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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Gift-of-Life

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1
Suggestions / Re: Merge Debris Fields
« on: June 09, 2023, 03:34:15 PM »
I fully understand your issue. The UI of this game is NOT good, and at times redundant. 

I don't mind your original idea. I just suggested what i thought because it sounded simple to have done.

there is a QOL mod that covers this glaring game play flaw.

2
as i see it, the OP has the power to how easy the game is.  I don't understand the masochistic completion of pirate contact quests in the process to make the game harder?

The point of a faction is:

a group or clique within a larger group, party, government, organization, or the like, typically having different opinions and interests than the larger group:
a faction in favor of big business; rival factions within the company.

party strife and intrigue; dissension:
an era of faction and treason.

sso...... why would a faction be self defeating?

3
Suggestions / Re: List "you have X" column in production view
« on: June 09, 2023, 03:00:27 PM »
like an inventory list? For what window in the UI?

4
Suggestions / Re: Throwing s-points at d-mods
« on: June 09, 2023, 02:58:46 PM »
I don't know if your playing with a skill load out for your captain that's specific. The last row of skills offers an option to remove D mods. They are removed over time. Unless your asking to keep your D mods permanently?

5
Suggestions / Re: Merge Debris Fields
« on: June 09, 2023, 02:48:01 PM »
I think a better option would be to REMOVE the debris field graphic after clean up or podding. This way you see the next field, till clean. no? 

6
Suggestions / Re: Two QoL changes to the planet tab
« on: June 09, 2023, 02:44:48 PM »
I agree to a bit of this. Mostly that the UI needs to be smooth out.

7
Suggestions / Re: Suggestion: Crew Mechanic
« on: June 09, 2023, 02:41:13 PM »
Thanks for the troll bro.

8
well, in the upper left. there is an indicator to the passage of days. though if the games doesn't say how long to wait.......

9
Suggestions / Re: Suggestion: Crew Mechanic
« on: June 08, 2023, 12:27:22 PM »
I don't know if your trolling, when you supply a strategy that has "spam" in its description.

Is no troll. Carriers are very crew hungry tho. In large battles or against stations, you tend to lose alot of fighters, every fighter lost is 1-3 crew dead.

That and every ship that pops on your side is anywhere between 50 to 300 crew dead depending on size and hull mods.

This would strictly be a nerf to fleets that require large amounts of crew just to get by simply due to strategies that need very little crew become more powerful.

Having to constantly top up on crew if you want your ships to proform well would just feel bad.

Fair enough to you point on Carriers spending crew during combat. Buy your experience of 1-3 crew dead per fighter. I can understand that maxing out a carriers crew must not meet the needs of the role it plays in combat. There for your argument for a ship to specialize as a crew carrier is needed. /cough

I don't know what your talking about on Nerfs... I'm asking for a perk for a fully crewed fleet to represent a players ability towards keeping a well running fleet.

I criticized the Skeleton crew max limit to max crew amount being pointless on ships. For if a player has to rely on another ship's crew capacity to make a feet function. Skeleton crew max limit should be the only number on a ship description. Because crew carriers will be supplementing towards that amount because crew is averaged out between all ships, no matter there participation in combat.

Going back to my point. If your a captain of a Carrier fleet. Wouldn't you want to have benefits toward having a fully crewed fleet if crew is the equivalent to combat readiness while on campaign?


 On a completely different point. I find that current CR calculation is a bit heavy handed on all ships receiving damage because of Skeleton Crew.  I know the Developers can't change this, but my opinion is CR should be based off each ship. Then have all ship CR averaged out to show Fleet CR. Doing this also gives a ship a different operational characteristic like fuel usage does. Since crew is used as the factor of CR. A ship's calculation could be rationed out like this, ((SC-35%)(Normal Operation-60%)(Peak Operation-5%)).
Peak Operation could be a small buff of operational stats like burn movement speed, or reduces supple usage. While a ship falling to SC at 35% will receive the current effects. Could even add a random Mutiny event for that ship if CR goes below 15%.
 
This will keep, if not enhance, the importance for Crew carriers in a fleet to over supply for long campaigns from a supply chain. Another benefit to ship based CR calculation would be knowing what ships are are low in CR. By giving a warning at, lets say 45%, during travel. Will keep the player informed to what ship is low, and how many ships. While not having to be in fleet window.
This could look like: Warning! "Ship name" is at 45% combat rating with ( x ) others.
All this is just my, off the cuff, pipe dream.

10
General Discussion / Re: Expectations for 1.0
« on: June 07, 2023, 12:58:24 PM »
I would like the UI to be stream lined, and input key use standardized.

I find there is a new page for few options. thinks planets page.
Clean up UI from unused assets. like the upper right button on the station fleet inventory page.

more quests....

combat fps optimization for steam deck/ older computers. swings for 60 to 10fps with explosions, shield effects, and missile trails.
fix memory leaks. so i stop getting the msg about it in game. unless 12 gigs is to few?

 

11
Suggestions / Re: Suggestion: Crew Mechanic
« on: June 07, 2023, 03:39:16 AM »
I don't know if your trolling, when you supply a strategy that has "spam" in its description.

12
Suggestions / Re: Suggestion: time
« on: June 07, 2023, 03:36:26 AM »
yeah... I only suggested it because i spent 2 hours in fleet and test mode, and got upset that non of my planet building made progress.

13
Bug report:

Vertice Rifle states its primary role is Anti Shield. Though its Damage type is High explosive doing 200% vs armor, and 50% vs shields.

Is this intended?

14
Modding / Re: [0.96a-RC8] Combat Misc Utilities v0.4.0
« on: June 06, 2023, 04:05:32 PM »
Is this mod up to date? I notice non of the key binds function. Am i misunderstanding something?
 

15
Suggestions / Suggestion: time
« on: June 06, 2023, 12:43:11 PM »
Would it be possible to Not stop time while in menus? Slow it to 1/2 speed? As an option....?

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