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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - ubuntufreakdragon

Pages: [1] 2 3 ... 13
1
Suggestions / Scatter Amplifier base range should be 400
« on: October 01, 2022, 03:36:34 AM »
I recently tried the scatter amplifier in an assault build, so a ship that uses assault weapons like pulse lasers, plasma cannons, and other guns all having 700 range, a 1000 beam atm gets 600 what's just a bit to short it's really annoying as the main point of the mod was to make beams assault guns.
energy assault guns range from 500 to 700, modded assault beams from 400 to 600.
Also the basis pd beam has 400 range and it just feels wrong if its range is affected.

2
Suggestions / Re: Remove permanent upgrades at the cost of SP
« on: September 28, 2022, 01:10:28 PM »
I don't have time to answer all posts today, but I will come back later.
Colony upgrades should be treated like s-mods for ships - hard limit.  No more than two or three or whatever per colony (and let player reassign improvements like commander skills).  None of this dangle the reward in front of the player that is theoretically possible but extremely hard or tedious to obtain.  There was a reason character level was changed from soft level to hard level.
I like this idea.
It clearly better than mine.
If you're going this route, why not just remove the story point use instead of replacing it with credits and another stage of building, and just increase the time for things to build and costs associated?  Even more staged building than what we have is not that interesting to me.  If you're expected to do it anyways (because credits become effectively unlimited in the late colony game), just remove the extra clicking rather than making me do more busy work.  In this proposed system, since the expectation is you upgrade everything to the max level with credits, the lower stage profits would be reduced, so the final expected state is the same as now (which is colonies with 1 or maybe 2 story point upgrades).
They should not be dropped because the allow the adaption to local conditions.
e.g. a weak deposit, too few planets for patrols, similar things.

3
Suggestions / Re: Fixing S-Mods
« on: September 27, 2022, 07:18:46 AM »
I don't think S-Mods should come from pure air, a credit cost is in order.
But it feels a bit empty, we just get to 9.1c where a d-mod is not removed but instead the ship is replaced, old ships should have some value above new ones.
I hope for a hullmod xp system:
Quote from: ubuntufreakdragon
Instead hull mods could gain xp, the more you use a ship the quicker its hullmods level.
the xp increase the effect of the hullmod, a bit.
A 100% xp hullmod can be integrated at the cost of either risking a d-mod or spending some Credits at a dock.
Once integrated xp-limit is 200% leveling it up further reduces op-cost and increases effect or even gain an additional effect.(to make cheap hullmods a canidate)
Removal of an integrated mod should be possible at a cost again Credits or risking a d-mod and all current xp naturally.
This makes old ships more valuable than new ones.
Of cause a SP could be used to integrate an unleveled hullmod.
logistical hullmods could be installed midflight btw. having -100%xp an no effect until leveled.

4
Suggestions / Re: Fixing S-Mods
« on: September 26, 2022, 03:21:06 AM »
An officer respec without SP could be like this:
Officers continue to level after lvl 5 but don't get new skills, every half level a random learned skill could be switched with another random skill.

5
General Discussion / Re: How would you equip this ship?
« on: September 25, 2022, 08:47:24 AM »
I think I found the right system: terminator mining drones, at least my java knowledge is much better than my artistic talent.

6
Suggestions / Remove permanent upgrades at the cost of SP
« on: September 24, 2022, 04:58:28 AM »
Don't get me wrong there should still be permanent upgrades, but SP should be used for temporary things only.
S-MOD:
Instead hull mods could gain xp, the more you use a ship the quicker its hullmods level.
the xp increase the effect of the hullmod, a bit.
A 100% xp hullmod can be integrated at the cost of either risking a d-mod or spending some Credits at a dock.
Once integrated xp-limit is 200% leveling it up further reduces op-cost and increases effect or even gain an additional effect.(to make cheap hullmods a canidate)
Removal of an integrated mod should be possible at a cost again Credits or risking a d-mod and all current xp naturally.
This makes old ships more valuable than new ones.
Of cause a SP could be used to integrate an unleveled hullmod.
logistical hullmods could be installed midflight btw. having -100%xp an no effect until leveled.

elite-skills:
they just feel like a remainder of the old 3-tier skills for officers.
Drop them.

colony upgrades:
use Credits instead and may be an industry xp system.
And remove the exponential cost scaling, because an exponential cost can only be overcome by an exponential growth.

7
General Discussion / Re: How would you equip this ship?
« on: September 24, 2022, 04:42:04 AM »
How about the midline or low tech starfortress mine layer system?
How much DP should it cost?

8
General Discussion / Re: How would you equip this ship?
« on: September 22, 2022, 04:47:39 AM »
Lore: It should be an old construction ship for building space installations refit by the indies to defend their planets.
Is the a system that benefits the fleet more than the ship?

9
General Discussion / How would you equip this ship?
« on: September 20, 2022, 10:20:10 PM »
I recently made my first completely new modship, now I want to fine tune it.
First how does it look like, should I make more?
What system might be matching.
And of cause how to equip it?
The game is more or less vanilla besides the new ship.

10
Modding / Re: How do I get the coordintas for placing mounts and the bounds
« on: September 20, 2022, 05:56:35 AM »
Thanks, got it all running.

11
Modding / How do I get the coordintas for placing mounts and the bounds
« on: September 19, 2022, 02:21:01 AM »
I tried to create a new ship from the scratch some support cap for the indies, img attached.
How do I get the coordinates starsector uses?
used gimp so far.

12
Is the first fight at the mining station (try to sneak but failed) or the bigger fight against a Venture and friends at the gate?
Earlier:
You start in the middle of nowhere and are told you supplies are lacking. (start of tutorial)
you fly to the debrisfield.
you get explained how to quicksave
a pirate ship (not even a fleet) attacks, here it fails.
you fly to ancrya
you sneak to mining station
...

did you know you could spawn more than one ship in combat?
You could try a start with better gear, e.g. the Hammerhead or Apogee start are very strong.

13
Suggestions / Re: Founding a colony should require a Cryosleeper.
« on: August 31, 2022, 10:28:31 PM »
Cryosleeper have to be mobile or more than half the sector can't be settled at all.

14
Suggestions / Re: Pay for your crimes.
« on: August 08, 2022, 08:07:19 AM »
The mercenaries that are after you if you fail a delivery mission should offer you a one time chance to pay your debt instead of fighting them, (may be twice the lost cargos value).

15
Suggestions / Decivilization of lvl 7 and 8 colonies: refugees
« on: August 07, 2022, 07:16:07 AM »
Idea if a colony of size 7 or 8 which is unreachable for players get destabilized enough to decivilize by the current rules instead it should loose 1 size level and start a refugee crisis that allows any colony of size -1 to grow 1 level larger, the crisis ends as soon as any colony grows so you get one lvl 7 colony for another one. The crisis starting colony could also just grow back if it stabilizes rapidly.

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