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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 - mitthrawnuruodo

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1
Suggestions / Fleet Organization
« on: June 20, 2020, 12:35:17 AM »
This game has characters / officers, and it has chain of command - but both are sort of half-baked. These two essential ingredients can be combined and expanded to create a realistic (relatively speaking) and in-depth fleet organization / management system. As seen in games like Scourge of War, Ultimate General, Command Ops etc.

Real world fleets have complex and diverse structures, but for a videogame it can be streamlined to -

Fleets (commanded by the player / admiral)
\/
Flotilla / Squadron (commanded by officers of rank captain)
\/
Individual ships (commanded by officers of rank commander)
\/
fighter wings (commanded by officers of rank lieutenant), science officers, tactical officer, chief of enginneering etc in a ship

This structure can be used to give commands during battle, like in a real world battle as opposed to ad hoc task groups as it is now. Groups can be organized according to specific strengths and weaknesses of their commanders and ships for a specific purposes - adding a whole new layer of strategic depth. Combination of ship composition and captain skills should lead different types of roles, abilities and commands that a squadron can carry out. It can also be a possibility to send out a squadron to go to a nearby base and fetch supplies or reinforcement.

As officers gain rank, they can be promoted to cmdr, then captain, then admiral. Admirals can be sent to command autonomous secondary fleets, or fleets / military of your colonies. Based on their ambition factor, officers may become dissatisfied as they gain levels if you do not promote them accordingly. Promotions will open up new skill trees and abilities that are relevant for that level of command.

More subordinate positions per ship can be added - such as science officers, engineering chief, helmsman etc. The lowest-rank officers (LTs) can be given these positions to modify ship capabilities, and gain experiences until they are eligible to be promoted to commander. The chain of command can be used to automate this for ships or flotillas to reduce micromanagement if necessary, with vacant positions filled by officers promoted (i.e. generated) from the crew of a ship. Planetary commands should also involve officers, like in real life. High Commands should have an admiral ranked officer in charge of it modifying the capability of the fleets in that system. Officers could be put in charge of specific functions of planets such as production or military, like ministers. Recruitment should not really be restricted to mercenaries. Eligible officer candidates should come up from the colonies.

The RTS gamers and Total War players adapted so easily to this kind of increased realistic depth in Ultimate General Civil War. I think the generally smart of group of simulation-minded people that play StarSector would welcome and thoroughly enjoy these kinds of improvements.


2
Suggestions / NPC Interaction
« on: December 17, 2019, 12:09:34 AM »
NPCs in this game are rather pointless. To make an immersive engaging universe, they need to have some meaningful interaction with the player that add to gameplay. Some examples:

1. Trade fleets: Offer escort mission for money. Threaten to destroy unless they drop cargo, allowing you to salvage them. Pay them for trade tips. Trade goods in space.
2. Military fleets: Offer patrol or combat support mission for credits. Get info about the state of ongoing wars. Trade weapons and ships in space.
3. Mercenary fleets: Offer combat support mission. Or pay them to employ them for a mission such as to support the player fleet or a defend a system for a month or two.
4. There can be some persistent NPCs (legendary pirates or mercenaries etc) who you can kill, or trade with, for special modified ships or equipment.
5. When you find a battle between two fleets neutral to you, offer military assistance to the highest bidder, or pick the safer choice.

Similar plausible options for smugglers, faction NPCs at bases et al.

3
Suggestions / "Transfer Command" for Officers
« on: December 15, 2015, 06:42:17 AM »
I suspect (and hope) that this has been suggested before - the "transfer command" option between / before engagements should be applicable to officers as well. Basically I suggest, open up the fleet screen (or a small version of it) when I press "transfer command for this engagement", and allow me to put my officers in the ships that I plan to use in the next engagement.

Cheers.

4
General Discussion / Ships Refuse to Capture / Assault
« on: December 12, 2015, 11:42:16 PM »
This is becoming very frustrating. I saw this happening in vanilla as well as SS+.

My ships (frigates+)  will simply meander around in a circle around the nav buoys / sensor arrays etc and never try to capture them if a single enemy ship is nearby, even when given a direct order. Does not matter what sort of captain they are assigned with.

Anyone else seen this happening? Any solutions / workarounds?

5
General Discussion / 0.7.1 Favourite Ships and Weapon Loadouts
« on: December 10, 2015, 01:17:24 AM »
I am sure a thread like this has been created before, but I dont see any recent ones. So here's my obvious question - what are your favourite ships and weapons in the game currently?

Personally I love Paragon-class since I have most success with it. I love to send my lone balanced / elite Paragon (called ArchAngel) into hordes of fighters, frigates and destroyers and end up victorious. Its epic.

My experience with this game, I still consider as limited. Though I have been playing it on and off for a few months, I have not spent much time in the forums. So I am hoping your responses will give me (and other noobs) some nice tips and tricks on ships, ship-roles and loadouts as well.

Cheers :)

6
Discussions / Star Nomad II
« on: December 01, 2015, 04:55:58 PM »
Anyone seen the trailer for Star Nomad 2?

Its deceptively similar to StarSector... to the point that it looks a little rip-off-ish, although its a waste-of-time roguelike. Anyone familiar with details of its gameplay?


Edit: Oops I just saw there is an "other games sub-forum", and it seems I am unable to delete my thread. Mods, please help me move this.

7
General Discussion / (Bounty) Pirate Fleets
« on: November 26, 2015, 07:23:24 PM »
I am not sure if its just my luck, but all the big bounty fleets I seem to encounter are exclusively made of Carriers and Fighters and few Hounds and Wolves. Its fun once in a while facing off epic rabid hordes of fighters with my big ships, but now its becoming annoying.

Especially annoying near the end of the battles, when the Carriers like to play hide and seek instead of retreating, and the lone fighter going around the battle line to capture my Sensor Arrays, thus forcing me to keep a frigate or two on guard duty far behind my battle lines.

While patches are being worked on, anyone know any file I can edit to get more diverse pirates?

8
General Discussion / Fleet Size Limit
« on: November 22, 2015, 06:21:51 PM »
I am beginning to dislike the 25 fleet size limit.

Is it there for some technical reason or just for gameplay?

If for gameplay, it seems unnecessary. The fleet size is limited organically anyway because 1. There are only so many ships the player can manage without getting overwhelmed 2. At somepoint the upkeep / penalties becomes too much anyway.

Also its seems unnatural that fighters, frigates, shuttles etc take up the same room in your fleet as giant battleship.

9
Modding / Adding More Portraits
« on: November 20, 2015, 06:37:25 AM »
Hello! It seems I am unable to post in the modding section, so I must ask it here.

How do I add more portraits to the game? I put some 128x128 pngs in the "starsector-core\graphics\portraits" folder, and followed the naming convention that I saw there. However the images are not showing up in my game. What else do I need to do?

Thanks in advance.

10
Bug Reports & Support / Some UI buttons not working in full screen
« on: March 22, 2015, 12:42:12 AM »
I am not sure if this is a known issue or not, but some of the UI buttons (e.g. settings and quit in the main menu, cancel in simulation deployment) do not work in full screen. On clicking the game window gets minimized and then gets restored in a couple of seconds, but the button does not work. In windowed mode this issue does not occur.
(windows 8.1, i74700m, gtx780m)

11
General Discussion / A couple of questions before purchase
« on: March 21, 2015, 08:36:56 PM »
Absolutely love the idea of the game. But I have only a couple of questions before I take the plunge -

a. I despise twitch combat. Is there a convenient deliberate way (i.e. not a work-around but a choice) to play the battles as purely tactical strategy, and completely avoid twitch combat?

b. The part that I am most looking forward to is officers ("Hire officers to give skill bonuses, pilot auxiliary ships, and oversee your operations"). Combined with the fleet management aspect, this is what I think sets this game a class apart from any other space games. Given that officers is on top of the upcoming features list, is it expected to be implemented in the next big update?

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