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Messages - zakastra

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1
Suggestions / Filters Needed for intel / Planet Display
« on: April 11, 2021, 04:53:04 AM »
The current system is very awkward to use now that the new industry addons exist and a good colony candidate is not automatically going to be a class V or IV world. We really need the ability to search for certain conditions and in combination with each other.  Having the planet list retain its state when switching to other views would also save a lot of annoyance

2
Mods / Re: [0.8.1a] Foundation Of Borken v0.2.3-RC1
« on: January 19, 2019, 03:55:24 PM »
we need it. now

I'm not a content creator but I can tell you what we need. People to patiently wait for a mod author to do their thing. Messaging a thread saying "WE NEED IT WE NEED IT." believe it or not will not assist in getting a mod ready for release faster. If you have a criticism like balance, or ships ect thats fine but stop with all this WE NEED IT ***. Mods are like a gift. You don't get to ask to for them. There is a ton of effort that goes into a mod and its not like the creators get payed. I will acquiesces that modders have a voice to and I should probably not say *** like this but come the *** on people stop with the childish begging. It will be done when its done and not before then. 

I'm pretty sure the post you are calling out was just a lighthearted reference to the "Enjoy yourself, now." statement in the mod's description post.

3
Mods / Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
« on: November 21, 2018, 06:55:22 AM »
Will this work in 0.9 without further adjustments or would it need some form of update?

4
Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 13, 2018, 12:46:30 PM »
Perhaps anything that is a small enough fraction of monthly production (say total purchases no greater than than 5%) are always available instantly, either as a case of being trivial to manufacture (HMG's, low complexity fighter LPC's) or ubiquitous to the point of spares always being on hand for requisition (Hounds and Buffalos). This would avoid waiting long periods for trivialities like filling that one weapon slot on your recovered flagship or picking up a quick replacement frigate whilst keeping the realism of waiting for a complex order of many weapons, or that spiffy new astral you ordered.

5
I would to see the inclusion of a fire mode between hold fire and fire at will where all available weapons that can be trained on the current target will fire freely, but weapons that are out of range or out of arc will not fire upon other targets (Other than PD)

I would suggest that this be added to the default keybinding for hold fire, cycling between fire at will and hold fire, when no target is selected, and hold fire / target fire/ fire at will when a target is selected.

This would most useful for vessels that are frequently unable to bring most of their weapons to bear on a single target outside of ideal conditions and which also have a complement of weapons easily able to overwhelm any dissipation solution if engaging on multiple fronts. (Eagle, Conquest, Apogee)


6
I salvaged a Falcon (D) complete with some nasty hull mods and being quite flush with cash form a survey spree decided to restore it to mint condition. 128k or thereabouts removed the 3 negative hull mods, but it remained a D grade. I didn't think much of it,  and later at another station saw the restore option lit. so I spent the 68k and moved on. Later still I noticed that it was still a D grade vessel and the restore option was lit. further testing allows you to spend the money indefinitely leaving the station each time. It deducts the cash and has no effect on the vessel. Havent yet tested to see if this is specific to the falcon  or all D grade ships

Edit: Probably unrelated but the Falcon (D) is not visible in the codex to compare stats with.

7
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 04, 2016, 02:53:44 PM »
Secha and Casey are twins. but only one got married ;)

8
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 03, 2015, 06:21:16 AM »
Not quite sure what you mean - that is, haven't seen it myself. Unless we're talking with emergency burn, that can get a little crazy sometimes...

I'm pretty certain this occurs when other fleets engage emergency burn.   I've seen on occasion this weird spiral escape pattern (like a corkscrew placed on it's side, ie tilted spiral).

Most of the times I see this weirdness it is probably just as you describe: 'crazy sometimes...'

I have a sneaking suspicion that this is due to damaged/failing engines from low combat readyness, as if one side of the engine is out, and they push an emergency burn, they will start turning because of uneven thrust. which is kind of awesome and hilarious.

9
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: April 06, 2015, 04:45:00 AM »
Will officers (have a chance to?) die if the ship they are commanding is destroyed? I think this would be a definite incentive to not throw them in cheap rustbuckets every engagement, and carefully consider when to deploy them

10
Suggestions / Re: Defending forces are easily distracted
« on: April 05, 2014, 03:45:44 AM »
The main issue I have is not that ships assigned capture objectives take their safety into account which I am fien with, don't want to lose ships, but more that once they picka fight they will chase it way out of capture range, and dance around it instantly forgetting the objective. They should prioritise remaining close enough to capture nav point as long as they are not in danger doing so, and trade shots in range of it / flee if outgunned - then pursue after capture is complete, if required.

11
General Discussion / Re: Trident bombers seem grossly underpowered?
« on: January 30, 2014, 06:35:08 AM »
I agree that Tridents are entirely unimpressive. Much of that is owned to the Atropos Torpedo though, which is quite underwhelming itself. Maybe that would be the best starting point for improvement.

... I'd love (front-)shielded Torpedoes.

Or how about giving them a 100 ish range single shot phase skimmer, Line them up right, and them zip - Boom, would make turn dodging them all but impossible for capitals, and would give them a much higher survival chance against low grade PD, whilst still letting the good stuff (Dual flak, guardians, heavy burst lasers) stop them dead.

12
General Discussion / Trident bombers seem grossly underpowered?
« on: January 30, 2014, 05:32:35 AM »
So I've been playing a fighter centric campaign in the latest version, running vanilla, no addons, and I've found that the Trident seems extremly underwhelming when compared with its nearest equivalent, the dagger.

My undertsanding is that the dagger is a fast, light strike craft, and the Trident is more of a flying fortress, however the lack of 360 degree shield coverage means a trident will almost always die on the return run from any significant strike target that isn't destroyed outright.  This wouldn't be a problem per se; but for the fact there is very few situations to use a trident wing over daggers. I'll list the points :

Daggers are 25% faster, reaching targets much sooner, and returning with less damage
Daggers carry 50% more ordnance per wing 3 x 4000 Damage vs. 4x 2000 Damage, and although Atropos torpedoes are more likely to hit, they are much are easier to shoot down.
Daggers wings have only half the crew requirement, and are much more likely to survive, saving valuable crew.
Daggers have more replacement chassis available,
Daggers cost less than a third of the credits to buy, and use 33% less CR
Daggers have Omni shields, allowing protection at any angle, Higher flux dissipation, and identical efficiency. Although the Trident does have significantly higher flux capacity, this is offset by the use of PD lasers, and the fact that its rear is permanent vulnerable.

I was initially thinking of going to the suggestions thread, but I though to get some community feedback first and see what people think can be changed whilst preserving the Trident as a distinct strike craft, and hopefully maintain its supposed role as high tech flying fortress bomber.

A few changes that might make sense are:

1. Give tridents back omni shields, perhaps at the expense of some amount of shield Arc.
2. Make an AI change so that after firing their ordnance, tridents retreat facing the target, taking retaliatory fire on their shields, rather than exposing their vulnerable rear. If they had improved lateral thrust or maneuvering jets, this could make then particularly distinct.
3. Load them up with more firepower. A pair of one-shot Sabot's or Harpoons would make the tridents much more fearsome, or upgrading the Single shot Atropos torpedo's to the two shot variant would give them a significant edge in terms of strike potential over the daggers, and would explain their heavy frame and slow speed.



13
Announcements / Re: Starsector 0.6.2a (Released) Patch Notes
« on: January 21, 2014, 12:35:39 AM »
Have to say that last suggestion form gothars, the supplies to recover, really shows plainly the actual *cost* financially of deploying a ship. Makes the decision between three hounds or a hyperion much plainer.

Edit: Almost forgot to say, Great stuff Alex, Loving your work.  The game feels so much smoother and crisper when playing, and the new mechanics just feel "right" comapred to the initial clunky implementation of the newer mechanics. I know you caught lots of flak from the community with CR recently, but your vision is shining through here.

14
Announcements / Re: Starsector 0.6.2a (In Development) Patch Notes
« on: December 04, 2013, 02:53:04 AM »
The Astral, used for force projection. And if you mess with that astral projection, you'll have an out of body experience...

15
Mods / Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
« on: November 13, 2013, 04:58:42 AM »
I hear it said that every artist is their own worst critic, and I have little doubt its true, but I can say with confidence that the quality of work you put out is simply superb and I hope you find your own confidence again soon.

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