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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 - Aratoop

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1
Suggestions / Gameovers
« on: March 03, 2024, 02:56:22 PM »
I've been a fan of this game since 2012, and I absolutely adore all of the writing and lore that has been added over time. I am in love with the recent missions, and new content that gets added.

In dialogues that are becoming more of a focus in recent patches, I think they are written extremely well such that you can still have interesting sometimes blatantly antagonistic options to say without completely breaking immersion with the immediate question of "how did I get away saying that". As we have more potential ways to come into conflict with various powers-that-be though, after the first playthrough, it is somewhat difficult not to feel invincible. So long as you have a better fleet than whoever you're talking to, no matter the circumstances you more or less know that there's no options you can take that will lead to any immediate consequences.

I'm not calling for a "rocks fall, you die" sort of thing, and with the lack of autosaves it's obviously very dicey to introduce anything where the player character can be assassinated within dialogue menus. So this suggestion is more or less an open question - Could there be, given the fundamental limits of starsector's gameplay, any way to meaningfully add some kind of stakes to particular dialogue choices? I don't think a "You said the wrong thing, causing a tri-tach sniper to take you out" dialogue line would fit really in the current narrative style.

As a starter idea, I think the blackops bounty hunter we encounter in a particular quest line is a good springboard. I think you could definitely add some kind of overwhelming phase fleet encounter after fighting your way out of particular conversations, just because it would be a good challenge for a player used to fighting standard faction fleets.

2
Suggestions / Contact Improvement
« on: May 09, 2023, 07:17:50 AM »
Right now contact importance is fixed, and during a smuggler run I thought it might be a fun idea if a contact you have a good relationship with occasionally may offer a mission which improves it. It wouldn't make much sense for a Military contact associated with a non-pirate faction, but for Underworld and Trade contacts I think it'd be a nice way to reward the effort and trade runs you do for them.

Again for a military contact it doesn't seem right for them to get a promotion just because they snagged a particularly good independent contractor, but assuming trade contacts make money and underworld contacts surely must be making money or connections with the missions they give you; it'd make sense that if you do enough missions to get a high relation with them they'd probably have enough money/network to improve their own station in life.

How it could work: "You go to your usual medium importance trade contract on Asher, who normally gives missions offering 40,000 credits to deliver 600 ore to somewhere. This time however she tells you that she has some good news and bad news, and looks relieved to see you: thanks in large part to your timely delivery and transports, she's been able to secure some lucrative shipping contracts to Baetis, but her supplier of transplutonic ore has had a whole warehouse destroyed by some Pathers. Could you somehow get together 3000 transplutonic ore to Baetis within 60 days? She'd be willing to pay 900,000 credits."

Or some sort of similar kind of mission. If you can do it, she moves up in the world to a High importance contact, but if you can't she remains a Medium importance until a similar opportunity arises later. An underworld contact could ask you to pull off a series of dead drops and spysat missions, or to spring someone from a very difficult location like Jangala. So it not only would be a way to add a bit of flavour to these two types of contact and whatever factions they're a part of, but it would also mean you'd have a reason to stick with or pick up a very low importance contact in somewhere useful (near a gate, for example).

3
As title says, a pirate base spawned in a black hole sector a bit close to the edge horizon and all of the pirate fleets fell into the black hole.

Spoiler
[close]

4
Suggestions / Allow some way to cancel engaging maneuvers
« on: February 20, 2015, 01:59:10 PM »
I accidentally pressed the wrong thing during a routine search with the independent faction, and went from co-operative to hostile. For all those with sudden mouse connectivity issues, could there please be a way to say "oh god no I didn't mean to do that" when performing engagement maneuvers?

5
Discussions / Headphones!
« on: September 11, 2013, 12:49:01 PM »
Gah...my headphones just broke. One of the sides simply refuses to play any sound whatsoever. Are there any headphones that I can get within the price range of £60-£70 (or even £80) that are fairly decent? I can't get any in-ear ones- I wear hearing aids most all day, and it'd be a pain to have to effectively be wearing worse one (plus I'd like a mic)

But I digress, are there any decent headphones for that price-range? And if so, what ones?

6
Discussions / Planetary annihalation
« on: June 09, 2013, 05:22:06 AM »

7
General Discussion / Shield physics
« on: April 03, 2013, 03:50:22 PM »
So, in a discussion about electromagnetic pulse things on the Skype chat, I came up with an idea about shields:
They are invisible to the eye on their own, but the particles in space colliding with it cause the purple glow (maybe nebula particles?) along the edge. Or maybe them reacting with the shield. This would explain why the shield dissapears closer to the ship, but is still active there. Though there are probably better explanations.

(We are not even going to start on flux. Heat? Emp? Who knows?  ???)

8
Discussions / The Chinese community
« on: February 19, 2013, 11:56:19 AM »
Holy hell, I didn't know that they had their own forum! I feel oddly left out, and full of questions...
Are they as mad as us?
Do they regard multiplayer etc with such taboo?

Let the speculation begin! (Hopefully)
http://tieba.baidu.com/f?ie=utf-8&kw=%E8%BF%9C%E8%A1%8C%E6%98%9F%E5%8F%B7

9
Bug Reports & Support / UI sounds not working
« on: January 06, 2013, 06:32:06 AM »
Pretty much what it says- none of the UI sound work, even though they did when I first installed this version :p

10
Discussions / What to do if...
« on: December 28, 2012, 03:47:12 AM »
You think you have a virus. Currently, I have no anti-virus software (McAfee is installed, but it keeps telling me this version is unsupported, so yeah...)

11
General Discussion / The cult of Lud
« on: December 11, 2012, 09:52:12 AM »
Having read the blog post, there seems t be some confusion around what they stand for.
I just want to start a discussion to see if that might help... ::)
personly, I think they would have at first revolved around a sort of luddite movement that had one person take command of it, using it for power.

12
Discussions / What should I choose?
« on: October 05, 2012, 10:03:11 AM »
I want to buy: Just Cause 2 for the multiplayer on PC ( bearing in mind that I have over 250 hours on PS3),FTL or Crashtastic. Which one is most important? They're all ~£10... ???

13
Discussions / What is everyone's problem with...
« on: August 06, 2012, 03:37:49 AM »
Internet explorer? Sure, chrome and firefox are better but thatdoesn't mean it is the worst thing ever to exist :p

14
Bug Reports & Support / Graphics bug
« on: July 24, 2012, 10:35:35 AM »
On the character portraits, it duplicates them and makes the list longer than it should be.

15
Discussions / Rome Total War 2
« on: July 20, 2012, 05:23:55 AM »
Is anyone else excited? I just hope they don't screw it up with dlc and wish that they would ho back to the *only being able to play factions after decimating them*...

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