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Topics - JDCollie

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Modding / Is there a config option for market access?
« on: April 23, 2019, 10:57:55 AM »
I've noticed that certain factions allow limited military market access with favorable reputation, while others are completely restricted unless you have taken a commission with the faction controlling the market. Which is the default, and as there a config option that allows me to control this behavior?

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Suggestions / [Resolved] Ability to Purchase System Structures
« on: December 11, 2018, 12:21:43 PM »
I would like the option to purchase or negotiate with factions for system assets. I was watching Wadestar's let's play, and he just went to war with the independents over a comm relay they built in a system he colonized. Rather than be forced into conflict or into installing a comm sniffer, it would neat if we could instead negotiate with a faction for rights to those kind of system assets. It would make sense for non-piratical players, and add an additional feeling of legitimacy as an actual legal entity to the player's faction.

As for the mechanics, I'd probably have there be a 'base price' for each asset type, and then a logarithmically scaling multiplier based upon proximity to the owner's colonies and the size of those markets. (That way, buying a Sindrian relay out in the middle of nowhere will be reasonable, but trying to buy the relay in Askonia is going to be ludicrously prohibitive.

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Suggestions / Full AI Weapons Control
« on: March 26, 2018, 01:15:30 PM »
I love commanding and controlling my flagship, but there are times when I want to give over full control of the weapons to the AI, be it briefly or for the duration of combat. My suggestion is a sixth "weapon group" that only appears in the combat HUD UI, and only contains the item "Full AI Fire Control". Pressing '6' would give control of all weapon groups over the the AI until the player switches to another weapon group. This would allow the player to fully focus on flying and shield orientation when needed.


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Suggestions / Planetary Sort Options
« on: March 18, 2018, 03:40:32 PM »
This may have been (probably has been) suggested before, but I would really like the ability to sort planets by faction. The current system of hunting through the system map or scrolling through the entire list of markets is tedious. Being able to quickly see a list of all markets of a faction would greatly expedite trying to hunt down missions and the like.

Unless of course this function already exists and I just don't know how, in which case: How do you sort the planet list by function?

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Hey, just noticed this active Let's Play on Youtube. The guy has like 70 subscribers, and since he's playing Starsector for the first time, maybe we could give him some love? :D


Here's his first video. He's on episode 5 now and has just installed Nexerelin.

6
Suggestions / Rapid Closure AI Change
« on: May 09, 2014, 12:58:15 AM »
Would it be possible to make the AI attempt to move out of enemy weapons' range in the event that an enemy vessel rapidly closes on the AI ship? (I.E., like burn drive or multiple teleport jumps)  Right now, the AI has a really tough time against massive alpha strikes, and ships which can suddenly close on them, be it anti-matter Medusas or burn-driving Dominators, can really really ruin the AI's day. Rather than trying to identify the means of movement, just measuring the relative distance and the speed with which a ship is covering it seems an effective strategy.  Perhaps the likelyhood of the AI retreating temporarily in such a fashion could be determined by the flux level of the approaching ship? Like, the higher the flux, the less likely the AI will back off, as the attacker probably doesn't have the flux reserve to land an effective alpha strike.

Anyway, just a thought.

7
Modding / How does .isNeutralFaction() work?
« on: April 26, 2014, 11:40:32 AM »
I am curious if anyone knows what values the method .isNeutralFaction() evaluates in determining if a faction is indeed neutral? The API didn't help me any, and I seriously know almost nothing about Java, so anything anyone could tell me would help a lot :D

8
General Discussion / The Care and Feeding of Carrier Groups
« on: April 23, 2014, 01:58:35 PM »
Honestly, I can't figure out how to make a carrier group work, especially on the logistical level. For approximately the same quantity of supplies, I can field several far more powerful cruisers that can handle the same enemy fleets, all while suffering significantly less damage, losing less CR, and without losing crew almost at all. Carriers also tend to have burn speeds about as slow as said cruisers.

Clearly I'm doing it wrong, but I don't know specifically what it is I'm missing. Can anyone give me hand? I love the idea of carrier groups, but I just can't seem to make them work for me.  :-[

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Suggestions / Return of Surrender Mechanics
« on: April 23, 2014, 01:10:31 PM »
I made a comment in another thread, but I feel it would be more appropriate here:

Surrender Mechanics

Quote
I would like to see officers bring back a surrendering mechanic. That is, if a captain's perceived chance of survival falls below his "courage" threshold, he/she has a chance to either surrender or straight up flee.

I say this because I really liked the old surrender mechanic where you would capture a ship basically by default if it was unable to fight. Now, I think that the new mechanics with how ships can be crash mothballed and etc in order to flee makes more sense, but it still seems like there should be situations where an enemy captain should simply surrender rather than taking the chance of being shot of of the sky.

(unless of course that mechanic exists in the current build and I just don't know about it >.>  )

Obviously this was made in the context of adding officers, but even without them, it makes sense that not every ship would risk running, especially if the pursuing fleet is faster and/or the ship in question is at such low hull or CR that it cannot enter the field safely without crash mothballing.


The Cost
I don't want surrender to be free. While these ships would obviously come with crew, hull, and weapons intact, I would expect them to start at 1% CR. After all, when a ship suddenly switches sides, a commander doesn't just welcome them with open arms. The reduced combat readiness represents the lockdown of ship systems during the sweeping of the ship and examination of the crew, not to mention integration of ship command systems with the fleet at large. Perhaps the CR loss could be partially negated by the presence of Soldiers within the fleet, as they are trained and equipped for such action thus speeding the transfer of the ship.

A surrendered ship would still be a huge boon, but this way it wouldn't allow a fleet which captures a surrendered ship to jump immediately into combat with the turncoats as their flagship.


Vanilla Boarding
To be clear, I don't want this to replace current boarding mechanics. Boarding is a hostile action with high risk for a specific reward. Surrender would occur independently, after potential combat engagement, but before pursuit deployment. That means, ships aren't going to surrender if you don't commit to chase their cowardly little asses down.

Also, similar to boarding, I would like the option to blow the ship out of sky (or let it go). Since it is trying to surrender, it won't be combat ready anyway, so destroying it shouldn't be an issue logically.


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General Discussion / What's YOUR flagship? Modded or Vanilla
« on: April 17, 2014, 11:46:14 AM »
I'm curious, what is your preferred flagship? I'm not necessarily talking about the biggest, baddest wall-o-guns in the sector (unless that is your preference) but rather what ship do you rely on the majority of the time for your day-to-day combat?

Personally, I'm a huge fan of the Blackrock Driveyards Nevermore. The antimatter lance allows it to remove small targets from the battlefield almost instantly, and to punch far above it's weight class against harder targets. It can also dump flux like it's going out of style. The combination means that it can utterly shred destroyer fleets, and can solo cruiser fleets too so long as they don't have the deployment to get more than two of their heaviest hitters on the field at the same time. Also, the boost ability, while not as powerful as the burn drive of Hegemony ships, is much more versatile and controllable, and enough to get you out of a tight spot in a pinch, or swoop in and kill a venting/overloaded ship that is just out of range. The downside is that the Nevermore has pretty poor point defense options, a 180 degree frontal shield, and weak rear turret coverage, making it very vulnerable to strike fighters.

As long as I avoid heavy carriers, I can run Nevermore almost solo, with just a small freighter for supply support, making it a very profitable ship to run against the majority of fleets in the sector.


How about you guys? What is your preferred ship, and how do you run it? (Solo, raiding fleet, heavy assualt, etc)

11
General Discussion / Holy Crap! Supplies are so expensive! o.O
« on: April 15, 2014, 01:33:36 PM »
Howdy all!

I'm a returning player. I haven't played since the game was named Starfarer and all supplies were used for was repairs. I've also installed Uomoz's if that's relevant. I've just got back into the game and holy *** is it difficult to make money. Don't get me wrong, I do okay in combat, but I spend pretty much everything I make getting my ships back up to combat readiness.

Any tips or tricks y'all know for making a buck in this harsh universe? :D

12
Suggestions / "Taser" Style Energy Weapon
« on: April 04, 2012, 12:18:58 PM »
I think it would be kind cool if there were an energy weapon that fired a projectile initially, and should that projectile hit a target within range, it would act as an energy 'tether', creating a discharge arc between the attacker and the victim that increases in damage the longer it is fired (also increasing flux increase in the attacking ship as the discharge continues) only ending at a predetermined time (like five seconds or something) or when if the enemy ship moves out of range.

The damage would be logarithmic, heavily favoring ships that can keep their target in range. (only distance would matter. The weapon firing arc itself would only be used in launching the tether projectile. )

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