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Messages - AHandyDandyHotDog

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Discussions / Re: Buffalo MK. ll, why does it do that
« on: September 10, 2022, 09:14:07 AM »
It's an extremely cheap (4 dp) platform for 1 med missile, 3 small missiles, and a converted hangar bay. What else does anyone need?  :P

For it not to ignore every order given to it and for it to not kill itself immediately by trying to shoot the vulcans on its backside at the enemy. The little bastard dives in front of the thing it's supposed to sit behind to just get in the way and not fire any missiles.

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Discussions / Buffalo MK. ll, why does it do that
« on: June 02, 2022, 09:56:20 PM »
Why does it insist on getting as close to enemy ships as possible even though it has literally no defenses whatso ever while stock? Why does it treat PD as if it were actual weapons to be used against anything other than missiles or armorless and overloaded enemies? If can't defend itself from anything that comes at it from the left, or right when its flares get depleted so not being able to use PD on it is painful. I don't think any other ship acts like this, as far as I have seen.  :( :( :(

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Mods / Re: [0.95a] Automated Commands
« on: May 31, 2022, 07:26:42 PM »
Sorry if this has been brought up or if it's a bad idea somehow, but is there a way to remove the notice about what ship has what personality module?

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I wanted to know if something like this would be a good addition to the game, a log that tells you'll all of the actions you did. I don't know if the game keeps track of it all, but something like this would make the game so much more enjoyable. Preferably it would include a lot of info, like say you destroy a smuggler; it would tell you in the log that you fought a smuggler at Aug 4 206 with your fleet and theirs displayed and the information that detailed their cargo and destination. Or say you wanted to go back to markets you raided after a month to capitalize on the havoc you caused; I know I would have to write it down to remember so there's no point in destabilizing for me because I could never remember and I'm not going to bother to write it down somewhere.

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Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 13, 2021, 07:10:36 PM »
Sorry if anyone has already brought this up, but is there any chance of the new feature where you can see a missions destination before you start being also implemented for raiding trading fleets?
Say if I want to steal some trading fleets stuff, I would have to look up where it was heading to manually, which takes enough time to not be worth the trouble most of the time. If it also used the new mission feature, I'd actually try pirating more.

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Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 06, 2021, 09:10:32 AM »
I'm very happy with the new methods of distracting patrols, that is a very important inclusion for me. Both being able to place false signatures and having the patrols travel further away from their original spots so your efforts aren't wasted when they go right back along with you is very good.

I also want to say that I think story points are too easy to get, I think they should be a harder to come by. That, or the more useful uses of story points should be more expensive. Right now it feels like a get out of jail free card/ limitless credit card that I have basically infinite of because of the refund system.

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I think it would be amazing if enemy and ally fleets could join during the middle of player battles, like how the AI dogpile onto each other on the campaign layer.

Imagine this, you get caught by a picket fleet whos faster than you, yet much weaker and right behind them is even more enemies, an enormous armada full of capitals and entirely full of officers.
The armada isn't close enough to join the battle at the beginning, so you have a small amount of time to deflect the picket (either destroying them entirely, just barely damaging them enough and escaping, or by using a story point special maneuvers) before a timer starts counting down towards the armadas arrival and retreat of the battle-worn picket.

If you manage to get away from the picket, who is slowed down momentarily as they get ready to chase again if they are able, you can now either hide and escape the system or lead the armada towards your awaiting allies, where now you can slow down the armada and survive against them long enough for your allies to arrive, completely turning the tables on the encounter. It would be like how joining AI battles right now.

Maybe you could even pull back while the big fleets fight against each other, reload missiles and other weapons, and rejoin at the back on the enemies side, doing a flanking maneuver if the enemy armada doesn't have any supporting ships in reserve or nearby allies, this would add an enormous amount of strategy and macro, in my opinion, to the campaign side of this amazing game.

I know this would be hard as hell to code and probably isn't that great of an idea, but I thought I'd throw it at the wall and see if anyone else thought it was good.

Smaller suggestion, I think there should be more time before you can chase down enemies that just escaped from you, such as you being slowed down for a bit longer while weaker enemeis escape by emergency burn if they were just defeated.

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Suggestions / Re: Comission system rework
« on: April 23, 2021, 02:14:12 PM »
I really like the idea of commissions requiring the player to actively participate in the sector-wide stage, with you getting work from a contact in that faction that becomes increasingly harder if you choose to do outstanding work, where just doing the bare minimum causes decreases or stagnation of the mission difficulty. And if you choose not to do any missions or bounty hunting for them, they kick you out of the commission with maybe -15 reputation.

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     I would like to know if it would be possible to have intel reports stay in the intel tab if they are toggled important. That would make things like tracking smuggler and cargo fleets easier and easier to remember. Right now, once they depart the intel disappears from the panel even if marked as important, so if you don't remember where the fleet was heading you can't take advantage of the shortage that comes from destroying said fleet. I doubt that kinda thing would be deleted for no reason in-game by the crew.

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General Discussion / Questions about the use of disrupting industries.
« on: April 17, 2021, 07:20:01 PM »
I don't know if I'm missing something obvious, but I have no idea what the point of disrupting industries is in early game.

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I really hate how civvie ships are just basically completely worse before Mil-Subs is installed. Shouldn't that be only something you use if you want to use a civvie ship as a combat ship; If civvie ships weren't arbitrarily slower without mil-subs and civilian hull wasn't just an arbitrary nerf, that would be so much better.

Civilian hulls being a random nerf to detection ranges and not like armor or hull strength is odd, there should be a reason that you maybe might want a civilian hull on your ship that already has no business being used to fight with; it would make the choice of whether or not to use mil-subs not mandatory but a thing you have to think about.

Civvie hull should have a bonus to all types cargo capacity due to extra space in the ship not being pointlessly used by combat systems they're not going to make use of, at the maybe weapon accuracy and performance time to make escapes harder.
Mil-subs would then remove the cargo bonus from civvie hull, then in return adding armor, hull strength and peak performance time, which would make escapes slightly easier and making the ship combat capable.

Even precollapse, I don't see a reason why the Domain would purposely make trading ships and civvie ships easy for pirates, that they still inevitably have, to spot.

Maybe I'm missing something, but these are my opinions.

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The main thing is the shield and armor skills in the combat trees are basically no brainers, the skills they are with are just not good enough to be anything but niche choices since survivability skills would be so much better, even for the ships that the niche skills apply to. I think.

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Skill system shouldn't make nerfing player compared to officers one of it's goals.
The player already has so many advantages over the AI already, and it's not like the AI can't be forced to choose between those two skills either. I also don't understand your reasoning.

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idea of forcing players to pick where they want to specialize.
I don't understand this, it would be exactly what this systems was made for, you shouldn't be able to have fantastic armor if you already have fantastic shields, that makes the game way too easy too fast and the skills next to them are way too niche to come close to the amount of power you get from the other survivability skills. The shield and armor skills are no contest better than their counterparts.
This is a bad idea. AI is too reliant on shields, shields skill would become the default choice.
I was under the assumption that this is speaking about the player ship, not an AIs since it would only work for the player. I don't entirely know how AI officers choose their skills, but I doubt they choose based on the meta, and with your own officers, it's your game I guess.

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I just wanted to voice my opinion that may or may not be wrong, the skills for armor and shields should be one or the other. It feels like you can have both of both worlds in survivability too easily, I would think it should be harder to get that, like you should have to wrap around once to get both. I don't entirely agree with a lot of the skill placements in the trees, to be honest, however I think the survivability is just too easy to achieve.

Like, unless your piloting a phase ship, of course you're not gonna pick the phase skill or the one for long range weapons, you're not picking that while flying a frigate. 

I really like the respeccing, though.

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