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Messages - jRivers

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Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 05, 2023, 10:39:55 AM »
... and hephaestus gets a completely inconsequential buff
I'm just going to say it: the Hephaestus is underrated.

This, i don't get how some don't see the absolute devastation Hephaestus can wreak on the field when you build a ship around it with rest going to kinetics.
I often build around half of my conquests around dual hephaestus mounts and full kinetics bonuses and mods.

You can sweep an ungodly torrent of missiles out of the way while stripping down an onslaught in seconds,
all you need after that is hull killers say a medium or two doing frag and you can utterly wipe out even capital ships in seconds with it.

That said it isn't overpowered, certainly it needs a refit built around it it's a large gun after all but if you do it's a Beast!

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Suggestions / Re: Buff low OP or nerf high OP built-in hullmods
« on: July 31, 2021, 07:08:41 AM »
This would quickly spiral into a lot of make work to keep it "balanced".
Authentic feel also mandates that not all design follows a strict MMO gamified balance notion.
The ships and systems should feel consistent with tech theme, faction and fleet gameplay not individual ship minmaxing.

That said i am not perfectly at ease with the story point built-in mod system either, it feels a little like offloading the previous more focused skillsystem onto the ships.
Mind you that isnt a bad notion i kind of agree since it reduces pressure to absolutely minmax officers and instead gives a cost to specialized ships.

Personally i feel that the skills and hullmods could use another pass to make them more interesting instead and ensure higher quality NPC fleets also use sensible built-in mods.

3
Suggestions / Re: Safety Override should kill crew
« on: July 31, 2021, 06:51:51 AM »
I rarely use it in a combat ship, if i use it it's either in a civilian ship for faster retreats or rarely in a strike frigate that is already fast to allow quicker strikes.

4
Suggestions / Re: Improve preliminary survey ability
« on: July 31, 2021, 06:39:14 AM »
Agree entirely with this proposal, as it currently stands it is almost useless for anything but roleplaying.

5
Blog Posts / Re: Painting The Stars
« on: February 07, 2020, 12:35:41 PM »
When i bought this game quite awhile ago, i was in for a game such as this. Heck some parts i was in for even though i didn't even know there was something in to like.
First game that truly made me appreciate artistic talent and devotion to the degree it deserves. Sure we all like the glittery shader candy we get, but there just isn't anything that is computer generated that truly comes close to true creation of art.

6
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« on: November 30, 2018, 01:11:19 AM »
Same goes for me, or rather the ships and weapons i view as integral part. I don't much care for the other features but considering i can just toggle the IBB which i don't like off completely that is a nonissue.

The pack fixes the Major holes in the three tech lineup, carriers for high tech for example or the battleship for midline and a functional destroyer for low tech.
Guess i'll have to learn how to rip these particulars out of the packs myself and hope they work without other work.

7
General Discussion / Re: STOP WHINGING ABOUT 0.8a RELEASE
« on: April 03, 2017, 03:07:06 AM »
But but but... How reasonable xD

8
Mods / Re: [0.7.2a] Save Transfer 1.10.0
« on: February 09, 2017, 03:05:26 AM »
Officer advancement paths dont work after transferring. Not entirely sure is it this or another mod causing it but considering it only happens after a transfer.. Not sure.

IE officer does transfer and has his skills but cant get new skills into the levelup popup.

9
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« on: February 08, 2017, 03:33:04 AM »
Neutrino ships are still much too durable to any form of sustained damage, with the shield stats they also have bursting is limited aswell. Most loadouts be they vanilla or modded have size-for-size fights enough firepower to overcome the shields and armor. Add to that the Neutrino armor system and you need what would amount to massive overkill on almost any other ship.

10
Blog Posts / Re: Ship Recovery
« on: January 22, 2017, 10:51:38 AM »
I don't really see the need to draw a line there, I feel the game is quite a bit more grim at other places already. The game just needs to acknowledge that working prisoners/slaves are a morally ..."ambiguous" thing. For a faction that sees itself as virtuous they should be a illegal "commodity".

There's being grim in backstory/text, and then there's tying that sort of stuff directly to mechanics. I'm less comfortable with the latter.

(Yeah, sure, you're also shooting lots of people, but you're shooting "ships" and the people are kind of swept under the rug. If you bring that front and center, it gets weird.)

Anyway, I'm certainly not opposed to mechanical things being grim or unpleasant. What I'm sure I don't want is for "run around enslaving people" to be part of a core playstyle. You'd have to really handle it well and make a game be about that. It's not something you just want to throw in casually.

Other stuff could work here, though. Some crew just shows up in the salvage screen? Sure, why not. You get a message from an escape pod and X crew offer to join? That works too. (... and then they steal one of your ships and run off. If you can't trust desperate crew you 've picked up from an escape pod after you've shot their ship out from under them, then who can you trust?)


BTW, two typos in the Recovery Operations text:

Quote
Base chance to for disbaled ships to be recovrable

I also feel the explanation is a bit roundabout, with first making a general statement and then contradicting it immediately ("Base chance for disabled ships to be recoverable is 25%, or 50% for your ships."). Since ships from allied fleets are not recoverable it is also incorrect.

Why not just say: "If disabled, the base chance to be recoverable is 25% for enemy ships, and 50% for your ships. Weapons have a 25% base chance to be recoverable from enemy ships, 50% from your ships."

Thanks! Updated to mostly match your suggestion, it was indeed pretty awkward.

I disagree, slavery and forced labour has been a part of the human experience as long as our species is old. It still happens today in the tens of millions, its just going on in the islamic part of the world.
In the west its essentially illegal commodity even though we dont really have a philosophical argument against it enforced on many levels of society. (Think certain forms of taxation, prison labour, propagandizing populace etc etc)

I do agree it shouldn't be done as a cheap throw in but that applies to most anything, it should be done with some thought put into it, essentially it needs to work but not so good that it becomes a near necessity.
Heavy faction relations penalty for example would be a rather strong penalty against neutrals doing that.

11
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: October 04, 2012, 10:00:55 AM »
Just registered for the forums, bought and played for quite awhile now and havent been disappointed by a patch yet.

And looking at the list i doubt i will be anytime soon either :)


Thats not to say there isnt something i'd like to see which is slightly more varied ship types as many of them feel handicapped or heavily constrained into a specific kind of set ups which wouldnt matter if there was more to choose from (yaya i know theres mods but not to diss them i dont like most of them as im a perfectionist and a collection of 20 good ships doesnt feel nice when theres 5 bad ones in the mix)

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