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Topics - PsychoThruster

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Suggestions / Make herding our cats easier.
« on: June 06, 2023, 02:29:58 PM »
First I would like to suggest that each cat class can shoot over the classes smaller than it on the same side to reduce instances of friendly cats blocking your guns and generally being a nuisance in large fleet battles when ordered to escort or defend or god forbid ordered to eliminate a target when there's a friendly destroyer in-between.

Second we desperately need a formation system to help our cats do what we want them to do. I would like to see this tied into skills. The player starts with being able to create one or two formations utilizing frigates and destroyers. A formation can only include 3 cats. They are customized out of combat on a screen like the fleet screen with a grid. The grid boxes equate to 100 weapon range. You drag and drop your chosen cats onto the grid. In battles the ai will always try to maneuver to keep the formation. At least one cat in the formation must have an officer. Formations will always try to focus their fire on the same target. Skills can increase the number of formations you can field by a modest amount, as well as the class of cats available. Or perhaps it should be based upon DP instead of class directly. That might be tidier. Formations break when the officers ship dies or can be ordered to disperse with a command point.

With such changes I think our job as cat commanders will be made much less frustrating. Additionally I believe this will make cats that have been historically neglected or considered less than ideal able to be incorporated into our fleets in an organic way by reigning in their behavior with a system that can leverage their unique talents.

2
Suggestions / High scatter amplifier changes
« on: June 01, 2023, 07:28:17 PM »
I'd love to see this mod made useful outside of extremely convoluted builds by either making it so that the effect applies at close range without nerfing overall range, or if that doesn't sit right then make it a toggle ability with a flux cost/cool down or something. Right now it just exists to turn beam weapons into subpar melee weapons or novelty pd builds.

3
Suggestions / Regenerative armor.
« on: May 17, 2023, 03:15:44 PM »
Basically any armor block above 50% hp would regenerate itself at some percentage of it's max HP per second to simulate combat repairs, glancing shots, or weaker weapons simply being unable to penetrate. I've been feeling a bit let down by shieldless builds and trying to think of a way to give armor centric ships a bit more staying power, especially against weaker weapons commonly found on frigates or destroyers. Right now they require a plethora of hull mods and significant OP that seems disproportionate when compared to their shielded brethren. Simply increasing base armor risks turning them into HP sponges, whereas I believe the proposed regeneration would give them staying power while still making them susceptible to the combined fire of smaller weapons.

Right pure armor builds make easier fights easier and harder fights harder, it is my hope this form of regenerative armor would strike a balance.

4
General Discussion / Do any markets reliably stock gauss cannons?
« on: May 13, 2023, 12:34:57 PM »
I want to fit my three manticores for long range fire support but I've only been able to find one gauss through exploration so far.

Btw a fantastic build for it is gauss, 2 pillums, 3 vulcans, ITU. Officer with ballistic(elite), gunnery implants, and ordnance expertise.

5
Suggestions / Boost value of planetary survey data.
« on: May 08, 2023, 05:06:12 PM »
Given the fuel and supply cost associated with exploration the rewards seem rather underwhelming. Right now even with several ships outfitted with survey equipment I'm lucky to be getting 50k credits worth of data from an expedition to the rim and exploring several systems. There's a lot of value in the form of blueprints, but these are for later stages of the game and rare enough that selling them is a mistake.

I've been trying to freshen up gameplay this go around by doing anything other than bounties, but it's more or less break even territory. Skilling into industry and exploring should at least be able to compete with pumping combat skills and solo hammerheading bounties.

I'd say somewhere in the ballpark of 3-5x the current values would say least make it a viable early game/new player strategy for earning credits.

6
I'd like to know if there's a multiplier I can apply to avoid editing every entry in the weapon table.

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