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Topics - Flunky

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Suggestions / Bounty target intel & officers
« on: April 08, 2021, 09:41:46 PM »
Considering how important officers feel to enemy fleets, would it be possible to get rough intel on the number of officers a target has as part of the current intel you get on number & type of ships? Took me longer than I'd like to admit that the lone officer mark on the ships listed only included the lead officer.

Something like the current last line of "the fleet may contain upwards of 10 ships of lesser significance," e.g. "the target has only a few officers under their command" or "the target has a full complement of officers under their command."

(Apologies if this has already been suggested - didn't see it from a quick search.)

Bug Reports & Support / D-mod restoration description correction
« on: March 31, 2021, 11:12:44 AM »
Not really a bug, per se, but the description of d-mod restoration at a dock refit could maybe use a brush-up. It currently says they "can only be removed with a full restoration at a dockyard," but the new Field Repairs skill provides an alternative method. Considering how much restoration can cost, I'd suggest it's worth giving a heads up to newer players about the skill alternative.

Bug Reports & Support / Typo in tac bombard mission
« on: March 28, 2021, 08:20:28 PM »
Got a bar mission from a hegemony rep to do a tactical bombardment of a pirate core settlement; works fine but the post-bombardment message has a wrong reference, looks like.

$ fills your bridge tactical display, a spatter of hollow icons representing dead targets. The last one blinks out, and with that your mission parameters are fulfilled.

[underline added to highlight the issue]

Bug Reports & Support / Command shuttle left behind at battle start
« on: September 14, 2013, 06:18:33 PM »
If you don't deploy your flagship in battle and start by transferring command to a different ship, the ships burn into battle while your widdle shuttle huffs and puffs after them at regular speed. Intended?

Using the latest version of starfarer.

Suggestions / Additional method to obtain hullmods?
« on: November 25, 2012, 07:33:38 AM »
I noticed a complaint about the new skill-requiring hullmods on the Bay12 forums along the lines of "Picard didn't have to master warp core engineering!"

Setting aside the fact that this setting is rather quite different than star trek, it did get me thinking-- as it stand right now, aside from your starter ship there does indeed seem to be no way to get a hullmod beyond DIY. Surely there are others out there in the sector who could provide access to hullmods?

The (in my opinion) problem of hullmods stripped on capture is one thing, but what about a method linked with faction relations? For example, as long as you're in good standing with the Hegemony their stations could install heavy armor on your vessel. Perhaps it could even be tied to individual stations instead of broad factions-- the techies over on Xingbat III really know how to get the most out of targeting systems, say. These could be free as long as you have sufficient friendship, or they could be for a price. A freeport (pirates), say, would always have some engineers willing to do some quick and dirty mods for the right price.

Does this sound palatable at all? The ability to be able to do-it-yerself anywhere, anytime hullmods seems like it would still be quite useful, while at the same time large numbers of hullmods are not forever locked away to a character.

A somewhat amusing bug.

Put the integrated point defense mod (or whatever it's called) onto a ship. My tac lasers started doing PD duty, but so did my harpoons! That is, when I launch my harpoon MRMs instead of flying at my targeted ship they fly at the nearest missile. Needless to say, harpoons aren't exactly great at that.

I imagine this is a small wrinkle in the hullmod making everything PD and the new addition in 0.51a of making PD missiles possible.

Suggestions / Fighter threshold retreat?
« on: February 14, 2012, 09:38:12 PM »
A general threshhold retreat order for ships is, I suppose, the commander's role to determine (and it costs a command point!). However, I've found that perhaps the best reason to own a carrier is that it makes your fighters less suicidal. In the event that one doesn't own a carrier, a 'retreat when below x% lost fighters' would be really handy. It can be hard to babysit fighters that have a very short expected lifetime.

It's okay if this would count a command point, I would just like a way to trigger the 'rearm/repair' order for fighters when no carrier is present, causing them to retreat instead.

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