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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 - rex

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1
Agree.

It would also add a couple interesting interactions, either pushing smaller ships and frigates  a bit out of harm's way(increasing survivability, marginally) or pushing escort/tightly grouped ships into capitals/fire lanes.

seems fun.

2
Suggestions / Re: At last! What to do about ship capturing/boarding.
« on: October 06, 2015, 05:36:25 PM »
Is losing ships in boarding actions to self destructs realistic?
Yes. Yes it is.
Is it fun?
No. No it isn't.


I'm not sure it is realistic. How often do real world ships self-destruct in response to boarding actions? Almost never.

Scuttling is a pretty common thing during wars, to prevent ships from being captured.

Ships don't sink too well in space, so being able to blow them up or do enough damage to make them useless is probably not much of a stretch. 

3
Suggestions / Re: At last! What to do about ship capturing/boarding.
« on: July 22, 2015, 04:32:59 PM »
I guess, I sort keep wanting Starsector to be a combat oriented real time MOO.

So, yeah I'd like assault shuttles, direct docking and teleporters that work in real time, and let me trash systems on or attempt to capture any ship strikes my fancy.

The interaction doesn't really have to be anything other a couple extra commands on the tactical combat screen. Capture and Raid, and it would act like engage for ships with those capabilities.

Make it hard and expensive in terms of marines, but really if I am supposed to be some sort of king hell space pirate, and I have the ability, I should really be able to go and capture the capital ship of my dreams.

Rather than constantly buying out a station in hope of getting a ship I want, or random chasing a ship for months, getting it to retreat, and then maybe being able to get luck and capture it.  Both are aggressively not fun. 

Also could be a mechanisms to make combat more rewarding in terms of money and xp. 


4
I'd really like a spreadsheet of all the stuff I have stored at various bases. It's annoying to have to
spend a bunch of fuel and supplies to locate the various places I've stashed rare weapons I can use yet or massive stockpiles of resources.



5
General Discussion / Re: Atlas Overpowered?
« on: November 02, 2013, 04:11:01 PM »
Why then there is no delay to explosion?
Prefect way to telegraph both to player and AI - delay explosion (for fraction of a second, mind you) for bigger ships more, for smaller - less.
Some cool FX, and everybody happy (including AI)

PS. Now AI have to predict, with delay AI have to react. AI much much better in reaction department 8).

If there is a delay, long enough for ships to get away from and react to explosions, doesn't that kinda defeat the purpose of having explosions?

6
Suggestions / Re: Make Crew Really Important
« on: October 23, 2013, 03:36:49 PM »
The Officers mechanic, once it comes, should help this.

I concur.  With officers it will be kinda fine that the red shirts are just commodities.

7
Suggestions / Re: EMP Underpowered?
« on: October 22, 2013, 06:38:55 PM »
I wouldn't mind emp doing extra shield damage, hit ship systems, effect hul mods, or possibly disable shield generators.


TAC lances can be pretty frigging nasty though. But I but they are a punishment for doing something dumb more than a real threat to anything bigger than a frigate.

8
Suggestions / Re: AI slips/player tricks report thread
« on: October 20, 2013, 09:55:39 AM »
<.<
Yep, probably just have to scrap the whole frigates having cr loss idea.

9
General Discussion / Re: Atlas Overpowered?
« on: October 19, 2013, 10:15:35 AM »
Quantum detonators would indeed be an interesting hullmod.  Though it would probably multiply based on ship size. Frigate would be interesting, but let's keep op cost low enough we can use freighters as fireships.

How many dp do phaetons cost again?

10
Suggestions / Re: Suggestions to improve difficulty ramp and stuff.
« on: October 19, 2013, 08:06:34 AM »
Minimum level for a hard area doesn't mean you can't enter it, it means no matter how low level you are when you enter it the enemies won't be weaker than a certain minimum level for that area. It guarantees that a hard area is going to be hard, unlike a scaling area with no min and max caps.

We are talking past each other. I don't want sections of the game locked off until you reach a given level.

Hard minimum level floor, not hard difficulty.

It is a feature in a bunch of games, I dislike it.

11
General Discussion / Re: Suicidal frigates?
« on: October 16, 2013, 06:24:13 PM »
Also annoying they seem less prone to go off and kick ass on their own I had two that seemed to decide I needed a escort, and they followed me around getting in the way rather than taking put bombers and destroyers.

They never used to die so much or be so lacking in utility.

12
Suggestions / Re: Suggestions to improve difficulty ramp and stuff.
« on: October 16, 2013, 06:08:46 PM »
It would probably easier and more intuitive to introduce star systems that are "harder", with better ships, better loot and better AI. Something you a player can work up to and choose to go to, rather than leveling up the starting system mooks alongside the player. The world leveling with the player is really bad, and generally the solution to fix it is to provide upper and lower caps to the leveling world that differ between regions (see the difference between Oblivion and Fallout New Vegas - the latter has "hard areas" that start at a high minimum level, and have no cap so they're always a challenge).

I believe I speak for more than a few folk when I say I hope there isn't a hard minimum level. Plenty of use would enjoy the high challenge high reward of taking them on very early.

Please see mk2buffalo challenge thread for proof of this.

13
Suggestions / Re: Temporary Shield Position Locking
« on: October 16, 2013, 05:54:29 PM »
And you also can't have a toggle for turn to cursor sadly. Caplock doesn't work

Apparently it does on Mac, but PCs handle it differently.  Not that it is helpful, but different systems will get slightly different results.

14
Suggestions / Re: A way to maintain mobility after winning a fight
« on: October 16, 2013, 03:55:54 PM »
Yes please.

15
Suggestions / Re: Temporary Shield Position Locking
« on: October 16, 2013, 03:50:42 PM »
This is quite a late reply, but you can strafe using the Q and E keys without holding Shift. Keep your mouse pointed at the enemy and use one of those keys to slide toward or away from them. Essential tactic and an Odyssey or Conquest.

It is just really hard to circle strafe a frigate, dodging fire of the ship you are attacking, while protecting your ship from other attackers. Basically impossible with very highly maneuverable ships, which turn too fast to really use the keyboard.




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