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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - JaronK

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My pursuit force is two Tempests (for flanking), an SO Hammerhead, a Pirate Falcon, an SO XIV Eagle (which is odd, I know), a Medusa, and two Herons filled with Thunders.  Gets the job done very nicely.

Suggestions / Re: Logistic Officers
« on: February 07, 2022, 08:22:09 PM »
Some more obvious options:

+1 Burn Rate
-10% Fuel and Supply Cost
+20% Fuel Capacity
+20% Cargo Capacity
+10% Sensor Range
-20% Sensor Profile
-50% Chance of seaches finding contraband

The problem here is they really can't compete for combat officer slots.  It would be really interesting if each ship had multiple slots: tactical officer, logistics officer, maybe others.  If you could have a maximum number of each type of officer, and the ability to slot in one officer of each type into a ship, we might see some really interesting combos.

Suggestions / Destabilization/Decivilization change
« on: January 03, 2022, 10:16:34 AM »
Currently,  by the time you get a warning that a planet or station is destabilizing, recovery is almost impossible.   That really shouldn't be the case.  Instead, the message should give you an alert about something you can do to save it, if you want to (with a chance that the faction will do so as well).  For example, if Quaras is destabilizing, you should get an alert that it needs emergency shipments of supplies/fuel or something, and pirates will send some trade convoys.  If none get through, it will decivilize.  If some get through, it might or might not.  If you as the player bring in a large load of goods, they should restabilize.

Suggestions / Re: name generation procedural suggestion
« on: January 01, 2022, 08:32:45 PM »
I agree, but we should also have some of this apply to ships, as I've regularly seen what looked like my own ships blowing up, only to realize it was an enemy of the same name a moment later (I'm colorblind so the color difference doesn't register as fast).

Combined names can work in this same way.  So Hegemony might have ship first names like "Dauntless" or "Shield of", with last names like "Vanguard" or "the Dominion".  And then you get names like "Shield of the Dominion".  You can do the same thing with other factions, making them sound appropriate.

Suggestions / Re: Cryorevival SP Improvement Suggestion
« on: January 01, 2022, 08:28:03 PM »
I really don't like that you just want to get rid of the cryo industry once the population maxes.  Think of all those poor people still on the sleeper!

Increasing the max size of the planet (perhaps even higher than 7) makes a huge amount of sense to me. 

I'd also like it if we didn't max out on building slots if you've got a cryosleeper in range and also a hypershunt (which happened in my game recently).

I think it works better if you just have officers give their crews experience when they stay on the same ship for a while.  This manifests as the officer giving bonuses with a specific ship, and those bonuses being somewhat random but related to the officer's normal skills.

General Discussion / Re: Free Legion is a trap
« on: December 24, 2021, 11:48:18 AM »
Yeah, a pin feature would be awesome, especially if I could name the darn things.

Meanwhile, I love my capital ships, but I put Augmented Burn Drive on absolutely every one of them. 

Suggestions / Re: be a good game instead of scientifically incorrect
« on: December 23, 2021, 11:29:28 PM »
Better version of Tactical Laser for me: have it instantly go to full range, but it's thinner at first.  It takes a short time to go to full thickness... and thus full damage.  So basically over the first half second or so, the damage ramps up from 0-100%.

Balance wise it's quite similar, but it now makes sense.

Suggestions / Re: Lion's Guard S-mod Solar Shielding
« on: December 23, 2021, 03:10:51 PM »
Having built in mods for ships by faction makes a lot of sense, especially if it's just a possibility.

For example, Hegemony has a chance of their ships being XIV, but also a chance of an S-mod of Heavy Amor, Armored Weapon Mounts, or similar (showing their general doctrine). 

Diktat would have a chance of Solar Shielding.

Luddic Path has a chance of Safety Overrides (perhaps the only way to get that as an S mod is to capture one of their ships, and perhaps ships with that built in get an automatic Ill Advised Modifications mod so you'll have to repair them to get it).  Perhaps there's a lower chance of recovery for Safety Overrides ships, so it takes luck to get one.

Tritac might have a chance of Advanced Optics or other high tech beam based s-mods.

Pirates... maybe Augmented Burn Drive or other speed mods, but it also comes with a few D-mods like Luddic Path?  Shielded Cargo Holds would make sense too.

Basically, this all makes the ships a lot more interesting where you can hope to capture a particularly good one, and it's also very fitting.

General Discussion / Re: Colony gameplay opportunities
« on: December 07, 2021, 01:21:04 PM »
Another fun thing colonies could do: just like the Hegemony can make XIV ships, your colonies should be able to construct better than normal ships, or get special refits that can only be done at your colonies.  These could be found by acquiring special blueprints while exploring or via quests, and might be very minor, but you can apply many of them.  Perhaps doing these special changes requires a pristine nanoforge.

For example you might find one that gives ships you build +3 to top speed, another that gives them +2 flux venting, another that lets you build in up to 5 more capacitors, etc.  Each one is minor, but they add up, so your heavy production colonies can make really cool ships.  The added advantage is this means your playstyle might want to change between games, as the random boosts to your ships favor one playstyle over another. 

General Discussion / Re: Colony gameplay opportunities
« on: December 05, 2021, 02:30:23 AM »
They could be light weight, but large, requiring something really big to handle them.  I just like the idea of using improved colonies to improve them further, and going seeking cool stuff to make your empire stronger.

General Discussion / Re: The S-mod slippery slope, SP vs OP balancing
« on: December 02, 2021, 01:31:31 AM »
It seems to me that the solution here is to change how S-mods work.  Instead of making them free, they improve what the mod does.  Hardened Shields for example, as an S mod, still costs normal OP but might grant a slight decrease in flux per damage over the normal, or maybe just extend the shields a little bit. 

Suggestions / Re: "Priority" and "Preference"
« on: November 29, 2021, 05:14:51 PM »
One thing I noticed: When I intentionally made a colony near where bounties were usually sending me, the bounties moved from there after that and were found in entirely different systems (much to my annoyance, I wanted to be able to sell loot nearby and jump right back in!).  What's going on there?

Bug Reports & Support / Re: Autofire stops working
« on: November 29, 2021, 05:13:10 PM »
Oh, I didn't even know about that option.  I saw no "holding fire", but I wasn't looking for it.  If it happens again I'll check for that, thank you.

Bug Reports & Support / Autofire stops working
« on: November 28, 2021, 04:43:39 PM »
I think this is the first time I saw this in the current version. 

Mid battle, my XIV Onslaught just stopped firing all autofire weapons.  Toggling autofire on and off did nothing.  I could still fire the weapons manually without trouble.  This meant point defense was worthless.

Eventually, I fixed it by setting the ship to autopilot (to attack an enemy) at which point it started firing without problems, then turning off autopilot and re-engaging autofire for weapons the autopilot had turned off.  At that point it worked normally.

I saw this a few times in the last patch too.  It seems very rare, and only happens during long battles.  The ship just... turns off guns.

I am running pure vanilla, no mods, normal battle sizes.

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