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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Topics - Auraknight

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1
Suggestions / Space traps
« on: January 20, 2017, 03:18:36 AM »
I was thinking today about how a mothballed, and freshly captured ship keeps you from burn driving, and how that can screw over a fast fleet from getting away from a slower one that activates it's burn drives. Then I went to thinking about how I could maybe attach a mothballed, and badly damaged ship to a faster fleet, or even a slower one to keep it from burn driving.
Then of course, came an idea of how to et this effect: Traps.
A fleet, perhaps if you've leveled up your character enough in the right tree, should unlock the ability to pay resources, maybe specific trap-resources (Which could be contraband, or military-only in some, or most places, as patrols don't want to run into traps when they run around tolling civvies.) which you could use on the map layer, along with some time, depending on the trap, and your skill level.

These traps could be anything from space caltrops, which don't last long, and you can deploy while fleeing, which damage the CR of a chasing fleet, targeting the fastest burning ships (or the slowest, depending on what you'd have in the front) with smaller ships more affected by the 'damage' they do.

A longer to set up one could be energy siphons, which stealth-stick to fleets when they run over them, and then activate when a ship activates burn drives, siphoning off the extra energy to prevent the burn.

With the new system that's been coming, and space salvage piles, maybe you could even set up more outright destructive traps, litteral minefields of all capacities, and if you destroy a ship, (not a fleet) it drops a scrap pile, so the fleet that it come from needs to decide if it's worth hanging around and salvaging it to recoup what was on the ship, or try and save the crew, or what. Destroying a ship shouldn't be too common, aside from one key thing: Tugs. Not that I hate tugs, but the idea of them is that they are up in front, and pulling the bigger, slower ships. Smash a tug, and you've possibly just slowed his entire fleet down a burn level.

 Again, this should, ideally, affect smaller ships more harshly then bigger ones,(because a mine that might not even break an enforcer's armor will do hell to a hound) but not be unusable by small ships, and should 100% have some cost associated with them, and while the idea of 5 combat frighters, stuffed to the gills with traps, kiting about a deference fleet and leading them through minefields and traps as they taunt them across space, turning and destroying them once the onslaught is too crippled to fight back, that's not really the idea I was going for here, and while this would theoretically be a big buff to any pirate captain, AI or no, who managed to both get ahold of trap parts, and the skill levels to set traps, 'The Law' could also make use of speed traps, maybe slowing a fleet down by 1-4 burn speed after several traps while the quick patrol waits for more substantial back-up to come so it can bring justice to an invasion fleet, or a more simple speed trap to catch smugglers easier.

EDIT: After bein reminded that Hullmods are not going to be a thing, and thus skill-point based unlocking likewise, maybe it'd be more fitting to just buy the traps whole, and have a 'deploy trap' button on the ability bar? Still keep a pricetag on it, perhaps more-so if it doesn't require any other investment besides money and cargo space.

TLDR: The base idea I want is for fleets to be able to spend resources if they have the captain-grade training to set up traps to hinder other fleets, either to catch them if they're slow, or to escape easier.

2
Modding / Diffrent starting times
« on: December 07, 2015, 06:14:58 PM »
I was wondering if it'd be possible to start at diffrent times then what currently is started at.
It was more noticeable before Alex changed it so a bounty would start when you loaded up the game, but when the time is passing and the economy is stabilizing, you end up with the exact same 'setting' as you do almost every other time. I don't know if adding, or removing, an extra month or so would change this, but is it possible? (Like how you always start on jan 29th, cycle 206, I'd like the game to simulate the world like it does at the start of a new game for a few months, or even for a few cycles.)

3
Modding / Resurance of the Fleet Control mod?
« on: December 04, 2015, 09:42:51 PM »
With all the new fancy features, one mod that I miss from way back yonder is the Fleet Control mod.
http://fractalsoftworks.com/forum/index.php?topic=3758.435
Sadly, the last post there is October 21, 2013, the reason I'm not putting this message in that topic. (To avoid necromancy.)
Is there any chance this, or something like this, will resurface again?

4
Bug Reports & Support / Squall missles hitting own shield
« on: December 03, 2015, 11:21:02 PM »
Astral class carrier with a Squall missile launcher on it's lower large missle slot, shooing at something behind, and to the left of it has it's missles hitting it's own shields.

5
General Discussion / A CHALLENGE HAS BEEN PUT OUT!
« on: November 30, 2015, 08:43:51 PM »
I have devised a devious challenge to test the most skilled amongst us!
Or at least, people with time on there hands, and want a huge battle
Requirements:
Console commands!
Lazylib! (for the above)
I also used Shaderlib, mostly because pretttyyyyy
The set-up for this challenge takes a small bit of legwork, that will be removed by the time Lazywizard updates his console commands.
I'm undertaking it right now, it's going... roughly. mostly due to some ineptitude. It's definitely a fight for your life!
You are allowed a fleet of exactly 10 ships. And 9 captains. (The tenth being you for your flagship)
You may use any combination of ships you wish!
(I'm using two of each of the XIV ships)
You can load them out any way you want!
You are allowed to have your own character at a maximum level!
The captains I have are at level 7, but I don't think haveing them at 20 will make this too terribly simple, so use your own judgement there.
You can have anything in your cargohold you think will help you, be it supplies and fuel, or just a 777 stack of goodluck Luxuriant Lobsters.
What you must overcome:
a randomly spawned 10,000 FP pirate fleet. (Spawned useing Console commands.)
I initially wanted to do a 1000, but I added an extra 0 when I was spawning...
Warning, the campaign screen WILL lag for a minute or two after you spawn this fleet, and you must wait a few seconds in the campaign map before the oversized pirates will attack you.
Survive, and you win!
You can retreat from the combat as many times as you want o restore peak performance, (And doing so is practically nessessary to win. There are a LOT of ships in this challenge, and it will take a lot of time.
Note! You don't need to kill all of them, but you do need to escape from the radii of swarm to win.
Honor rules!:
No useing 10 tiny ships, and escapeing by simply burning away after a single chase. This is intended to be a fighting challenge!
No useing the 'nuke', godmode, infinite CR, traitor, or any other cheaty commands to win while fighting!
No haveing backup from the AI fleets! Not that I think they'll come to your aid, but it's cheating too.
If you CAN dissaray the hoard long enough to dock at a station and repair, you are allowed to. I haven't been able to yet, but....

6
Bug Reports & Support / Lotsa kills, No salvage?
« on: November 30, 2015, 05:34:07 PM »
http://imgur.com/PIiBS51
'no salvage to be had'
No credits, no scraps, nothing?
My XIV fleet will starve Q.Q
(No mods, aside from Console commands, Shaderlib, and Lazywiz)

7
General Discussion / Going dark no confirmation?
« on: November 26, 2015, 08:33:45 PM »
I find it odd how going Dark turns off your transponder without needing to be double pressed, unlike just turning it off does. I accidentally hit it instead of sensor burst, and *** off three TTT patrols :/

8
General Discussion / Open ports, no transponders?
« on: November 25, 2015, 11:54:07 AM »
I started a new game, and decided to go sight-seeing with my transponder off, seeing who cared, and how visible I was. Went all the way north-east to hybrasil, Eochu bres, specifically, and evaded patrols, docking at the planet. To my confusion, after a little looking, I found I could only access the Black Market, dispite the world being that of a 'free port', one that implied I don't need to have my transponder on to openly trade with!

9
General Discussion / Contract varience
« on: November 24, 2015, 09:10:23 PM »
Playing right now, went to go look at the jangala contracts. Wondered why there seemed to be none on the whole station! I know i'd gotten some from the area before, and my rep was higher, but I went on my way to other places
Came back ahwile longer, same problems! Turns out, the station doesn't get contracts, only the planet itself? even though the markets are shared?

10
Modding / Sensor mod?
« on: November 23, 2015, 06:43:16 PM »
Right, first off, I want to say thanks to all the awesome modding community for helping me get several hundred hours more out of SS then I otherwise would have.
Now that that's out of the way, I have a request/question!
is there any chance that we'll be able to see more clearly at what ranges we can be detected/can detect? Is such a beast possible? I don't fully understand how the system as it is right now works,
but I am apprehensive to use going dark and turning off my transponder if I either don't know what good it'll do me, or if I can still be seen while doing so.
(Also this sort-of seems like something that'd be packaged in SS+, but I dunno. Thanks in advance for any answers!)

11
Modding / A silly-ish mod request
« on: May 06, 2015, 09:16:00 PM »
can we, or someone, please. PLEASE -PLEASE- make a Kerbal Space Program mod?
I'd love to see rag-tag ships just piecemealed together, likely with great hull rateings, and no shields, getting by on pure number of parts that in the way of keeping the thing from explodeing
I don't even know what all would go into it, but it amuses me to no end to think of kerbals in Starsector.

12
Suggestions / Astroid at edges of map
« on: May 05, 2015, 10:22:20 PM »
I remember awhile back I coulda swore that Alex had posted something about fixing asteroids so you won't run into them when you enter battle,
(At least, not nearly as much as it used to be)
and I agree, the effect has been much reduced.
But it's still extremely annoying when you have your ship flying in, out of your control, and it bashes into a rock, totaling your Armour and possibly disableing a weapon.
Maybe something further should be done to prevent ships from such things for the first wave?
(Enforcements can suffer. Anything done to save them might save them from drifting wreckage, which is just something you should be aware of, and is rare anyways. what I'm talking about is -totally- out of player control.)
My first idea would be having a box on both ends of the map where asteroids would be pushed towards the middle of the map from in the first, oh, I dunno, 3 seconds of combat? That should be long enough to ensure safe ship entry, without removing the great things asteroids can do.
Sorry if this topic was made before, a quick search brought me nothing.

13
Bug Reports & Support / Switching ships in sim bug
« on: November 22, 2014, 02:08:57 PM »
When I switched ships in the sim, i had accidentally entered with a support ship, instead of my flagship, and tried to change command to correct this, the ship I left had no AI controling it, floating dead in space, regardless of orders given.

14
General Discussion / TPC purchaseable in-shop, not useable
« on: October 26, 2014, 11:40:38 PM »

as you can see, the TPC is avalable to buy, but it can't be fitted onto any large energy slots (Or at least, not a Sunder's large slot. It doesn't appear in the list.)

15
General Discussion / Patrol customs search glitch
« on: October 26, 2014, 09:44:50 PM »
I didn't notice the patrol at first, jumping into hyperspace, and flying away a bit. They jumped after, and I noticed them. I was on good terms with them, so I stop, and go back to meet&greet. I accept the scan, and the scan progresses, but half-way into it, he stops, and turns back to system, and I get an intel message stating that I took a reputation hit for evading a customs scan!

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