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Starsector 0.98a is out! (03/27/25)

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Topics - Cruacious

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Suggestions / New Ship System Idea, Reverse Thrusters (working name)
« on: February 28, 2025, 08:52:23 PM »
So, I was thinking about how we have ship systems that allow for a rapid acceleration forward, but nothing that explicitly throws you backwards. So, I'd like to suggest a ship system (or a ship designed around this) where when the system is activated the ship flies in reverse at 1.0 to 1.25x its top zero-flux speed for a few seconds, preferably while still under control and without disabling shields. This would allow the ship to fly in under normal power, unload a ton of flux worth of ordinance, and then scuttle back to cool off. It would open some very interesting tactical options in my opinion.

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Suggestions / The Higgs-Boson Amplifier
« on: October 27, 2024, 10:14:47 AM »
In Starsector, speed is life for a wide variety of ships, from frigates like the wolf to battlecruisers like the Odyssey. So far in the game, the only weapons that can have a direct impact on an enemy ship's mobility are graviton beams on smaller ships and fighters with minimal effect or Salamander missiles with their engine targeting. Additionally, weapons with EMP effects can arc to engines and disable them but that is quite a bit more finicky and based upon chance or good aim. So, I had some thoughts on the issue and decided to come up with a fun end-game weapon that can make the Omega more terrifying and be fun to play with if you get it.

Higgs-Boson Field Amplifier
Kinetic Damage (200% to Shields, 50% to Armor)
Range 900
50 Damage per second
1200 flux a shot
Re-fire 6 seconds.
Field lasts until it reaches maximum range, travels 100 SU a second. Wide area of effect.

Fires a spray of excited Higgs-Bosons in a entropy-enhanced field that create a drag on local space-time, causing all impacted objects to slow down while in the field immensely.

Basically, this weapon creates a field that deals gradual light damage similar to an Entropy Enhancer but drastically slows EVERYTHING in it, including friendly vessels and fighters. The concept here is that it enhances the effects of the Higgs field in making objects with mass have mass, except now they have more mass and thus accelerating and decelerating take significantly more energy, which creates drag and slows them down. This also would put immense strain on the ship and its systems so kinetic damage is appropriate in my mind.

So, what do you all think? Would a weapon such as this be a fun addition?

Modified to add flux stats

3
Suggestions / The Expedition: An Independent Mission
« on: September 01, 2024, 04:41:14 PM »
I got a general idea for a mission that could be tied to high rep with the Independents. The basics of said mission are an expedition to find a missing Domain relic or other MacGuffin in a system not on the charts, possibly hidden in the Abyss or a rouge planet similar to the [HIGHLY REDACTED] location. What you find I will leave up to the imagination, but I wouldn't be surprised if Luddics and Pirates aren't hot on your heels looking to interfere for their own selfish reasons.

4
Suggestions / One-Off Star System: Antimatter Star
« on: August 17, 2024, 09:45:51 AM »
I had a random idea kicking around in my head about theoretical objects and an antimatter star came up. Such objects are, theoretically, possible and there is some evidence they exist in real life. Why not have one bumbling about somewhere in the Persean sector, like the Abyss? As for it's value, well, I can only imagine just how much money one could make scooping the antimatter up it radiates, much less from directly siphoning it. However, I'd have it constantly drain a fleet's CR if it is even exposed at all to its emissions, rising with proximity to the star. It is emitting pure antimatter after all, and a LOT of it.

The main reason I want one, however, is because I think such exotic objects are neat.

5
Suggestions / Comission and League Membership Beacon Use
« on: February 12, 2024, 08:34:35 AM »
I noticed this just a few minutes ago when flying in Thule to Kazeron for some business that I didn't get the Nav Beacon buff. Right now in my campaign I am both a commission holder and a member of the Persean League. Wouldn't it make sense if you hold a commission with a faction, much less a membership, that you would be granted the right to benefit from their infrastructure as well, such as the sensor and nav beacons? I mean, they supposedly trust you enough to do their dirty work and colonize in their space, after all.


6
Suggestions / Using Fuel as an Emergency Mine
« on: November 12, 2023, 12:29:35 PM »
Just kicked this thought around in my head and it makes sense in a messed up way but can work. Let's say you are out of (or don't want to spend) story points and caught in a situation where you either lost the fight or likely wouldn't be able to win. Instead of risking it with a disengagement action, what if you could sacrifice fuel to escape but with a rather severe penalty?

The way it would work is you can rig a large amount of fuel to explode as a mine to throw off pursuit. However, such a large explosion will do damage to both fleets, yours more than theirs. This means the maneuver is very high risk to your fleet and especially if you have ships with low hull points. There will be a non-zero chance of losing smaller ships. The fuel cost would be rather high and scale in proportion to the size of your fleet. But, with this, you would be able to at least attempt to make a run for it and the enemy fleet would take some damage.

No idea on what an appropriate calculation would be for the cost, but I feel it should be rather significant as this is, after all, a desperate maneuver in my mind.

7
Suggestions / Quest Idea for Deep Space: Travelers From Beyond
« on: August 04, 2023, 08:42:39 AM »
While I acknowledge the lore that the sector is cut off and that the loss of the gates has led to a total de civilization of all known space, there is much we don't know about the rest of humanity's domain and the galaxy (or galaxies) at large. However, I think we can make a presumption that since the core of the Persean sector survived, they other sectors likely survived too even if they are heavily crippled compared to before.

With that prefaced, I would like to suggest a new quest line in the future that take into account this idea: the idea that pockets of civilization survived far beyond the Persean Sector and some likely were better off that others. The idea I have is fairly straight-foward and has two branching veins: Finding an active fleet that came from outside the sector or, more likely, a derelict fleet that came from outside the sector.

Now, I would prefer greatly the later, a derelict fleet from outside the sector, to be the choice for this quest line. The first trigger will be when searching one of the stars (at random) within 5 lightyears (or less) of the edge of the sector you have the chance to come across a derelict ship in the system. Initially, it will appear like a standard derelict ship or destroyer class or smaller. When your fleet goes to investigate it, however, they find the ship has markings that do not match anything known to the sector's factions both present and in the past but match old database data of a faction that was outside the sector but, say, roughly adjacent to it from a hyperspace long haul standard. Upon boarding and search the ship's data logs confirm this fact and provide fragmented telemetry data as well as information that the fleet was attacked by the [REDACTED] and the survivors broke off and fled.

This then triggers a quest line where you hunt down another ship's location where you determine from the recovered telemetry its rough location. This ship is guarded by a dormant [REDACTED] Sub-Ordo that reactivates upon you attempting to board the vessel and immediately attacks you. Provided you win, you then find much more intact data about the fleet's mission and the location of the system and location of the initial ambush of the fleet.

For fun, this can also be a hidden rogue planet system out in the fringe of the sector or alternatively a star that is JUST outside the normal map but is revealed by the recovered data. The final stage of this is finding the system is populated by an active [REDACTED] presence and you have to basically either fight or stealth your way to a large debris field with a couple of assorted derelict ships from frigate to cruiser class. I would script at least ten ships and no less than two cruisers for this fleet. At the center of the debris is a capital ship. The cruisers and capital ship are of unknown to sector design and recoverable. The capital ship, when boarded, will have been stripped bare of all its data but have bodies on board and a written journal by a crewmember who survived until supplies ran out and described how the [REDACTED] ambushed them when they entered the system and that their sensitive cargo was seized when the ship was disabled.

The system has an intact [REDACTED] station that is guarded by a full Ordo and can, of course, generate more fleets. The final part of the quest is optional but the player can opt to attack the [REDACTED] station and then salvage the debris. In the after-battle salvage, the cargo is recovered. The guaranteed loot should be, in my opinion, one colony item at random and a BP pack for the cruisers, capital ship, and some new fancy stuff the ships came with if that would be fine.

Overall, I believe this would be a fun little endgame level quest to add some more content (and ships!) while expanding the game lore a bit.

8
Suggestions / Maxios Recolonization Suggestions
« on: June 18, 2023, 04:11:38 PM »
In the game lore, Maxios is a failed colony that came apart under the stresses of the collapse, leading to the degradation and then failure of an orbital defense system that protected it from the asteroids near the planet and the failure of terraforming attempts. Now, Nova Maxios is the refugee station that houses many of those who successfully fled Maxios at or before the entire planetary government collapsed into anarchy. I feel that, story wise, there is a fun event that can be written up with two specific storylines that could be implemented.

The Player Colonizes Maxios

Lets start with the low-hanging fruit and the obvious: you, the player, decides to recolonize Maxios. Maxios was once a VERY influential planet with a very large population. Word in the sector would spread rapidly and it would draw a LOT of attention from Nova Maxios. For instance, you can trigger an event where representatives of Nova Maxios meet with you and discuss emigrating back to Maxios under certain circumstances. Additionally, besides the Tri-Tachyon claim to the Magec system, you could have the Persean League trying to get you to join as a member later on if the colony reaches a certain level of success. Sabotage events could be scripted in as certain powers (Tri-Tach and the Hegemony) would not be happy unless you were directly under their control putting Maxios back into play. There's really an awful lot that can happen in regards to how the major factions see this and it would add some spice to colonizing in the core.

Nova Maxios Recolonizes Maxios

This is the other idea bouncing around in my head: An event chain in which Nova Maxios attempts to recolonize Maxios and decides a "mercenary" like the player would be PERFECT for helping them secure population, resources, and security among other things as they make a play to reclaim their home. This can become a long-running quest where the player's actions can have a direct impact on the state of Maxios after all is said and done. They could have Maxios' plan fail and the colony die, the colony could become stunted and only a token, or the colony could become a size 5 or 6 independent or even new faction state.

In conclusion, I believe Maxios can be used for the setting of a very nice side-plot quest line for the player and such should be considered as a potential addition to a future edition of the game.

9
General Discussion / Retribution Builds, let's see them!
« on: May 10, 2023, 10:40:58 PM »
I would like to first say that I absolutely love the insane Orion drive madness of the Retribution and what it allows me to do. As such, I designed a brawling burst damage Retri to fit my needs.

Behold, the UWS Nuclear Wave:




10
General Discussion / The Gigacannon is Funny
« on: May 09, 2023, 12:08:21 AM »
So, I've managed to get my hands on the Gigacannon. 700 range, 2,000 energy damage, solid bolt but...

10 Second Reload.

Now, you might think that this is just a really, and I mean REALLY, stupid weapon. Yes, it normally is and especially in AI hands. However... I've been messing with it on a Sunder I pilot. I just have it pop an Energy Focus and enjoy watching a Reaper's worth of energy bolt slam into a target. Is the Tachyon Lance better? Yes. Is the old and beleaguered HIL better? Also yes.

But it's hard to argue with RAW VISCERAL DAMAGE.

11
Suggestions / Dead Men Do Tell Tales: The Lore of Ruins
« on: February 11, 2023, 10:48:48 PM »
This is something that has been bouncing around in my head for some time, and after checking that a similar suggestion has not yet been made, I figured I would like to introduce an expansion to an already established concept: random lore bits from the ruins you find.

Why Is This Here?
In many cases in the game, you come across scattered or widespread ruins on worlds that are seemingly out in the middle of nowhere. Sometimes, the system has literally nothing of value in it and the world the ruins are on is, essentially, worthless except for said ruins. So, why was there a small habitat out here? Well, that would be interesting to know. Let's say all you do is salvage the ruins and nothing else. It would be of interest to me to get a very basic lore bit from the colony (that can be randomized) that it was a small research outpost, abandoned pirate port, or a small mining outpost that ran out of money and went bust.

Deeper Diving
Now, let's say that you colonize a world with ruins of any size on it and decide to Tech Mine. I think a fun secondary feature of Tech Mining could be the recovery of colony logs that give more information into what happened post-Collapse to this particular colony. This can have an add-on effect of expanding the overall Sector lore at the same time while providing an engaging story of those who were suddenly cut off and alone in what was once a highly connected universe.
EXAMPLE: A colony on a jungle world with an Insidious Biosphere is gradually consumed by said biosphere after they lose supplies such as weapons and survival equipment they previously used to survive the conditions of this harsh world. Logs can follow a particularly individual or be reports from the salvage team of what they found.

And Then The [REDACTED] Arrived
Now, for what will be the wildest ride, we come to the lore of the Remnant systems. These systems always have ruins, and it is heavily implied as to what happened to the former inhabitants that were unfortunate enough to be trapped there. Often enough, these systems are fairly good for colonization once those pesky AIs have been cleared, but what if we could learn more? Tech Mining the ruins in these systems could be a fun way to get some more detailed lore on the Remnants in general as well as to build stories of what happens when your faithful servants suddenly decide to not be so faithful anymore...

In conclusion, I feel that adding lore to salvaging ruins and tech mining would be a nice way to add further depth to the lore of Starsector and be a fun project for a future update to the game. Let me know what you guys think.

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