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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Topics - Marco

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Doesn't quite seem right, does it?

I doubt Alex is gonna want to rework everything as this suggestion might require, but you never know! Also, perhaps it can be a mod idea...

The current fleet cap is static. You get 30 ships before you get penalties, but a lowly Lasher or Hound costs the same fleet cap as a Paragon or [REDACTED]. I would propose that perhaps the fleet size shouldn't be static, but allow our skills to modify it(Leadership?); alternatively having officers could increase our fleet size by a set amount per officer per level with our skills instead modifying that.

In addition to that idea, adding a fleet cap cost to ships varied by size would make sense, too. And not just size. Hull mods could affect it, skills(EG, all ships of a certain size or tag could cost less cap per ship), or even whatever tags the ship might have: low tech costing less fleet cap per ship - or more per ship, if they're supposed to be inefficient instead of easy to keep.

As a bonus, carriers could also find a dedicated role in the game, since Alex doesn't seem inclined to make fighters a viable path; carriers could enable a certain number of 'free' frigates that don't count towards fleet cap so you can actually bring frigates that don't feel like they're wasting a precious fleet slot.

I'm waiting for Sylphon, Neutrino, Blackrock, SWP, and Vayra's Sector.

Been entertaining myself with Archean Order in the meantime, even though it's beta currently.

And I put this here instead of the modding section cause it seemed more appropriate.

General Discussion / What's the gamebreakers in each class of ship?
« on: June 28, 2021, 08:34:23 AM »
I know for capitals, the Paragon is the gold standard, while the Doom is the top of the cruiser hulls.

What about the destroyers and frigates, though? I don't mean a specific variant with a precise loadout and exact set of skills, but one that stands head and shoulders above all the others?

Do fighters have one? I figure with them being more of a weapon system than a ship, they wouldn't have a clear all around best choice.

General Discussion / Do you have a preferred flagship role?
« on: June 22, 2021, 07:03:31 AM »
Mine is the siege engine or artillery piece. I like to sit back and offer fire support to the mainline via massive damage strikes on juicy targets. In Starsector that usually means modded ships, but not always. A Paragon with a bunch of tach lances can do the job nicely.

I'd like to try a dedicated missile spammer but it seems like even the modders shy away from making something that vomits a million missiles across the map.

General Discussion / Take a rep hit for too much cargo!
« on: September 21, 2019, 10:07:02 AM »
*** seriously? No contraband, no ai cores, nothing at all illegal, but I just have too much cargo in general therefore illegal.

Alex is too heavy handed in trying to force his desired style of gameplay.

Suggestions / Ever dreamed of game mechanics that don't exist?
« on: November 25, 2018, 07:03:12 AM »
Generally, if I play a lot of a game and get obsessed with it, I'll usually have dreams about that game. Starsector is no different. However, an oddity is that several times now I've dreamed of a game mechanic that doesn't actually exist: customizing stations to provide different benefits.

The way it worked in my dreams is that each station has a number of slots that can have facilities installed, and in turn these facilities provided buffs to fleets based out of that station. My dream wasn't real specific on numbers of slots or how far these buffs extended, but I do remember that the facilities were things like a bar that increased officer growth(exp buffs? higher officer level caps?), a facility that increased salvaging ability that was mutually exclusive with another facility that increasing surveying ability, a medbay that increased officer recovery(?? officers getting hurt isn't even in the game), and others that were never focused on enough to know what they are.

A crazy thread for a crazy dream, I suppose, but maybe Alex might find the station idea intriguing enough to explore even if it's just on paper.

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