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Messages - Comrade_Bobinski

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1
While we're at it. Does the Wolf pack skills damage bonus apllies to fighters launched from destroyer-size carriers like Moras and Condors ?

2
Suggestions / About neural link again.
« on: March 01, 2024, 10:37:40 AM »
After seeing another post questioning the inner working of the neural link skill - wondering if it was counting the linked ship as an officered ship or not for leadership skills - I got a suggestion.

What if neural link, instead of being only hullmod based, unlocked a special "neural link" officer ?

It would fonction relatively close to an AI core officer as it will not count toward officer limit. It would also allow to easily choose the neural linked ship, and its skill ( mirrored from the player character) would be fully visible.

It would also allow to delete what makes neural link questionnable in the first place: the fact that you have to instal hullmods to use any of its effect. By having the "neural core" (let's call it this way), you just unlock a free officer that scales from your own combat skills - a pretty good use of a skill point, but nothing really overpowered.

Instaling hullmods would only become mandatory if you want to use the ship swapping part of the neural link skill: a gimmick that is relatively optionnal and usefull only in very specific build and combat situation.

3
From now on, all tier list making should be left to Grievous.

He is the one with the expertise and writing skill to do it.

These mash-up of color-coded accronyms was very annoing and confusing to read sorry.

4
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 03, 2024, 01:14:26 AM »
First Starfarer now Wendigo, might as well scrap the whole game at this point.

One thing I'm once again finding annoying is acquiring new officers. Did an Apogee start so no extra officers and I probably visited 15-20 planets in a span of 2 months, yet I've found only a single one. That's stupid. But somehow there's plenty of administrators available. I feel like there should always be an officer available for hire, at the very least on larger colonies. Because this whack a mole to find someone to fly my ships is pretty darn boring.

It might be just back luck here.

I had an officer available in the tutorial system, then I found 3 good one in between bar mission without even trying in a span of a couple of in game month.

5
From the lore you can gather from the game and the artwork appearing during raid and invasion, Sector's Marines give me the impression to be equipped with high tech advanced power armor from our perspective but mostly relatively low tech from what the domain era humanity was capable.

Seems like a sector soldier coud be equipped with stuff ranging from enclave/brotherhood of steel power armor from Fallout to Mjolnir/Spartan suit from Halo. I envisionned planetary garnisons and armies being mostly second rated troop with good enough light equipement, like the imperial guard from WH40k.

6
What about direct energy mining suicide drone for this ship? A mix between the mining drone from the venture and the terminator from the Tempest.

It could not be use as a PD shield but coul instead act as a "close combat" 0 range bomber wing.

It would fit the theme of repurposed advanced mining ship, using combat-modified midline mining automated drone.

7
General Discussion / Re: DOUBLE GREMLIN DOUBLE GREMLIN
« on: December 27, 2023, 06:59:04 AM »
I never use Blast Doors, and only sometimes Reinforced Bulkheads. IMO, roll them together into a single hullmod (mutatis mutandis of course).

This is a really great idea actually... I second this.

Back on topic, I really wonder about the lore behind this new phase brick. Is it an old domain template - an effective but primitive one - or a desperate post-collapse conscripted to service deadly prototype ?

8
General Discussion / Re: Can't seem to track down a mod
« on: December 13, 2023, 02:28:10 AM »
I'm thinking Dassault-Mikoyan ? The mod creator decided a while ago to withdraw all his mods from public eye. The reason are both complicated and very boring, but yeah, it's not available through "official" channel anymore.

9
Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 02:22:54 AM »
I like all of this changes appart from - as other have said - the random damage bonus on defensive combat elite skill.

The one that feels the more out of place is the damage control elite damage bonus... It is too far-fetched. It got me thinking: what about moving the hull restoration elite effect to damage control, and change hull restoration's elite effect for something that "regrow" damaged armor (up to a point) ?

Also, I think the combat skill should be completly untiered. System expertise is confusing because it is trying to be a top tier skill and compete with missile specialisation. If missile spec is nerfed then it does not need to be considered top tier.

I would just focus system expertise on its core and arguably very usefull but ship-dependant bonus - enhancing the use of a ship special system - and be done with it, with elite just adding another charge or faster cooldown.

10
Blog Posts / Re: Colony Crises
« on: December 06, 2023, 08:31:55 AM »
Skimming the last few posts of this thread again, regarding the seeming uselessness of ground batteries.

What if they had a minor impact on orbital defense? I would love to see some kind of large artillery that occasionally fired across the battlefield, but I think a simpler idea would be to have it fire the equivalent of 3-4 Large Pilum swarms at a fairly low interval, maybe 1/2 or 1/3 the normal rate of fire to represent boosting up from the planet. It wouldn't be a huge contributor, but it would be something.

Or maybe just have Planetary Defense reduce the CR of hostile fleet entering combat around the planet ? Like 10% or 20% for standard and heavy battery respectively. You can explain this by ennemy ships getting shot at before merging for combat but having the battery stop providing support during the fight by fear of friendly fire.

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General Discussion / Re: Help satisfy my urge to maximize Pilums
« on: December 06, 2023, 08:26:32 AM »
You need cheap ship with fast missile rack. Venture+Condor Spam seems like the best idea here. If you want to go all in with the spammable missile add salamander on the small missile slot.

The condors fighters (with Browdsword or Thunder) would help you mitigate the mediocre TTK of the pillums barrage. I would advise you to take the fighters boosting skills and to build-in ECCM in your Ventures too.

12
Blog Posts / Re: Colony Crises
« on: December 05, 2023, 04:41:33 AM »
Regarding Luddic Church invasions... Does this mean the player can abuse the system and help the church expand in the sector by deliberatly letting his colonies succumb to luddic pressure ?

13
Right now there is actually no need to build an orbital work if you have a pristine nanoforge. And with a pristine nanoforge, buffing your ship quality doctrine actually become useless. The same goes for faction fleet of the sector at large. But having worked so hard to get a domain-quality shipyard running should be rewarded in some way...

So what if combining the ultimate quality buffs of industrial ship production - pristine nanoforge, orbital work and high quality fleet doctrine - would actually allows fleets to spawn with ship with S-mod build-in.

Ordered ship quality would remaind the same, but it could be a way for the player to aim for a high quality low profile "best of the best" faction fleet theme and could also allows for more differentiation between the sector's faction fleet in general (maybe kazeron ships could be better but less numerous than the chicos one... Enforcing the elitist status of the Persean League navy against the uniformized phalanx of the hegemony navy)

I don't know if this could provoke some kind of coding issue. The way I see it, standard ship template could be use as usual but one randomized ( the more expensive one ?) hullmod could be built in and the remaining point dispatch into vent and then flux power. It would invariably make the ship better but not that much overpowered. It's both a small reward for continued investment and a way to allows diversity in the player choice and the sector "star"scape.

14
Blog Posts / Re: Colony Crises
« on: November 28, 2023, 06:42:59 AM »
Guys, it is quiet obvious that this new ship is linked to the new special Abyssal area of hyperspace mentionned by Alex in a previous blogpost. It is probably something [REDACTED], be it a new kind of OMEGA horror or something in the same vein as the Ziggurat.

That's what I'm thinking anyway.

15
General Discussion / Re: Combat in this game is frustrating
« on: June 17, 2023, 06:52:59 AM »
I'm just gonna leave this here: starsector is not a RTS: ships will not follows order blindly like some kind of mindless drone. I actually think this is what make the brilliance of the game combat, and shows how much the AI is well build and programmed; despite its flaws and shortcomings that are in my humble opinion a little too much emphasized in some complaints here and there. The combat actually feels like you are commanding a fleet of various vessels, and not directly mindcontrolling every soldiers and officers on the battlefield. This is for me a very good thing, because it adds immersion in the battlespace and free up the player from focusing all its energy into command input and allow him to enjoy more the "fun part'" aka watch things burn, explode and fly accros space, wich is the main point of a game about spaceships.

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