Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - neptix

Pages: [1]
1
Bug Reports & Support / No mouse clicks
« on: June 15, 2019, 06:05:37 AM »
Just downloaded 0.9.1a, isntalled it, and I have no menu control.  Clicking does nothing, and I can't even use the keys to move through the selections.  Pressing escape and then enter quits the game, but that's all I can do.  I restarted in windowed mode, and everything works fine.  Any ideas?

Edit:  I have to reduce the resolution as well as uncheck the fullscreen button, otherwise it does fullscreen anyway, with ensuing problems.

2
Bug Reports & Support / Tutorial Not Completeable
« on: December 30, 2015, 07:07:13 PM »
So, now that destroyers are affected by extended deployment decreasing combat readiness, it's not possible to complete the basic tutorial, unless you already know what you are doing and rush through it.  (One of the requied actions to progress in the tutorial is to use the accelerated ammo feeder, which is unavailable at 0%CR).  I'd reccommend disabling deployment time for the tutorial, or resetting it somehow with every step.

neptix

3
Suggestions / Simple thing, but driving me crazy
« on: October 25, 2014, 07:59:22 PM »
Currently, when you look up prices in the intel tab, it gives you the last known price based on any intel/communications you have recieved on the subject.  What it doesn't include, and I REALLY want it to, is last known prices based on actually going to the market in question and checking the prices.  If I'm on New Magincia, I should have a price listing for everything New Magincia sells.  When I fly to Corvus, that listing should stay(out of date, until I return to New Magincia, or recieve intel another way).

This shouldn't be too hard to add, and it would make a huge difference to trading.  It may clutter up the map inteface a bit, but that already happens in systems like corvus, with multiple planets, especially with lots of trade disruption on the pirate planets.

Thanks,
neptix

4
Lore, Fan Media & Fiction / Question about the universe
« on: September 24, 2014, 08:15:47 AM »
How do communications work in the starsector universe?  I mean long range comms.  Given that each ssytem has it's comm relay, and from references like the tachyon lance, I assume that FTL communication between systems is a thing, but how about between ships?  Can a ship in one system talk to a ship in another system directly?  Or do they have to transmit to the local relay at sublight speeds, then have the relay bounce the message to the other system?  Basically, how big/complicated/power hungry is comm gear?  And is it merely faster than light, or truly instantaneous? 

Same with sensors, how good are they?  The Hegemony fleet is going to be hard to miss, but how about a couple of miners hiding in the asteroid belt?  Do you have to get close to see them, or do sensors cover everything in the system?  ( I know they currently see everything, but is that just an alpha thing or is it for realsies?)

neptix


5
Suggestions / Ship ideas that offer campaign possibilities
« on: September 23, 2014, 06:37:00 AM »
I've had a few ideas for new ships and associated mechanics that could add some interesting possibilities to both the campaign, and possible missions. None are really related, take them as individual ideas.

1.  Fast Courier.  Something ridiculously fast, like 240su, burn of 12.  Can hold 10 cargo and a couple passengers.  I first thought of wanting such a ship if you had multiple fleets in different places, using it to get between them.  Then I thought "That'd be a *** to catch, why not make that a mission?"  Either plan an ambush along it's route, or put injectors in a hound, along with skill boosts.  They could also be used to run extremely high value cargos, deliver while the market is hot.  Could be handy for smuggling.

2. Spy Ship.  A small, stealthy craft that would make it easier to hack into comm nodes without being detected, but don't get caught owning on of these.

3. Asteroid Miner.  A vessel with mining claws that captures asteroids and produces supplies and/or fuel.  Could do nasty things if it gets ahold of a ship, assuming you can catch one.

4. Calamity Cannon.  This is just a hilarious idea I had.  I'm picturing a bunch of redneck asteroid miners who got ahold of gauss cannon and welded a cockpit and engines onto it.  No shields, terrible maneuvering, poor flux, you only get a few shots, but it's still a frigate with a gauss cannon :)

5.  Mid-bulk Transport.  Nothing special here, I just would like a transport that's somewhere between an atlas and a buffalo.  Maybe 600-750 cargo, and the speed of a cruiser.  For fleets that like to move a little faster than battleships.

Do yeah, these are my suggestions.  Thoughts?

neptix

Pages: [1]