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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - starbow

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1
General Discussion / Re: New skill system is a step backwards
« on: April 08, 2021, 10:51:14 AM »
I feel a meaningful change would be allow a story point cost to "jailbreak" a single skill in each tree.

Or possibly tie it to a mission, "Captain, if you help this magnate of industry they will teach you something meaningful about how having all of your ships being broken shitheaps is good!"

Good idea +1

Thanks!

How about some bad ideas?
-Skyrim style skill system where you just have to fly in circles to increase helmsmanship for a 1% increase to maneuverability per level, etc.
-The captain gets a very limited set of skills and instead you have to recruit subordinates for some of the more advanced ones. For each subordinate slot you may have to choose between people that offer different skill trees. Examples, a chief engineer, a marine commander, a hotshot pilot, a phase physicist (a phasicist?), a guy with a hammer who hits panels to fix things, a dog (Lieutenant Woof), a rock you found floating in space that looks really cool.

You missed out space hamster!

There would have to be an OP cost for widening your hallways to fit a giant space hamster.

2
General Discussion / Re: New skill system is a step backwards
« on: April 08, 2021, 10:44:20 AM »
I feel a meaningful change would be allow a story point cost to "jailbreak" a single skill in each tree.

Or possibly tie it to a mission, "Captain, if you help this magnate of industry they will teach you something meaningful about how having all of your ships being broken shitheaps is good!"

Good idea +1

Thanks!

How about some bad ideas?
-Skyrim style skill system where you just have to fly in circles to increase helmsmanship for a 1% increase to maneuverability per level, etc.
-The captain gets a very limited set of skills and instead you have to recruit subordinates for some of the more advanced ones. For each subordinate slot you may have to choose between people that offer different skill trees. Examples, a chief engineer, a marine commander, a hotshot pilot, a phase physicist (a phasicist?), a guy with a hammer who hits panels to fix things, a dog (Lieutenant Woof), a rock you found floating in space that looks really cool.

3
General Discussion / Re: New skill system is a step backwards
« on: April 08, 2021, 10:09:43 AM »
I feel a meaningful change would be allow a story point cost to "jailbreak" a single skill in each tree.

Or possibly tie it to a mission, "Captain, if you help this magnate of industry they will teach you something meaningful about how having all of your ships being broken shitheaps is good!"

4
Modding Resources / Re: [0.95a] MagicLib v0.32rc2 (2021/03/27)
« on: April 01, 2021, 04:02:00 PM »
Ok actually figured it out. Two of the weapons have different IDs but the same name. The panel was collapsing them together based on their name, but it looks like the Magic bar just cares about unique IDs.

5
Modding Resources / Re: [0.95a] MagicLib v0.32rc2 (2021/03/27)
« on: April 01, 2021, 02:01:09 PM »
Having an issue with MagicUI.drawInterfaceStatusBar, the bar appears offset from the rest of the bars:



Went into missions and loaded up the Balisong from seeker and it looks fine there. It is always offset the same no matter how many weapons and weapon groups there are.

I guess I should add I am on 95RC12 and have UI scale set to 100% with antialiasing disabled, resolution 2560*1440 and downloaded the latest magiclib to make sure that was not the issue either.

6
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: March 30, 2021, 10:40:21 AM »
Had to create an account to tell you that the Quicksilver is a work of art. Just wow, love it.

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