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Starsector 0.98a is out! (03/27/25)

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Messages - Pep

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1
Mods / Re: [0.98][1.1]Tinyverse - The Wanzer Age
« on: May 10, 2025, 11:05:55 PM »
Is the "bazooka" projectile being a reaper just a placeholder? Either way IMO it should look different, I was extremely alarmed when I first ran this and saw a handful of reaper torpedos flying at a ship

2
So I dont know if this is really a bug or intended, but:

1. Came across Pirate station outside of the core
2. Got "Disrupt competitor" mission from bar event
3. There was a bounty on the station, so I destroyed it
4. I expected the mission to immediately fail, but it did not
5. I went to the target market and completed the raid
6. I received the credits, and mission giver was added as a potential contact, then immediately removed due to deciv

This isn't a problem since there is no return condition in this case, so i'm not sure if things would've gone differently if there was, say if it was a captive rescue mission

3
The same type of people who keep making suggestions like this would also make rant post when their grand armada dies by a thousand cuts because their guns magically phase through fighters and drones. This is like playing an fps and using a sniper, you try to hit someone close to you but it deals no damage because it's not supposed to be used at close range. That's dumb and makes no sense.

Random projectiles, debris, explosions, etc. WILL hit targets they're not supposed to purely because of statistics. Making fighters some sort of godlike Matrix units would be horrible for game balance.
nailed it.

4
Modding / Re: [0.98a-RC7] Midline Silver Skins
« on: April 07, 2025, 08:17:25 AM »
It looks like you just desaturated these sprites. IMO, this would be even better if you redid them with an overlay or something to preserve things like the lights on the bridge and fighter bays, the fighter cockpits, etc

5
Derelicts and Remnants - I think you're going to be disappointed. They have never been(arguable for remnants,but even in AI War 1, they were just a tool), and probably never will be, any kind of Sector level threat, unless something else decided to weaponize them. I think like killer of fate said, most of these factions dont do anything by design. They're like isolated bees nests that don't have any real reason to do anything to anyone besides whatever provokes them.

Omega is the same. If they actually wanted to do something outside maintain the status quo, they would have done it already. SO that leaves the dwellers which we know nothing about to speculate on and the Threat, who DO have a "reason" to stir the pot as it were.

At this point, best I can surmise from all the dangling plot threads are

1. Gate closure wasn't an accident
2. There was a massive uptick in encounters with the threat around the same time
3. Omega seems to want limit the Sectors technological capacity

So if there is going to be some generic big bad, it'll probably be the Threat. but im hoping it's a bit more interesting than that

6
Mods / Re: [0.97a] The Knights of Ludd
« on: February 07, 2025, 06:26:36 PM »
Is there going to be any additional expansion to this mod?

7
I can relate to the mod title

8
Mods / Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« on: February 07, 2025, 06:20:55 PM »
I feel like most of this is described. Only thing I had a bit of trouble with was figuring out to repair. As for controls, I’m 99% sure you’re using tank controls which kind of suck for anything particularly maneuverable. I think you can use the alternate control mode by holding shift or toggling it in the menu

9
Mods / Re: [0.97a] Ashes of The Domain
« on: January 18, 2025, 04:06:32 PM »
++ to all the talk about qol, the colony thing is just a peculiar decision all around IM, also I’m not sure why you prevent attacking commission factions fleets? This has huge unintended side effect in scenarios where a fleet under that faction must be destroyed for whatever reason but you outright just can’t do it with this mod active

10
Mods / Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« on: January 18, 2025, 03:57:16 PM »
Have you ever thought abt an alternate to the current repair impl? Like maybe limiting it in some way? I think the balance levers on it work for the most part, and it’s pretty vital for late game since alpha cores for example are always going to be doing a lot of damage to strikecraft with the PD skill, but it can be a little cheesy early game. Maybe like having an ammo/HP pool strikecraft collectively draw from, that increases/replenishes from kills?

Also also, I think we shouldn’t be able to land on ships that can’t take on crewed fighters

On that note, a hullmod to mitigate the bonus dmg they take from captains fighter damage buff would be a great addition   

11
Mods / Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« on: January 13, 2025, 07:29:40 AM »
Okay so those new missions are really cool, I can definitely see the SHMUP influence in them. ACOC ends with some what of a resolution, so does that mean it’s over, or are there more planned for that?

GuarDUAL- is there only one? It’s strong, but I don’t think its quiite on the level on valkazard.I love this little guy, but at the same time, also feels like this is the one strikecraft that would benefit from being upscaled. It already has a few slots which are further restricted by mode, and I guess while it does technically have 2 other ways of attacking depending on the mode, I think more guns to fire would offset the “slower” play when it’s in mech mode. Also love the QoL touch of having it automatically transform when you try to raise shields. If I could just paint it, id be happy tho ;)
btw, noticed Valk,GuarDUAL, and Kouto are the only 3 strikecraft that don’t have SHMUP influenced names(I think?) Is there a reason for that?

Kshatr-I mean Rajanya- imo the “spear” is a lot easier to use than the axe, especially with the AI. It feels a lot more useful for its DP now in AI hands. But would be cool if there was some altered animation so the spear was “lodged” into the ship instead of kind of sliding over it. Idk how possible that is. I noticed it isn’t always recoverable, not sur if it’s by design

HI-MAC on VX and Aleste by default is a nice addition and makes them really stand out. It’s cool seeing them zoom around w/ it, tho I think it gets them killed a bit more in large engagements too (at least for Aleste)

I think the sub market on Exsedolncould use more LPCs and hulls. I think I’ve only seen the mining mech LPC on there and it’s pretty rare and there are usually only a few ships available

Edit: forgot to mention, the weapon swap hullmods used by Rajanya have wrong descriptions, but work as intended

12
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 22, 2024, 02:05:35 AM »
is the kshatriya playable in the game yet or still WIP?  ;D
Legally distinct kshatriya is in but under name of Rajanya.
It’s a lot more polished than the wip version as you’d expect,  from what I’ve seen you can get two of them. One from the AA contact at max rep and another one patrols the MRC planet

13
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 20, 2024, 09:43:34 PM »
They’ handle fine as is. Sounds like you guys are using tank controls instead of the alt control method  :P

14
Mods / Re: [0.97a] The Knights of Ludd
« on: February 17, 2024, 03:51:24 AM »
[Redacted] - Please at least wait a bit until spoiling it for others. Thanks! /hartley
:-X

15
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 29, 2024, 05:58:22 AM »
Speaking of dawn and sera, what exactly is all you can get from her if you give up valk/build rep in general? Also, is there any other event with Dawn besides the bar scene?

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