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: Planet Search Overhaul (07/13/24)

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 - Dread Pirate Robots

Pages: [1]
1
Suggestions / Bringing the simulator up to date
« on: February 03, 2024, 02:44:00 PM »
I know I'm not the first to suggest this, but with the new update just out I think it would be good time to revisit it. I think the simulator is starting to noticeably show its age relative to how polished the rest of the game has become, especially since there are now many ships, weapons, and entire factions you can't face in the simulator at all.

I know that I personally spend a decent amount of my play time testing stuff out in the simulator, and I think a lot of other players do as well so I think it makes sense to make improvements to it a pretty high priority. So that said, my suggestions are as follows:

-Have ships unlock in the simulator as you fight them

It probably doesn't make sense to have every ship in the game available right away, that's a lot of choices and it would spoil the novelty of new ships, especially the redacted and ultra redacted, but having some starting default ships unlocked, and then unlocking the ships you fight seems like a good way to expand the selection gradually without spoiling anything. You could also unlock ships you have blueprints for. It really does feel unfortunate right now that you can't fight every ship in the simulator, and it would definitely be fun to be able to train against redacted and ultra redacted ships in the late game.

-Let the player choose any number of any type of ship, and randomize their equipment

Currently the simulator only has a small number of each type of ship with a predefined loadout. I think it would be better if you could just pick, say, two paragons, or four manticores, and the simulator randomly generates the ship's loadout.

-Let the player choose if the enemy ships have officers

Currently there's no way to fight ships with skills in the simulator, so it would be good if you could try out opponents with and without officers.

2
Bug Reports & Support / [0.9 RC10] red planet mission broken
« on: November 25, 2018, 04:08:38 PM »
I picked up the first step of this mission (to talk to the pilot) early on in the game and decided to put it off, I didn't realize the pilot I was supposed to talk to was on the same station and thought I was going to go off to find them somewhere in the galaxy. I then came back and destroyed the station later (oops),  a pirate station called ekwarmer station in the Duzahk system, not knowing the person I was supposed to talk to was there. Later I decided to pick up the mission from where I had left off, and at that point the mission continued to point toward the spot in the Duzahk system where the station had been, but if I right clicked on the red planet symbol it would set a waypoint to the center of the sector screen in the middle of hyperspace. It took me a while, and reloading a previous save, to realize what had happened.

Probably the mission should update in the event someone annihilates the station the pilot is on like I did.

Pages: [1]