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Starsector 0.97a is out! (02/02/24)

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Topics - intothewildblueyonder

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Suggestions / Mark Ships
« on: November 26, 2012, 09:03:49 PM »
I noticed that sometimes you lose track of ships you really don't want to, like lets say an ONSLAUGHT FULL REVERSE!

I would like to be able to make it easier to track ships on in the command UI and in combat. Not quite sure what form would be most useful.

Some thoughts

icon size
player tags or does the game
how do you keep a ships location noticeable

would love to hear some thoughts (this is somewhat inspired by the sound suggestion thread)

Modding / What controls the sight radius
« on: November 02, 2012, 08:57:54 AM »
I was wondering if anyone knew what controls how far a ship can see through the fog of war? (or what gives bonuses-like apogee's drones)

Bug Reports & Support / Using Map when docked at station
« on: October 31, 2012, 12:21:09 PM »
While docked at a station you can still use the map to set a waypoint. Your fleet will leave but the station menu will be there when you close the menu

General Discussion / Run and gun?
« on: October 31, 2012, 08:29:19 AM »
I'm trying to develop a strategy that involves either kiting or running past the enemy fleet to escape (while launching volleys - trying to find a use for phase) in order to slowly whittle them down.

The main issue that I am running is getting the AI to do this without it being stuck on escort duty. Is there any way to get them to kite (ie run around the edge of the map - focused mainly on speed, taking as little damage as possible killing, only engaging when the opposing force has become scattered) on their own ?

While we're on the subject has anyone found a good loadout for phase ships? I know the mechanics  will change in the next patch (making them much better) but currently I tried touse the phase cruiser with blasters and torps in the front everything else empty - rest of op into getting as much vents and then capacitors (I also find the fast missile rack to be very difficult to use properly, in regards to flux management, any tips? - will probably be much better in the next patch)

Modding / Space Whaling (more of a general idea)
« on: October 26, 2012, 12:48:05 PM »
I should state beforehand that this is really just to put the idea out there for those who want some ideas for how to do something. I probably dont really have the time or skills to do this.

I was thinking about how to do mining in the game and I came up with a fleet of asteroids (ie ships that look like asteroids, maybe with some pirates flying with them). You would destroy them and and get items to sell.

The issue with this was how to get them to look and act right (how should they move and such) in combat and on the map). So I realized that it will probably work better with something like hunting a something trying to escape, hence the whaling (they not endangered I promise).

If I do end up making this they will most likely be defenseless except for ability to phase and will require alot of space for the gathered materials.

Well here hoping I can figure out how to do this right

Suggestions / Custom Commands
« on: October 24, 2012, 08:29:19 AM »
the creep is spreading...

well this is both a suggestion and a question - can/will a player ever be able to make a command that will have there own custom parameters

intercept=only send [fast ships] but no [fighters, burn drive ships]
capture with [fast/high hp/good defense]
capture- unless other ships present->then stand off until they leave

I know this may seem like a throwback to the standing orders- but I mean for this to actually change what the commands actually do (command variant)

Then again with the new system this may not be neccesary-

Suggestions / Battle action recording.
« on: October 24, 2012, 08:21:48 AM »
More feature creep - have something in the game that allows a battle to be recreated, perhaps with added details - what the AI was thinking (both sides?), what orders were given, etc. Preferably with the ability export and share.

(Just suggesting)

Suggestions / Seeing what the AI is thinking
« on: October 24, 2012, 08:17:59 AM »
Well as the title says it may be a good idea to let a player know (perhaps only in dev mode) why the AI is doing what it is doing. Perhaps something like the video demonstrating dodge AI when it was first made.

This may help can help players understand what the AI is trying to do, as well as help catch bugs.

Modding / Systems/Defense through weapons
« on: October 16, 2012, 08:52:23 AM »
Is it possible to make it so that you ship systems or defense is something that can be hit during a fight, so that it can be disabled/repaired when in combat?

e.g. you have the phase capabilities linked to a weapon where the phase anchors are and when these are damaged the ship can no longer phase as well or at all

Suggestions / Option to select grouping
« on: August 20, 2012, 11:20:13 AM »
I saw some of the post on how some ships get classified as civilian when they shouldn't be, and began to think about how ships are classed by the game.

 What I eventually came to consider is how it may be quite useful for a player to be able to manually select what grouping a ship belongs to and set it to remain that way for all battles ( in the manner that weapon groupings and autofire are set)

 The way I envision it to be, in the refit screen ships are given the commands or groupings that they will follow in combat, eg count this ship as civilian so it sticks around with them. This would allow the player to predetermine such things as which ships are on escort-duty.

 There are some possible issues in that it will be another thing to learn and that it may be too cumbersome to use.

What do you think?


Modding / Back of Your Notebook
« on: March 21, 2012, 11:42:00 AM »
Well as I play the game I am reminded of an old doodling habit of drawing space-battles in the margins and the back of my notebooks.( The art in this was usually influenced by the material being taught.) Ah these battles would span weeks of classes, only limited by the ink and how much paper-space was available. So battles would usually end after their could be no more erasing. The memories :)

anyone else do this?

Suggestions / Individually Modified Weapons
« on: March 21, 2012, 11:07:28 AM »
Just some thoughts on what might help gameplay
 ability to modify one weapon with a hull mod rather than all of the weapons (i.e. use advanced optics only on your HIL and not on you PDL)
 Be able to change damage type, if not in combat at least outside of it, would make sense mainly for ballistic weapons (change ammo) and missiles (change warhead). This can be balanced by refit time or having to split ammo choices
The ability to change a weapon to suite your needs would help with sorting (instead of having 10 similar weapons you have 2 with 5 types, so you would pick the general weapon and tailor it to your needs).

Modding / Adding in Custom Station Graphics
« on: March 15, 2012, 11:29:51 AM »
Does anyone know how you can add in custom station graphics? (trying to figure it out myself but not having any luck)

Modding / Wanted: List & Explanation of In Game Attributes
« on: March 09, 2012, 11:36:15 AM »
I wanted to know it there a list of what the different in-game terms mean and what they do. These are the things such as weapon hints and collision class, e.g. what will change if something is listed as  HITS_SHIPS_AND_ASTEROIDS or as MISSILE_FF.

General Discussion / Conquest Outfitting
« on: March 07, 2012, 11:07:58 PM »
Well I'm trying out the conquest again and wondering what's your favorite way of utilizing the conquest?

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