exception of the lead ship, for a maximum of 50%

Battlegroup as such gains in raw destructive power, however you also trade away the ability to give orders to individual ships, ships in a battlegroup will actively act to assist the lead ship, be it by providing PD, harassing its current target and synchronizing use of its ordinance with the lead ship for maximum effect (escort wolves fire their sabots while a paragon suppresses a target's shields with HILs)

Intent:
Make it so our fleet feels like an actual fleet and not just a bunch of rednecks in space
Also introduces building ships for specific purposes in group combat instead of defaulting to "the best" layouts

Just about NONE of the ship customisation is built around having ships use actual teamwork and covering eachother with their differing loadouts to meet different problems, while this is heavy handed, at the very least it'd be entertainning to try to have a sort of squad mechanic to see how ships bounce off eachother in a teamwork sense

3
General Discussion / Do we really need Fragmentation damage ?
« on: September 13, 2021, 11:28:51 PM »
I mean thats a damage type thats supposedly specialised in shooting Strike crafts and Missiles down, but I'm gonna be honest, however much armor thoses have is enough to just not care whatsoever about vulcans or Flak cannons

You'd have more luck converting Assault Guns into PD, sure the accuracy's bad but you only need 1 or 2 hits to land to stop oncoming missiles and make short work of strike vessels

This leaves Flak Cannons whose lack of fire rate prove underwhelming at best in a PD role

finally we get the Locust launchers who are mostly used to saturate PD, overwhelm shields through sheer spam, overwhelm strike craft armor through sheer spam, and shred Hull after armor is peeled

And then we have PD weapons like Swarmers and Devastator cannons who are given HE damage and are honestly pretty good in PD but also have extra utility through the HE allowing them to engage targets larger than than their intended role...


So the question is, since nobody uses Frag damage weapons for their intended purpose and would rather spam light machine guns because of the extra utility in added hard flux damage to shields, why keep frag damage in the first place ?
Not to mention they are a minority as far as damage types are concerned

4
Suggestions / Retrograde Engines ?
« on: September 12, 2021, 10:54:29 AM »
Basically the ability to put engines on the front of the ship

The effect being (for example) that disabling one side only lowers maneuverability thus you need to hit both the front AND back

making flaming out theses a genuine ordeal unless you disable their shields

5
Suggestions / faction specific portrait set
« on: September 11, 2021, 08:09:34 AM »
make it so X faction will only ever pick portraits from its own set

I can see some peoples REALLY liking that on the modding side to make factions feel a little more personnal/fleshed out...

Maybe give the player the ability to pick a pack for their own faction once they get it off the ground ?

6
General Discussion / Question on skills
« on: September 11, 2021, 12:18:56 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 ?

7
Suggestions / Hullmods Ammo Puncher & Autoloader
« on: September 08, 2021, 11:24:10 AM »
Basically

Ammo Puncher: +100% burst shot to weapon
(AKA weapon gets a second volley off as soon as the first one is out the barrel, obviously doubles flux generate by doubling ammo fired, on full auto weapons: double fire rate)

Autoloader:-50% refire delay (obviously ups flux per second)

8
General Discussion / Question about increased magazines
« on: September 08, 2021, 12:40:48 AM »
Does it impact the burst size of weapons such as the Thumper ?
I can't quite tell

9
Suggestions / Centralised Colony storage
« on: September 07, 2021, 06:23:00 AM »
Basically allow colonies to all access the same unlimited-size storage

A nice quality of life improvement

Easily explained by courriers

EDIT:

Requires a fully built Spaceport and a Comms Array in the system

10
Suggestions / Owning a business/dedicated industry space station
« on: September 06, 2021, 03:09:16 AM »
how come we don't have the ability to establish a business ?

I wanna do the whole "from rags to riches" bit tri-tachyon has going on

think of thoses space station like a "lite" version of a colony

less money costs/returns
only two industries max
thoses industries count towards the needs/production of the whole system they are in

think of it as a early game goal to get the economic ball rolling as well as an introduction to the whole colony management thing...
Can also be used as a closet to store away ships, weapons and ressources somewhere safe

11
General Discussion / Starting to think....
« on: September 05, 2021, 03:27:34 AM »
the entire meta of this game is built around abusing A.I. behaviors and the whole ship/weapon schtick is secondary at best....

12
Suggestions / Weapon mount overhaul
« on: September 02, 2021, 05:16:28 AM »
A set of weapon mount overhaul hullmods that provide unique effects to weapons mounted on specific mounts

so far my ideas for effects go something like

-X weapon type generates less flux per shot (percentage, depending on size ?)

-X weapon type gains EMP damage (flat value, depending on size ?)

-X weapon type converted to PD behavior

-X weapon type turret mounts can fit 1 size larger weapons but becomes hardpoints (does not apply to large mounts)

-X weapon type hardpoint can become a smaller turret (does not apply to small mounts)

-X weapon type trades all damage out for pure EMP damage output

-X weapon type trades all EMP damage for pure damage output

13
General Discussion / How does the math of captain skills + Hullmods work ?
« on: September 02, 2021, 12:42:24 AM »
Wich is added first and how are they added ?
my current assumption is that the captain skill effects are added additively
For example Capital ITU on a 1000 range does +50% = 1500 range

Capital ITU + captain skill (30%) goes: 50% + 30% = 80% + 1000 = 1800

or do captain skills get added MULTIPLICATIVELY ?
So that second calculation goes something like:

hullmods first
50% + 1000 = 1500 + 30% = 2 000 1950 ?
(edit nvm its 1 950, eh got close enough by head)

or if we go skills first then its
30% + 1000 = 1300 + 50% = 1 950 ?

Looking at what I'm typing I'm not even sure what I say makes sense

14
For free on GoG

15
Suggestions / Large breach SRM
« on: August 29, 2021, 09:32:01 AM »
Anyone ?

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