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Topics - Morgan Rue

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Suggestions / Add 'no-fly zone' which ships project in front of themselves.
« on: September 20, 2024, 11:31:46 AM »
So, ships make some attempt at moving around obstacles etcetera, right?  It'd be nice if they used this or something like it to avoid getting in eachother's way.

It'd be nice if ships either had something to tell other ships not to fly in front of them, or had something to tell other ships not to enter line of fire.  This could be like, an extension of a ship's 'detection box' more forwards but only for movement / ship positioning, so that all ships interpret eachother and themselves as being 'taller' than they actually are.  This one would have the happy side effect of causing ships to facehug things less as well, I think.  Or it could be a line a ship draws to it's 'targeted' ship which discourages allied ships from moving into that space, in order to prevent ships from obstructing eachother's line of fire.  Or it could be something else entirely- or even a combination of things!

2
Suggestions / 'Fleet Command Frequency Open'
« on: September 01, 2024, 03:21:26 AM »
It'd be nice if closing the tab menu did not close the fleet command frequency.  I genuinely did not know that the Fleet Command Frequency thing lasted for any amount of time at all, as I tend to open the menu, make some orders, then close the menu, then remember a bunch of orders I should have also made and make those too.  Even if I don't unpause the game doing this, it takes another Command Point.

3
The Gemini was changed to have Civilian-Grade Hull, but did not have a reduction to it's crew requirement. This means a militarized Gemini takes about twice as much crew to man as a normal combat destroyer. I guess it has a flight deck, so it having a higher than normal crew requirement is reasonable, but it seems like it requires too much crew. It gets very close to it's maximum crew capacity in skeleton crew with Mil Subsystems.

4
Bug Reports & Support / At The Gates Finale Issue
« on: April 01, 2021, 12:03:43 PM »
After Kanta's, instead of going through the Gate, I just... transverse jumped out and went to Galatia normally. But apparently, I still went through the Gates according to the story.

5
I was looking to purchase a cruiser from my Tritachyon contact on Culaan. First it was a Fury, then it became an Eagle, now it's an Apogee.

6
The +10% Flux Dissipation does not appear to apply if Militarized Subsystems is builtin. It does apply if it is not builtin.

This also appears to be the case with Hardened Subsystems.

Nevermind, the bonus only applies to Base Dissipation.

7
Suggestions / AI is not great at fire control with it's weapons groups
« on: April 27, 2020, 10:18:38 PM »
It would be cool if the AI turned off the least flux efficient weapons against shields first instead of turning off the highest cost weapon group when at high flux. Currently, the AI turns of it's primary standoff armament when losing on flux quite often, as a lot of the time it's Kinetic weapons will be the most flux expensive weapon group.

This would also allow the AI to better pilot lodouts which use non-missile secondary weapons, like Mining Blasters.

8
Suggestions / What if carriers performed worse when under fire?
« on: January 27, 2020, 08:31:43 PM »
Normal Warships can have their weapons disabled, but Carriers don't seem to have any issue with being shot at. I guess you're supposed to kill the fighters... but that doesn't seem to be very reasonable to do, especially against large numbers of Carriers.

What if carriers lost replacement rate when taking fire on bare hull or something similar? I suppose this might hurt Warship/Carrier hybrid ships a bit much... Perhaps it could be based on the number of decks or something similar? Or maybe decks could be 'disabled' for a time, preventing fighter launches?

9
Suggestions / Fighters should have bigger hitboxes
« on: November 21, 2019, 10:22:29 PM »
If they're going to have 750 hull and 100 armor like Broadswords, they need to be big enough to reasonably hit with ship weapons. If they're going to be small, they need to have low enough hull to reasonably kill with PD weapons, like Wasps with their 100 hull and 10 armor. Though Wasps are a bit extreme, I'd guess 300 hull and 50 armor is a reasonable upper limit for 'small' fighters.

I don't think there should be a 'sorta small but sorta big so it's got 500 hull and 75 armor' type of fighter which you might hit sometimes with ship weapons. I think some fighters should be balanced around being hit by ship weapons and others should be balanced around being hit by PD weapons. I don't think there should be an in between.

10
Not sure if here or a modding subforum is the right place for this.

It would be nice if there was a SUPPORT style fighter AI which sat in front of the ship it was escorting instead of behind it. Currently there's no way I can see to make a fighter which provides cover and actively blocks enemy fire for an allied ship. It would also help for making fire support ships which are more vulnerable.

11
General Discussion / The Drover has too much OP
« on: October 29, 2019, 12:36:02 PM »
It feels like I can get literally everything I want on a Drover and then some. I can quite reasonably fit four small missiles, expanded missile racks, two 12~ OP fighters, a pair of machine guns and almost 20 OP into capacitors. There is no 'Oh I want to focus on fighters more than these small missiles' style choice.

I could fit a 'good' Drover with 40 OP. It would have two Broadswords(16), four Harpoons(12) and Expanded Missile Racks(12). A bit light on fighters, and no ballistic weapons, but four Harpoons with Expanded Missile Racks is pretty good.

Drover should probably have 45 OP, same as the Condor. Or maybe they should both be 55. Or the Drover should lose a flight deck and get more missiles.

Actually, compared to the Condor, the Drover seems really out of line. I don't see an area where the Condor is better than the Drover.

12
Their flux efficiency is weirdly awful, and I'm not sure why. Extremely poor flux efficiency on beams means they are actively bad to fire at enemy shields, since they build up more flux than they deal soft flux.

Why is their flux efficiency so bad? Are they overpowered if they're actually good to fire at ships?
I guess the Phase Lance is sort of comparably bad flux efficiency wise, but the Lance makes up for that in sheer punch. The Heavy Burst Laser doesn't seem to make up for it at all.

Oh, and while I'm on this, Burst PD weapons should probably conserve all of their shots except one, instead of only one of their shots.

13
Suggestions / Slightly buff the Heavy Burst Laser
« on: August 01, 2019, 01:14:16 AM »
It matches neither it's description nor OP cost in performance.

It could:
Have 700 range instead of 600 range
Do more damage per burst but fire slower, keeping the overall DPS the same
Fire faster and have more charges, or have it recharge faster
or something else entirely, I don't know. It just doesn't feel effective for it's cost, especially compared to stuff like the Phase Lance.

It's 4 more OP and a larger mount for... slightly better damage and slightly better range compared to a normal Burst PD Laser. And unless I'm missing something, the Heavy Burst Laser actually less flux efficient than a normal Burst PD Laser?

14
Should be stated in hover over OP, purchase/sell screens, and the fleet screen at least.
This will help new players get a better grasp of ship size.

15
IR Pulse is very hard for smaller ships to mount effectively, as it is quite often too much gun for their flux grids to support. It is similar to the Light Assault Gun in this way. However, unlike the Light Assault Gun, the IR Pulse has no less expensive and intensive alternative.

There is no cheap anti-ship small energy weapon. Even something like a terrible 3 OP 400 range 50 kinetic dps beam would serve well enough. Or a 60 energy dps projectile weapon.
I want to stop using entirely Ion Cannons on my Wolves.

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