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Topics - Unfolder

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1
Suggestions / Hyperspace Drop Ambushes
« on: August 20, 2015, 09:15:39 PM »
What if "random encounter" events could occur where small warp tears open and hostiles pour through, near or right on top of the player, every once in a while. It could scale to level, and serve to keep the player on their toes while sleep fast walking through space.

2
Suggestions / I have a suggestion...
« on: June 05, 2015, 10:31:30 AM »
Release the next version pppppppphhhhhhhhhhfffffffttttttt

3
Suggestions / Simpler Memory Utilization?
« on: May 21, 2015, 07:46:00 AM »
Hello:

Right now you have to increase the memory parameters within SS+ to get it functioning well, which I suppose is based on some limits within the vanilla. Would it be possible for the game and its mods to more intuitively use a computer's memory limits so I don't have to go digging into the files to increase? Or is that something that can't be done? It's just a small barrier to entry which seems strange given how modern the game is...

4
General Discussion / Explain Overload and EMP Overload
« on: April 30, 2015, 07:20:02 AM »
Hello I have been playing a lot of Starsector+ and one of the main tactics of a lot of the higher end factions are "EMP missiles" that seem to specialize it overloading shields for a long time. Sometimes I am disabled for as long as 8-10 seconds and it is really surprising and disorienting. I have some questions about overloading, specific to Starsector+ if the dynamics are different:

1. What determines how long a ship is overloaded for? Is it a ratio of hard flux damage over capacity, relative to total capacity?

2. Do EMP weapons, in particular missiles, add overload time if they are part of the final "strike" that pushes it overcapacity? Moreso, say, than the raw damage EMP would have inflicted on non-overloaded shields? (if that makes sense)

3. What about beam weapons that add only soft flux, can they overload shields for more than a second? If you think about it, they shouldn't be able to, since they add damage in a linear stream, so an overload should only register as one point of flux overload. But I may be thinking about the wrong way.

4. What does shield efficiency have to do with overload times, it it a modifier? For example, do overloaded 1.20 stay overloaded longer than 0.8, if given the same flux overload?

5. Are therre weapons that can overload a ship WITHOUT their shields being up? IF so, how does the numbers work on that.

6. Finally, in an related question, as I understand it, damage goes thusly: HE: 50% to shields, Kinetic: 150% (or is it 200%?) to shields, Frag: 25% to shields. What is the modifier to shields for EMP weapons?

5
Suggestions / "Update Varient" Button in Refitting Screen
« on: April 17, 2015, 06:34:00 PM »
When you have a custom variant, and you make a small tweak, such as adding a flux point when you gain some tech ability, rather than having to go into the refit ship screen and delete, then replace a ship, or having to create a hole new variant "Variant II, III, IV" just have an update variant button that overiddes the variant with the new one

6
It doesn't make sense that your fleet would haul to and allow inspections without supplies, in fact, in  the lore of the game, it would be impossible for an inspection because your ships are in too chaotic a state to get accurate reads. Either remove the shakedown when supplies are gone or add a "plea disaster" option when you are hauled aside without supplies, which I guess could have a  favor penalty but would allow you to continue.

In addition to all of those logical reasons, it's *** terrible from a gameplay standpoint, griefing on top of griefing

7
Discussions / Some Turn Based Strategy Games and Roguelikes
« on: April 02, 2015, 11:19:52 AM »
Hello:

I'm going to post some of my favorite strategy and roguelikes, some are semi-famous some less so, check them out

Cataclysm DDA

http://en.cataclysmdda.com/

A roguelike about the end of the world, the game has a weird interface and is buggy, but is notable for being 100% community built. It is updated multiple times daily

Xenonauts

http://www.xenonauts.com/

A TBS clone of the original XCOM, it becomes tedious midgame but a must play for fans of the original. I'd highly recommend A FEW of the mods to break up the tedium (new races, more aggressive and heavily armed AI)

Infra Arcana

http://infraarcana.wikispaces.com/

A roguelike, Nethack meets Cthulu. A generally hard and scary game. If you like it, donate, as it's the labor of love of one crazy chechen or something

RimWorld

http://rimworldgame.com/

A RTS that is methodological enough for TBS players, it's like Dwarf Fortress in space if Dwarf Fortress was remotely playable as opposed to an autistic UI nightmare from Hell.

Dominions 4

http://www.illwinter.com/dom4/

This game...oh Jesus...take all the recorded mythological history, of the world, the entire history, and turn it into a TBS strategy and you have something approaching this game. It really is crazy how complicated and in depth it is. It's UI is bad, the graphics are primitive (they have to be, with potentially 20,000 INDIVIDUALLY TRACKED units on the map at any one time) but if you can get through a fairly steep learning curve you might grow to love it. Would not recommend unless you have days to squander and the desire to read much of a 400 page manual.

Factorio

https://www.factorio.com/

A weird but fun game centered around assembly lines on alien planets. I'm not very good at it but it's probably the kind of game that actually makes you smarter.

-That's all I can think of for now, I'll add some more if they pop up.

 



8
We've all been there, running away, missiles coming, maybe you pause to get your bearings, unpause and raise shields. Boom your dead, shields unraised. A particularly frustrating outcome, especially since the AI is the Fist of the North Star with its omni shields, being able to block missiles and large caliber shots from all sides simultaneously by feathering them up and down in the miliseconds between impacts, or staggering them on one side as your alternating kinetic and explosive rounds hit. A modest proposal:

1. Shields Up Icon, as simple as an X'd or empty box.

2. The ability to toggle it while paused


9
Hello I am playing Starsector+ and I am noticing that after a battle fighters get all their CR restored other than the original cost if they retreat and a carrier retreats with them, whereas enemy fighters that stand their ground lose their deployment CR and the CR from fighter casualties, even if they have a carrier. Working as intended?

10
Suggestions / New Crew (Maybe for Mods)
« on: March 04, 2015, 02:41:51 PM »
This might not work for vanilla but it could be neat for mods. Six new crew:

Starfarers: Crew that raise a ships CR to 90%. (I think that's correct, it goes 50-60-70-80 based on rank, correct?)

Special Forces: Marines with 150% chance for boarding action successes

Fighter Aces: Crew that raise fighter's CR's to 90%, but can only be used in fighters

I think to balance them, you couldn't buy them. They can only be trained in combat, or awarded for particularly hard missions or boarding actions. And they grow slow, only one or two for a mission of 50,000 XP. Aces could only be trained in battles with fighters of course.

Also, on the lower end:

Drone Crew: Do not cost logistics, and use half the supply. Count towards both crew and cargo space. Can be manufactured. Crew bonus capped at 60%. 50% Higher survival rate

Android Crew: Do not cost logistics, and use double the supply. Count towards both crew and cargo space. Can be manufactured. Crew bonus capped at 70%. 75% Higher survival rate.

Cyborg Crew: Cost half the logistics, but double the supply.  Crew bonus capped at 80%. Can be manufactured. 100% higher survival rate.


 

11
Suggestions / "Fill Cargo Hold' and Distinguish Size of Shortage on Map
« on: February 24, 2015, 12:29:56 PM »
I would like an option to fill cargo hold with certain substances (say, food) rather than having to modulate the little line.

Also right now on the UI a shortage of 100,000 food shows up the same a shortage of 100, (same red outline). This should be fixed somehow

12
Suggestions / Better Mod Index Organization?
« on: February 16, 2015, 03:49:48 PM »
Any chance someone could separate the mods that are actively updated from those that aren't in the index? I want to try out some mods but unfortunately a lot in the index have not been updated for six months to 2 years, and I don't want to reverse engineer my game to make way for outdated mods. It's a little bit frustrating to have to dig through those 50 indexed mods and find out 30 of them are abandonware. Fuuuuuuuuuh

13
Suggestions / Drone Regeneration, Drone Weapon Slots, Drones Drones Drones!
« on: February 15, 2015, 07:24:45 PM »
Suggestions regarding drones:

1. All drones should regenerate the way ammo does now, seems fair and not dramatic too me, but meh, I think everything should regenerate weapon wise, so take it or leave it. Basically a set number of spare drones and drone "clips" being rebuilt slowly. They don't seem to have too much of an effect in the fights I've seen, so why not let them come back into the fight slowly. Meh.

2. Drone bays mountable as weapons. Basically you can mount your own personal PD drones, mining drones, even that advanced drone the tachyon ship uses. I imagine they'd go in missile slots. Not sure how it'd go in terms of OP balance, number of slots number of drones etc etc, but the idea is cool I think.

 I'd also like to see more drones than the three currently featured, maybe repair drones or shielded rammer drones that crash into missiles (heh). It would also open up a new tech tree potentially, tech (as a new drone bonus for electronics or something) or even leadership? (drone command, drone piloting)

 

14
I don't have vision problems or anything but the lens flare of big ship explosions is irksome, to the point where I look away when they are about to explode. That's a really cool artistic trick but after awhile it gets old. Please put an option in to remove it or tone it down, so that big ships explode the way frigates do. I imagine that people with photosensitivity would be bothered by it, cause the color shift from dull black to bright white is immediate and jarring.

15
Suggestions / Remove ALL Ammo From the Game IMMEDIATELY
« on: January 26, 2015, 11:18:20 PM »
I have definitively, quantitatively proven, beyond a shadow of a doubt, that ALL ammo from the game is 100% exploitable, completely broken, game breaking and absolutely worthless. Remove it all immediately Alex, there is no debate, I have proven it with one experiment. It is an artifact fluff that adds nothing and can, under the right circumstances, ruin the game: let me show you.

Fielded 3 lashers, 2 wolves, one enforcer against two enforcers, three wolves, one lasher, one thunder. All enemies were not crappy d versions, they had their special types. I won, decisively, losing only one lasher and destroying everything but one enforcer which was badly mauled. Except I lost. All units ran out of ammo. The frigates ran out of CR, and the enforcer ran out of ammo before defeating the last enforcer. Game over, the two enforcers floated around the field, unable to even catch each other to ram. Layout was all lashers had 3 vulcans, 2 auto cannons, wolfs had blue beam laser with three pd beam lasers, enforcer had 4 flak guns and 1 dual flak gun. ALL ammo ships had ammo mod and ALL frigates had CR boost mod. Didn't matter.

First thing I thought to myself after the battle "better switch away from a fragmentation build" (game breaking) no wait better use missiles (game breaking) no wait can't use missiles they run out too (game breaking) I'll wait for the new mod and only use regen missiles (game breaking) wait I'll just use energy builds only (GAME BREAKING)

GAME = BROKEN. CULPRIT = AMMO. THIS IS NOT WORKING AS INTENDED AND ANYONE SUGGESTING OTHERWISE IS FLAT OUT EFFING WRONG

Go all the way Alex, you've already solved half the problem by removing it from kinetic and certain missiles, but your crippling/nerfing other weapons based on arbitrary rules that break the game in the right circumstances, COMPLETELY break it. Like, its not a matter of preference here, this situation is not workable at all, and the only way to fix it as it stands is too simply field massive amounts of ships against enemies in these situations (why is this necessary, a stupid rule that adds nothing) or to use builds that aren't gimped by ammo in any way (such as energy). Considering how unbelievably OP energy is in general the ammo penalty for missies/explosives/flak/conventional weapons is just a ridiculous joke. So go all the way with your solutions and make EVERYTHING regenerate. From the lowly machine gun to the nuclear missiesl.

I don't care how you balance it out. Make regen based on DPS, or Damage per shot. You get a set amount at the beginning, and then it ticks back to the "regen limit" The rate of fire is penalized once you exceed the limit for the rest of the fight. Malfunctions increase. Barrels melt and crew die, ships eventually explode from factorizing too much ammo. Nuclear missiles only regenerate one every 2-3 minutes, what ever, you know what to do, but please consider this a 100% motivating and correct kick in the right direction to fix this terrible flaw in your great game. Cheers!

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