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Starsector 0.97a is out! (02/02/24)

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Topics - goduranus

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Suggestions / No Solar Mirror trait at Qaras
« on: November 10, 2023, 03:08:45 AM »
Saw that it has a mirror but no trait for it at the planet info screen.

Yeah, some times you need a little cash, and there's free civilians lying around ready for the picking. So you be like those aliens in the movies, dropship into those colonies and start harvesting organs.
I mean, harvested, means harvested from some somewhere, right? :P

Suggestions / Why is "Ground Support Package" a unremovable modifcation
« on: November 04, 2023, 08:58:14 AM »
The description says it's a bunch of sensors, datalink etc to make sure the ship's weapons can hit ground targets, why wouldn't a normal ship be able to equip it :-\  Or is it more than that?
That means it's more specialized than survey equipment or high resolution sensors?

They seem like flimsy little things, giving only like 50 metal if salvaged. How can it manufacture such a big fleet?
Even if it could, wouldn't it need at least a nanoforge on board? Then how come the nanoforge doesn't show up during salvage?

General Discussion / What are the rewards for the storylines?[spoiler]
« on: November 02, 2023, 03:45:58 AM »
So far I got the Jumpgate access from the Galatia storyline.
What are the rewards for the other storylines?
For Sindari so far I got a battleship and some guns for turning in the agent. but if I made some other choices would I receive other rewards? Like if I blew up the fleet of Adrea's successor? Is this the end of the story?
Are there other storylines worth doing?

I love to fly a Monitor flagship, but for most of the battle there is no sound!  :'(

Derelict scanning missions pay the same as survey missions, but can be done with just a single fast long range ship. Survey missions, on the other hand, require a large investment in crew and cargo capacity, as well as costing a lot of supplies. Imo Survey missions should pay at least double that of scan missions, and scale up with survey difficulty.

Yeah, been curious if it recovers, because the star system I tested it on was rather decent.

I never had the skills to win a straight up fight in Starsector, and always had to rely on cheap strategies.

I remeber the old days before CR where it was jumping Hyperion soloing 3 Onslaughts, then it was chain deploying phased torpedo flagships destroying everything, then it was Drover carrier spamming before that finally got nerfed.

What are the cheap braindead combat strategies of 0.96a?

Discussions / Found a cool 3d space combat/customization game
« on: February 20, 2022, 12:31:10 AM »
Whoo, looks pretty cool, it's like Nexus - Jupiter Incident 2, with The Expanse asthetics

check out a review i found:

Discussions / Fan made Star Trek Voyager and DS9 opening sequence in 4k
« on: December 21, 2019, 03:47:18 AM »
It's so good :'(

Note, make sure to select 4k in video quality.
side by side comparison
side by side comparison

Bonus: hypothetical Star Trek Discovery alternate opening by the same guy

Similar to the other thread, but more specific. A supply range overlap on the starmap, take the supply count in the fleet inventory, subtract cost of ongoing repairs, then divide by maintenance consumption, to get the number of supply days remaining. Multiply this number by fleet speed, to produce a supply range circle and display it  like the fuel range circle.

Pausing repairs should increase this ring, to make it more obvious that suspending repairs will extend the fleet’s range.

Suggestions / Fake transponder special ability
« on: December 16, 2019, 07:02:23 PM »
Would be cool, you can maybe purchase transponder codes as a trade good on the black market, then have an map view ability that when you activate, you take on the guise of a fleet of another faction, to conduct false flag operations and such.

Upon activation, a number of transponder code trade good is consumed equal to the player’s fleet size, similar to how the sensor ability consumes volatiles. The logic being that larger ships are scrutinized more closely.

The fake transponder code would have a health value that is depleted by conducting illegal activities such as smuggling piracy or conducting unprovoked attacks against non hostile factions, upon running out of health value, the transponder code automatically turns into a pirate transponder code.

The player is unable to make money through bounty hunting while fake transponder code is active.

Destroying ships would yield transponder codes as loot, the logic being that you take on the guise of the ships you killed.

Customs scan will reveal if the player if using fake codes.

Hostile actions with fake codes will still have limited impact similar to transponder off, due to suspicion.

This special ability should require one of the science skills.

Suggestions / Airraid shelter colony building
« on: December 04, 2019, 05:56:56 AM »
I think it would be pretty unlikely for a colony to lose 90% of the population even if it were antimatter bombs being dropped, cuz the population would hide in shelters as soon as they see a fleet maneuvering for a bombing run. Provides that shelters actually exist in the first place. In game the effect be to negate the population loss and halves the industry disruption(key personnel and hardware evacuated to the shelter) of the first orbital bombing until the shelter building has been disrupted.

This building would be unavailable for space stations.

Suggestions / Make fighter use fuel and supplies to reduce spam
« on: November 22, 2019, 02:19:23 AM »
Maybe replacing fighters should cost a dozen or so units of supplies, cuz it makes sense that fighters would require spare parts to build.
Also re- launching fighters, maybe would require a few units of fuel, as fighters need to be energized with a power source.

This would be consistent with lore that the Hegemony doesn’t use massed carriers because of the increased logistical requirements.

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