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Topics - enigma74

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Suggestions / More market price information
« on: July 20, 2021, 11:07:50 AM »
Could we have a more detailed screen with market prices, other than the top 5 places to buy and top 5 places to sell? This doesn't take into account distance from current location, and fuel prices for crossing through the sector make a big factor on the profitability of a trade.


2
I know that you can see it if you're docked at the colony, to see what industries/defenses a colony has.  I'm on the opposite side of the sector, and I forgot what was built at an AI colony the last time I was there.

3
In settings.json, I've changed a few settings to get rid of Luddic Path and Pirate activity on my colonies.  I changed:

"minPirateBases":0,
"maxPirateBases":0,
   
"minLPBases":0,
"maxLPBases":0,

I still get pirate bases targeting my colonies.  There are no Luddic path cells though, despite the many AI cores on my colonies.  Anybody have an idea on how to stop pirate raids and the associated pirate base spawning on me?  The pirate bases reappear almost instantly after I destroy one.

4
Is there a way to have every single weapon on autofire on my controlled ship? I saw the old threads saying to use an empty weapon group, but it doesn't seem to work.  The last selected weapon group sticks even though I'm pressing the key for empty group 5.

Edit: Nevermind, it works now.  For some reason in the combat simulation it wasn't working, then I went back the the empty weapon group worked like I wanted it to.

5
General Discussion / Question: Flux Dynamics Skill
« on: January 04, 2013, 08:56:36 PM »
Just got the new version, looks like there are some great character skills available.  One question, though.  If I put 5 points into Flux Dynamics, to gain the benefit of "Miniaturized Capacitors", does this effectively double the capacitors for my fleet for free?  Or does it merely allow me to slap on more capacitors, while still "paying" the normal cost.  If it's the first thing, then it seems very powerful.

6
General Discussion / Things not to do in Starfarer
« on: May 04, 2012, 08:39:08 PM »
Put an omni-shield mod on an onslaught.  I did this to both of my onslaughts (I bought them both) and it just felt...wrong.  Not to mention it's a gigantic waste of 40 OP.  Now, I've seen the light and I've removed the mod in favor of rear dual flak guns and frontal gauss guns.  All is now right.

7
Suggestions / Persistent World Campaign Mode Suggestions
« on: May 04, 2012, 01:12:35 AM »
I love the combat in Starfarer, and if it were to be combined with a permanent/open world campaign mode I would love it to death.  Here's some features that I think would work nicely with a campaign mode, and it wouldn't need to be the only game mode available:

- Numerical factional strengths.

For instance, say the Hegemony starts with 7000 strength points and the Tri-Tachyon has 5000 strength points in a new game.  Over time, as they lose ships in battle with each other (and to the player), they would lose strength points.  As their points totals drop, their fleet composition weakens, represented by less capital ships.  Once they're out of points, poof, they're vanquished and no longer have influence in the sector.  Strength points could regenerate slowly through successful merchant convoys.  Perhaps player quests could boost a faction's strength when completed.  However, since the lore of the game is dark and forlorn, points need not regenerate at all.  It is a dark age of humanity, after all.

I really like this idea because it gives a player a sense of progression after battles.  Like, you could fight a very tough enemy fleet and get badly mauled - but it would be worth it if you were trying to wipe them out from a sector.

- Game world that changes without player influence.

The factions that exist in Starfarer could be fighting over multiple sectors.  Military control over the sectors could change hands without player influence, and this could be even randomized with each game.  This gives the player the sense that they're not the only force in the world, and a sense that if they don't use their time wisely then things might be irrevocably changed (like the Hegemony wiping out the Tri-Tachyons).

I'm not sure if these ideas fit in with the overall theme of Starfarer, but I hope the game turns out something like this.  There's one thing I really dislike - endless grinding with no material results.  If I beat up the hegemony and destroy 10 of their capital ships, I want to see that it really hurts them.  If the Hegemony simply regenerates all those fleets with no change then I really get taken out of my immersion in the game-world.

- Randomized ancient relic tech that could be discovered on some planets.

Maybe the player searches some planets and lo and behold, they find a powerful laser weapon from the lost age of man.  Some old tech that's usable but can't be replicated anymore because of a degeneration in knowledge.  This would be represented by some laser or ballistic mount that either generates less flux or has a longer reach than normal weapons.  Obviously, the quantity would be very limited, and it would essentially be irreplaceable if a AI ship that used it was destroyed in battle.

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