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

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Topics - Death_Silence_66

Pages: [1] 2
1
Bug Reports & Support / [.9a RC10] Exceeding Officer Cap
« on: December 21, 2018, 04:55:49 AM »
By using the "assign idle officers" command from the fleet screen it is possible to assign officers to ships despite not having a high enough officer cap. This can happen when you pick op officers from exploration and derelicts.

2
Suggestions / More Supply Consumption Information
« on: December 21, 2018, 04:52:15 AM »
Currently, checking exactly where your supplies are going is a bit annoying. By comparison, you can just press F1 on the fuel display and instantly figure out how much fuel each ship is eating up. If the supply display could be modified to function the same way it would be excellent. Additionally, the display lists supply consumption per day, but the ship panel displays it per month. If they could be changed to match it would be more useful.

The display could read something like this

"Maintenance (supplies/mo/day) - 12/4"

3
General Discussion / You can pick a flag for your faction
« on: December 18, 2018, 05:26:39 PM »
I only just discovered this, so some of you may not have either. In the menu where you setup your faction's name you can click on the flag and pick from a short list of presets.

4
Suggestions / Qol Storage Changes
« on: November 30, 2018, 07:38:43 PM »
When returning from a raid or salvage mission it can take a an annoying amount of time to unload all of my loot. Options to quickly store or sell all of a cargo type would be much appreciated.

5
Suggestions / [0.9a Rc10] Poor AI behavior
« on: November 29, 2018, 05:45:19 PM »
I have encountered some AI problems that I would like addressed.

#1
Ships will sometimes close in and use their PD weapons against enemies, throwing away their range advantage. This affects frigates in isolated duels the most, and can be replicated by deploying a Hound armed with a Hypervelocity Driver and a Duel Light Machinegun into combat with the simulator Brawler. The Hound will quickly close with the Brawler and attempt to use all of its weapons turning a nearly guaranteed victory into a scrappy brawl. This behavior should be reserved for aggressive officers and the eliminate order.

#2
When fighting stations with very long range, ships will raise shields when under no threat. This causes the fleet to advance slowly and get mulched by the station's guns. This could be resolved by having ships check if a friendly is between them and the station, protecting them. An additional check could be the ships checking the maximum velocity of the enemies weapons and keeping the shields down until the shield raise time is slower then the time for a projectile fired to hit the ship. This should stop ships from crowding behind each other and preventing frontline ships from falling back due to lacking the zero-flux boost.

6
Suggestions / Minor hotkey Qol
« on: November 29, 2018, 03:08:54 PM »
When modifying weapon groups, pressing 'A' should automatically assign them.

7
Bug Reports & Support / [0.9a Rc10] Perdition bomber considered high tech
« on: November 24, 2018, 07:46:19 PM »
A minor annoyance, but the perdition-class bomber is counted as high tech when it's clearly not.

8
Bug Reports & Support / [0.9a Rc10] Stars and black holes can be colonised
« on: November 23, 2018, 02:12:04 PM »
In systems with more then one star, sometimes stars are marked as explorable and can be surveyed and colonized. This also extends to gas giants, but that's a lesser issue.

9
Bug Reports & Support (modded) / 9aRc10 Absurdly low Survey Data Prices
« on: November 21, 2018, 08:26:23 PM »
From the title, survey data is incredibly cheap. A class 4 survey can be sold for 8 credits, which seems wrong.

10
Suggestions / Orbital Construction
« on: November 18, 2018, 10:45:42 PM »
Constructing orbital structures like the shades and mirrors to alleviate the heat and cold related hazards would be interesting. They could require blueprints or building slots.

11
Suggestions / Missions And Bounties In Market Screen
« on: October 21, 2018, 06:24:24 PM »
I found it annoying having to switch between the market and intel screens checking how much of a commodity I needed for a contract or how much fuel I'dd need for a bounty on the edge of the sector. I mocked up a UI addition to make the information more readily available.

The days listed are days until contract of bounty expiration, but days to reach at max burn+sustained burn should also be shown (I forgot to add them).

12
Suggestions / Sort Planet List By Resource And Stability
« on: October 10, 2018, 09:38:58 PM »
Title says it all, the ability to sort planets by what resources they have and and their base stability would be useful.

13
Suggestions / Seeing Through Jump Points
« on: August 18, 2018, 09:03:11 PM »
It would be nice to be able to see what is on the other side of a jump point. While exploring, you can end up jumping into a corona or a pulsar beam and end up being punished for nothing. It is also possible to jump into the arms of a massive fleet you cannot escape from. Both of these scenarios are undesirable for gameplay and could be resolved.

The simplest would be a simple indicator in the "you approach a jump point" menu alerting you of a hazard on the other side of the point. Alternately, the jump point could visually expand when you approach it, showing what is on the other side.

14
Suggestions / Faction Unity
« on: June 07, 2017, 06:58:36 PM »
Something that's always annoyed me is the fact that all factions are monolithic. For example, the "Independent" and pirate factions make little sense. Why would Nova Maxios care if you have a good relationship with Nortia? They are independent. Similarly, different pirate groups are in direct competition and should not really care if you attack fleets associated with another group.

To solve this strange situation, a new faction statistic can be added, Faction Unity (called FU for here on out). This would represent how unified a faction is and would determine how the overall faction opinion affects each individual market. Additionally, each market and its associated fleets have an opinion of you separate from the faction's stance.



Individual Market Opinion is determined by this equation.

O=((MO*(1/.FU))+FO)/((1/FU)+1)

O=Opinion of a market after calculation. MO= The individual Market's opinion of the player. FU=Faction Unity. FO=Faction Opinion

Simplified: FU is used to determine the weight of faction opinion on market opinion.



Faction Opinion change is determined by this equation.

FO=(MO2-MO1)*FU

MO2=MO after interaction. MO1=MO before interaction.

Simplified: FU is used as a multiplier to set how much interacting with a market affects faction opinion



Some examples.

The Hegemony have an FU of 1. All markets share the faction opinion and interaction with markets affects the faction by the same value.

The Independent have an FU .25. If the independent faction has an opinion of the player at 30, then Nortia, which has a player opinion of 5, would have an after calculation opinion of 10. ((5*(1/.25))+30)/((1/.25)+1)

You kill a pirate fleet around Agreus and gain +5 reputation with it. Your reputation with the independent faction goes up by 1.25


What do you guys think? Is this an over complicated solution to a nonexistent issue?

15
Suggestions / Ship Statistics
« on: April 27, 2017, 03:09:33 AM »
It would be cool for each ship to have a stats page somewhere with information like battles fought, ships killed, times recovered, and light years traveled.

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