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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - AdmiralRem

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1
Suggestions / Reverse engineering.
« on: July 05, 2021, 06:20:04 AM »
Using tech mining to be able to reverse engineer things since it has no purpose after a few months. It would also be nice as an end game option for those things you just can’t find blueprints for. Making it extremely expensive so as not to replace finding blueprints. I just find it very frustrating finding 6 of the same blueprints and none of the ones you want….

2
General Discussion / Weird station loadouts.
« on: June 25, 2021, 01:18:05 PM »
I built a hi tech station and it has 100% mining blasters. Uhhhh what? I have some mods installed. Any idea how this is? Or a way to make custom load outs?

3
General Discussion / F%*k these Revenants
« on: June 23, 2021, 12:22:31 PM »
They are stupidly overpowered the end.

4
Suggestions / Ship exp/leveling
« on: June 13, 2021, 03:12:38 PM »
I was thinking how it would be interesting for individual ships/crew to gain exp in the form of a few extra OP. Even just 1 or 2 per level with a small cap. Just feels like a nice progression to add to the game and even more reason to really try not to lose them permanently. I know we have story points now but they are kind of precious.

For those that care about lore and real in game reasons, seems like a crew would get to know their ship over time and really push it to the max and squeeze every bit of performance out of it. Just an idea!

5
What the title says. I’ve had to restart multiple games for various reasons and I’m sick of exploring for habitable planets. Is there a mod that reveals it all or console commands that reveal just the hazard rating?

6
General Discussion / In game notifications and dead ships.
« on: August 02, 2019, 06:55:39 AM »
So the notifications that pop up on the left side of the screen disappear even if the game is paused and I can’t get to them fast enough sometimes. Is there a way to bring them back up? I have not found a way. And a log of all that would be super handy. Along the same lines why is there no way to tell if I’ve lost ships during battle other than the spam at the top left that no one has time to read during battle? Am I missing something? When I go to the reinforcements tab why doesn’t it show disabled ships? I’ve lost ships and not recovered them because I didn’t even know I had lost any. Seems like a fairly important thing, again maybe I’m just missing something.

7
General Discussion / Finding ruins on planets.
« on: August 01, 2019, 05:55:36 AM »
So I don’t know how many hours I have on this game now, but it’s enough for this to be a bit embarrassing. Am I the only one who didn’t notice that all plants with ruins on them have space junk orbiting the planet? And it seems that the amount of junk correlates to the quality of the ruins.

P.S. is there a way to know how many hours have been played?

8
General Discussion / Better blueprint spawning
« on: July 29, 2019, 08:10:11 PM »
So from what I understand every blueprint might not spawn on a given map, I’m fine with that as it varies the game. What bothers me is how many of the same blueprint I will get.....

I’ll spend so much time exploring looking for blueprints and 50% of what I’ll get are copies. It really sucks the joy out of the exploration....

9
General Discussion / Missile cooldown rahter than ammo.
« on: July 19, 2019, 11:04:20 AM »
I looked around and didn’t see anything new on this so here we go. I understand limiting missiles in general but having one, two and three missiles/torps for an entire engagement is..... disappointing. What I was thinking was what if there was a loooong cool down and it went by full reload not by missile. What I mean is after the third cebot is gone the cool down starts and when it’s done it reloads all 3 not one at a time. So in really long engagements they are still worth having. It’s seems like a good way to keep them viable especially on small ships with very limited ammo. Now the cooldown can just be  whatever is “balanced”. But it would probably need to be long. I don’t see this making missiles/torps too op and it would be nice to be able to have the option in long engagements.

Eh?

10
General Discussion / Hegemony and AI cores
« on: July 18, 2019, 04:55:08 AM »
So my main question is how do I keep Hegemony from taking my Alpha core administrator? I can’t remove it before they get there because it won’t let me. If I attack them and OBLITERATE them i instantly go from 100 standing to about -80.... of I attack them with my transponder off all sneaky like I STILL get at least a 5 point penalty to standing.... why? I’ve heard you can bridge them? But how?

I’ve also noticed that if Hegemony does a cargo scan and I have AI cores they don’t do anything. Which is fine with me but doesn’t make sense as far as story immersion goes.

How do you guys do it? Do you even use Alphas for administrators?


11
General Discussion / More dedicated missile ships
« on: July 12, 2019, 06:16:11 AM »
It seems like there is a lack of ships who’s primary weapons are missiles. What are your guys best/favorite missile set ups?

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