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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 - Phenir

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Suggestions / Enabling wolfpack through commands
« on: March 18, 2024, 07:53:35 PM »
Today I was messing around in the sim with a phase frigate and thought what better way to wrangle my other phase frigates than to pilot one myself and tell them to escort me. The problem is though they keep the standard escort behavior of staying behind the escortee and only try to hang out to the left or right (seemed only on the left though, they really liked being on the left despite there being 4 of them). Ideally, for a wolfpack, they'd maneuver to surround my target.
So the suggestion is: modify escort behavior so that if escorting same size class ship, be more aggressive at flanking their target. This behavior should exclude pure carriers. Alternatively, a "pack" command that works similar to defend but ships are not automatically assigned to it. This way you could assign a group of ships to one ship and then set that leader ship to search and destroy so it can seek out targets for its pack to take down instead of setting them all to search and destroy and potentially getting scattered, or constantly having to use eliminate commands to prevent them from returning to the main line. Possibly even make the leader ship prefer to go after ships that are far away from other enemy ships.

2
Suggestions / Additional crew auto bulk sell/buy breakpoint
« on: June 26, 2021, 04:28:01 PM »
When you hold control and click an item, the game will automatically buy or sell a certain amount depending on some factors like surplus, demand, or maximum amount you can hold. It would be nice if crew had an additional one that was the minimum amount of crew you needed to keep ships at max cr, or skeleton crew in other words.

3
As title says. Since now reengaging an enemy does not reload missiles or limited ammo weapons, it would be useful to know if a ship is out of ammo before deploying on the second and onward engagement or deciding if I should reengage at all. It would even be useful in the first engagement to have an indicator to know when I should retreat that gryphon or falcon P. It could be a new line under where it would display fighter replacement rate and read "ammo: xx%". On the deployment and engagement screen, it could be listed under the dp or on the mouse over info of the ship.

4
Bug Reports & Support / Mission unfinishable but not failed
« on: April 21, 2021, 07:36:11 PM »
I got an academy mission to recover a sensor package from a probe in a system. On arriving at the probe, I'm told it was salvaged by someone else and I should head to the jump point to catch them before they leave. I arrive at the jump point just in time to find the salvage fleet getting wiped out by dormant remnants. Since there is no salvage fleet, I can't tell them to hand over the quest item and it doesn't appear to be in any of the salvage fields left behind. The mission is still in my intel, saying I should catch them before they leave.

5
Suggestions / Planet list improvements
« on: March 20, 2019, 12:27:11 PM »
Allow sorting by multiple columns at once. For example, sorting by hazard rating and then planet type to show the lowest hazard rating of type X planet first. Perhaps by holding shift when clicking on columns or something similar.

Allow filtering by conditions so I can easily find all planets with X resource or planets without high gravity. A drop-down list with conditions you have seen and a checkbox or similar for "has/does not have" would work nicely.

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