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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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As in title. To buy Apoge (or however it is called - irrelevant  here) I need to be cooperative with faction (or just favored? Or maybe welcomed? Does not matter in this case really since I am neighter). My point is - I was still able to buy it regardles of not meeting reputation criteria.

Tibicena in Maxos sytem (or whatever it is called - does not matter since You do get which one I ment).

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Suggestions / In combat stations bonuses info cleaning up.
« on: October 08, 2013, 12:48:16 PM »
It is really short and simple suggestion. During combat, when securing various stations You get certian bonuses and those are being visible on left side of Your screen. If You have two stations of the same type - information is displayed twice (+10% range to weapons, +10% range to weapons). It would be nice to have such informations sum up (+20% range to weapons insted of twice time +10). Not a big thing, but it would look more clean and tidy :) On top of that - there is no reason to say us twice that nebulea do not affect us any more when we control two nav. boys. Speed and manuver bonuses do combine if You have more than one Nav. Boy. But being immune to nebulea effect do not - informing us about it once is eoungh I think :) So my main suggestion is to limit information about nebulea immunity so it will be listed only once - no matter how many nav. boys player do have. Side suggestion will be to make other bonuses to sum up if in possesion of more than one station of given type.

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Bug Reports & Support / "Zero Crew Stack"
« on: September 16, 2013, 08:01:57 AM »
I have found this rather funny bug :)

When I docked at Hegemony Station I noticed that there was Veteran Crew stack to buy - but one thing was strange about it. Paticulary their number aviliable to buy was 0 (zero, null, cero). This alone is a but on it's own. But I am very curious person, so I decided to buy it. I draged "Zero Crew Stack" from base stock, and put it in place of my own veteran crew. Result - now I have zero veteran crew. Well... Why not check what will happend if I would put it into regular crew? I did it and now I have two "Zero Crew Stack" on veteran level. What happened to my ogiginal crew is unknow - they just vanished :D Ok, so I had good laught, it was nice but I would like to get my crew back... Hmm... What I shall do? I know! I will hit "Abort" button insted of comfirm! How clever of me, isin't it? ;) Ahh... Unfortunatly it did not worked - insted of reversing evect of trade it comfirmed it. When I buy something and hit "Abort" all is as it should be - it is aborted. But with "Zero Crew Stack" it is not. So that is description of bug that I found. Too bad I do not know how to put pictures here in my post - I would do it, as I took screen for this occasion.

Last words - I am reporting this not because it is important to me or I can't live without crew that I lost due to this bug. I am not reporting that because I am outraged (I am not) or something like that. I am just reporting it because I do believe that it is in best intrest both - for developers and customers. If the way I described it have any negative emotional message - that is not the case. Quite opposite - it made me laught ;)

Oh... And, could somebody nice tell me how to put pictures into message, so everybody can see it? That would be very kind of You :)

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Discussions / Running with Rifles
« on: September 06, 2013, 03:28:20 AM »
Hi :)
I am just courious... Anybody heard of it? Maybe somebody plays it sometimes? If yes, than I would like to hear (read) your opinion about it, and what is your's nick when playing online ;)

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Suggestions / Attack, Defend, Escape... And?
« on: July 30, 2012, 03:19:16 AM »
First of all I would like to say Good Morning to everybody on this forum, as I am a new here (yes, I know that not for everybody it is morning but for me it is - as a matter of fact it WAS when I started to write it. Now it is 12 o'clock).

Secondly I would like to propose two more tactical possibility when attacking another fleet.

Right now, when we have fleet big eoungh fleet, we get three options:
- to attack which gives us bit worse starting possibilities but make sure that enemy will not escape without fighting
- to defend which gives us a bit better starting possibilities that attacking but also gives our enemy chances to escape without fighting
- to escape which gives us a possibility to escape from battle before it begins if enemy will choose to defend

Of course there is more behind each of those choises - the ability to retreat from battle is diffrent in each other and size of battlefield also varies. Also in my opinion there is no need for more than those three. But since I got idea for two more... It is simply in my opinion better to share it with others than let it go away.

So, what I propose are:
- encirclement - You may try to encirclement your adversary only if You have big number superiority (number in ships, not command points which they are using and with fighter/bombers being counted only if You have at least one carrier wich would be able to repair them during the battle). How big superiority? I am not sure how big it should be. Let's say at least 4:1 (actually those numbers are irrelevant here because it is no big deal to change them, what is important is sole idea - numbers are only an example). The side which is in encirclement may not retreat from battle. Also if it tried to escape - it also do not work. He also start with all his fleet in a middle of a battlefield. Attacker is starting from all four borders of battlefield and is limited in using his forces to certian percent of its full number (part of attacking forces are engaging enemy, while rest is keeping encirclement and making sure that no enemy ship will escape the battle). How big percent should be allowed to fight? Again - I do not know. For example let's say it is 50%. Now, if attacker chose to encirclement enemy,the deffender has three options (four if You will include my next proposision, which I will introduce to You afther finnishing encirclement). He can try to escape (it will not work and he will find himself defending in a middle of a map), to defend (the same as escaping), or attack. If enemy will try to attack while being encircemended than it works on his favor. How? Encirclement need fracturing Your fleet so it can surround Your enemy. But enemy's counter attack will not be spread to all parts of my fleet - he will chose only one part and hit it with all he got in order to break the encirclement. So my enemy will have to defeat only a part of my fleet. How big part? I have given an example that You will need to have numberical superiority 4:1 in order to try encirclement your enemy. That means that my enemy will face in this situation only a 25% of my fleet. If it will be decided that numberical superiority needed will be 5:1 than it will be only 20% and so. Another thing is that when enemy is trying to break encirclement he may try to escape in the same way that one can escape in ATTACK-ESCAPE battle. By reaching opposite border of the battlefield. Actually battle which is played ENCIRCLEMENT-ATTACK should look exacly like ATTACK-ESCAPE, with only encircementing side being limited to only a certain fracture part of it's fleet. Also I need to remind that encirclement do not work on command points but on a numbers of ships. However I will add that it does not means that during battle faze command points are ignored. No, they still are present (exept for the one being in encircement, which is trying to defend or escape).

- tactical retreat - it is very simple idea - when Your enemy is attacking You, You may decide to sent some ships to slow him down and give You time to escape. There is no limiting as for a number of ships You want to leave. Limiting factor are command points. Afther You will chose which ships You are putting in, You may not bring any more of them - no reinforcement for You (the rest of Your fleet is not trying to fight but to run away afther all). Insted of that You get a timer which shows how long You must defend posision in order to allow rest of the fleet escape. For example let's say it will be 5 minutes (only example). You are loosing when all Your ships are destroyed or retreated, and winning when all enemy ships are destroyed or retreated. However if You will loose a battle afther those 5 minutes elapsed than Your main fleet succesfully retreated without taking any more risk and reciving any kind of damage. You are free to try to escape on a campaing map. But what if I will not fight long eoungh? What if I will loose afther... Let's say 3 minutes? Tactical retreat is unique in the way that it may be two stage battle. First stage is trying to slow down my enemy in order to retreat. If You will not succed in doing it there is a second stage in which You are DEFENDING and enemy ATTACKING. However, because Your fleet was informed about situation, and about the fact that this tactic did not work as planed, Your fleet is starting with something which I would called "Dig in" posision (they didn't had time to escape, but had enough time to prepear for fight). This means that 2 closest tactical objectives in a battlefield are already in Your possesion. How does tactical retreat works with other engagment options? If my enemy is defending or escaping - no battle. If enemy is attacking - as described earlier. If enemy is trying encirlcement - the same as with attacking but with a diffrence that if I will not slow him down eoungh than I am fighting DEFENDING (dig in)-ENCIRCLEMENT battle. But what if enemy is trying to encirclement me, while in the first stage I was able to destroy so many of his ships that he no longer have required numerical superiority to do so? Well... Than second stage should be changed to ATTACKING-DEFENDING (dig in). And last thing - what happens if I will retreat my ships in first stage of battle? Those ships should join Your forces in second stage battle, but taking really hevy damage (as a punishment from enemy fire). Of course providing they will survive at all.

That is end of my suggestions. I hope You will like it. I would like one more time say that all numbers provided by me are just examples and should be not discussed - they are irrelevant here. What is important is an idea. Numbers may be tested and changed afther that. Moreover, what is the point of disscusing about whether there shoud be 7 insted of 5 if most people will not like the idea as whole? Non I say. So... I am looking foward to Your replies and opinions. I am also looking foward for constructive criticism (but not about the numbers of course). And I am sorry fot it to be such long post, but if somebody is really interested than he will read it regardles of it's lenght. Also as I said nearly at the begining - current three options of engagment are very good and are more than eoungh in my opinion, but since I got this idea I decided to share it with You.

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