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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - phyrex

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1
Mods / Re: [0.6.1a] The Nomads (v1.0 RC3)
« on: November 21, 2013, 12:42:46 PM »
I really like the ships and lore in this mod!

Are these ships meant to be balanced vs vanilla? They are arguably overpowered if so. The cruisers have the hull strengths of capital ships and the capitals are ridiculously strong. That, and since their weapons are all energy based, there is no way to exhaust their ammo. Some of the overpowered ships have descriptions stating they have limited staying power on the field, but they win in every race to overload their flux capacity.

I feel the faction needs some sort of weakness that can be exploited. Perhaps CR limits on a number of them? Though, I am not a big fan of CR limits. Or switch some of their weapons to ammo based.

lol, some peopled used to say the nomads were UP XD

2
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: November 13, 2013, 11:24:55 AM »
I'd say the same as for the shield issues.

which was ?

3
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: November 13, 2013, 11:22:54 AM »


Blackrock phase cloaks are pretty inefficient when it comes to flux usage, however, the ship's main engines can work in phase space, making the ship noticeably faster while submerged.

awesome ! as if that hadent been said already a thousand times  ::)

but what is the lore for BRDY phase cloak to be so inefficient ?

4
Suggestions / Re: Giving orders after CP have run out – at CR cost
« on: November 04, 2013, 09:21:27 AM »
I could totally see that, even with in-lore explanation.
It could represent communication channels starting to get crowded and ressources about the ship getting more difficult to manage because of an over-abundance of orders coming in

5
Modding Resources / Re: Ship Editor Poll - What Framework?
« on: October 25, 2013, 10:04:23 AM »

6
Modding Resources / Re: Ship Editor Poll - What Framework?
« on: October 24, 2013, 09:38:21 AM »
i will mention i like the idea (also that you plan on making more user-friendly and expansive) but as i know nothing of coding, i will hold back on voting  ;)

7
General Discussion / Re: Dear Starsector Community,
« on: October 22, 2013, 05:48:20 PM »
you can get tyrian free on GOG.com


thanks for that, looks awesome

8
Modding / Re: great sucsess halp is no longer needed
« on: October 22, 2013, 12:06:17 PM »
I know the Thule Legacy guy has done it.  His largest ship creates a shockwave that pushes everything on the battlefield a substantial amount.

the "thule legacy guy" is called...Thule. really hard i know  ;)

9
Modding / Re: great sucsess halp is no longer needed
« on: October 22, 2013, 10:52:10 AM »
Is it possible to have effects that cause ships to go hurling backwards from the force?

Absolutely, someone has already done it in fact. forgot who however :/
Whomever it was, he made a ship system that creates a shockwave that sends ships and missile hurling backward (distance depending on ship mass)

10
Suggestions / Re: 2 new Ship types
« on: October 22, 2013, 10:45:40 AM »
No matter how big we make a ship in vanilla Starsector, someone will always want to make one bigger than the official biggest so they can have one bigger. I won't attempt to explain the psychology of it but you must know it will always be the case.

The current size of (vanilla) capital ships was determined so that we can fit a reasonable number of them on-screen at as close to the default 1:1 resolution as possible and still see what is going on fairly well. I expect to make nothing larger than the current largest except perhaps in special circumstances which I would not be able to discuss at this point if they even existed.

I'd like to point out valkyriaL did a ship that is so big, its twice the lenght of the hegemony SDF circle on the map screen
 ;)

11
General Discussion / Re: Feedback about fighters, CP and maybe some bugs
« on: October 21, 2013, 05:32:43 PM »

-COMMAND POINT FEEDBACK:
Do not remove the rts aspect for people that want to play it that way.

alex said in the past its not supposed to be played like an RTS, the command system is meant to give orders to the fleet as general tactics whom the hierarchy below you will figure how to do at there convenience. (like in real-life, higher-ups give orders and its up to lower ranked officers to manage how to do it).

Its actually a very important thing because it will act together with the officer system later on when thats implemented where a ship captain's personality will affect how he deals with given assignment
The problem is, the AI is not very good. I would not have need to control it myself if the AI did  good job, but it is not the case, and i think it will never be the case as making a good AI is extremely hard. Also, limiting CP actually force you to use the AI, not because they are good, but because you dont have any other option.
If i want to use officers i will use them because they do the job done, but please don't force me to use them, especially if they are bad. I mean, the game has character development, there can be skills that if you want you can level so you have more direct control.

Anyway, in reality you are not limited how many orders you can give, especially in modern age, so i think it would not be that different in future (but reality doesn't have to do anything with games, so gameplay first, than all other things  :))

You are taking the whole thing the wrong way.
Right now, you are looking at it from the game's current but unfinished point of view.
When "officers" will be in, you WILL be forced to use them because in practice, they represent the guy piloting the ships you arent. Indirectly quoting alex, he said you'll have to manage your officers decently so that a cowardly one dosent end up commanding an assault ship and so on.

In short, you must look at this not from the game's current naked combat aspect, but from what it will look like when its finished.

And by the way. in-game, you are the admiral of your entire fleet. Even in real-life, a general will not micro-manage his entire division during missions. He gives orders to his lower officers who then delegate themselves and get the job done.

12
General Discussion / Re: Feedback about fighters, CP and maybe some bugs
« on: October 21, 2013, 02:53:43 PM »

-COMMAND POINT FEEDBACK:
Do not remove the rts aspect for people that want to play it that way.

alex said in the past its not supposed to be played like an RTS, the command system is meant to give orders to the fleet as general tactics whom the hierarchy below you will figure how to do at there convenience. (like in real-life, higher-ups give orders and its up to lower ranked officers to manage how to do it).

Its actually a very important thing because it will act together with the officer system later on when thats implemented where a ship captain's personality will affect how he deals with given assignment

13
General Discussion / Re: What is the best Hyperion loadout?
« on: October 18, 2013, 08:50:49 PM »
i personally have two layout for it.
either 4 AM blaster with torpedoes, or swap a pair of AMs with pulse lasers to cover the sluggin' aspect of fighting if i feel thats needed.

Past that, i usually put whatever OP is left equally in capacitors and vents

14
General Discussion / Re: A simple message to Alex.
« on: October 18, 2013, 08:47:56 PM »
This game had a lot of potential to be fun, it could've been a great game.

Now after playing around 0.6 i think you strayed away from any fun and success this game could've ever had, look at Battlecruiser 3000 and what became of it

It saddens me to see Starfarer going down the same road.

Aufwiedersehn, this was fun until 0.52, i think i'll just savor that memory than this.

And of course, instead of giving a detailed explanation of why you feel that way, you chose to write "this game sucks now" with some shoe polish on top.
 ::)

15
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: October 18, 2013, 01:10:17 PM »
looks great

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