Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Ordanen

Pages: [1]
1
Bug Reports & Support / AI not following orders correctly
« on: February 14, 2014, 11:33:40 AM »
In a battle, I had two of the new shuttle types at my disposal, piloting one personally, and leaving one for the AI, I was trying to take on a Lasher. At the start of the engagement I specifically ordered it to intercept/attack it, and at best, the Shuttle flew around 1000 su away, even when I was overloaded eating missiles to the face.

Needless to say, it was frustrating when the friendly did not fire a SINGLE shot at the Lasher for 3 minutes, I eventually gave up when it still did not attack, at all, and the timers ran out.

2
Suggestions / Make time pass during fights
« on: November 13, 2013, 04:29:08 AM »
Basically, make time pass in the campaign while you're in battle. In my opinion, it'd perhaps add another layer to the CR mechanic later on, when the campaign is expanded and time becomes more precious. ''Do I want to deploy more ships to finish the battle faster but lower my overall CR more, or do I want to risk losing x objective due to taking too long?'' That sort of stuff.

This is admittedly a suggestion made upon assumptions though.

Another option may be to make the options you pick post battle take varying amounts of time as well. As an example, harrying retreating forces would arguably be more time consuming than simply standing down and letting them go.

3
Suggestions / Hullmod and convenience suggestion
« on: October 06, 2013, 01:37:55 PM »
After fiddling about with the ''new'' burst lasers, there was one thing that annoyed me. Mainly that they kinda sucked against large amounts of missiles/rockets, like from the Annihilator.

Now, this is a reasonable weakness, but what if there was a hullmod, ''Intelligent Targetting/Intelligent Point Defence'' or something, that allows PD weapons to prioritize larger and more dangerous missiles, versus large amounts of smaller ones.

Maybe add on a large Ordnance Point cost, so that it will for the most part be utilized by dedicated PD boats?

-

Second suggestion, add a slider for how many crew members you want to go above the required skeleton level. I get all OCD-y when it comes to keeping certain amount of crew members above the required, and it gets hard to keep track after several engagements where you lose 6, then 2, then 17, and so on.

4
Suggestions / Make the Zero Flux boost affect Frigates (CR timer)
« on: October 04, 2013, 02:20:21 PM »
With a character at level 15, skilled entirely in combat, and picking up the skill that allows me to increase the flux boost to 75+, as well as getting it up to 25% of the flux capacity, I managed to eventually kite a pirate supply fleet to the point where it fled, with only mothballed ships. While I had to retreat once to regain some CR, it wasn't a problem as the fleet let me disengage, after harrying me.

Anyway, to the suggestion, make it so that if a Frigate makes use of the flux bonus, maybe after x amount of seconds to let them get into position and whatnot, it will to at least a small degree, affect the peak readiness timer.

Edit: For clarification, I did this with a single Lasher.

5
Suggestions / Make weapons affect CR
« on: September 22, 2013, 02:57:22 PM »
Note: I looked through a couple of pages, and did a basic search, didn't find anything, apologies if this has been posted before.

I had an idea while playing that perhaps it'd be interesting if more advanced weapons cost more CR to deploy. It'd make sense to me that something like the Arbalest Autocannon would be much simpler to maintain and repair, im comparison to an Antimatter Blaster.

I'd argue that it'd put some more thought on fitting ships, and make one a bit wearier of sending out that Super-Ship-of-Super-Techy-Firepower-of-Doom once you roflstomp things with.

Pages: [1]