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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - SCC

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1
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: December 08, 2022, 01:32:34 PM »
But Eagle already struggles to make use of all its energy mounts that it currently has. Adding more would only make it even more obvious.

2
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: December 08, 2022, 09:20:19 AM »
(1/40 the damage I believe since beams "tick" ten times per second)
Beam damage for armour reduction is calculated using the half of its continuous DPS. To use HIL as an example - it deals 500 HE damage. HE doubles the damage to 1000, then the damage is halved to 500, and this 500 is used as the hit strength. Or, HIL has the armour penetration of a heavy blaster.
A new and terrifying thought just occurred to me: is the Eagle the new Conquest?  ;D
I don't know. Conquest is more fun to fly.

3
Suggestions / Re: Fix the ship repair high tech bias
« on: December 06, 2022, 01:43:29 AM »
Just wait until you learn how expensive crew salary is lmao

4
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: December 06, 2022, 01:39:14 AM »
I guess energy mounts ruin not only omega weapons, but Eagle as well.
I think the best comparison for Eagle is to Hammerhead. For long range, E has 3 medium ballistics and 3 medium energies and H thanks to AAF has 3 medium ballistics, 2 small energies. For short range, E has the same, but H has 3 small ballistics instead of 2 small energies. Speed is almost the same, so the difference is a single ion beam, 7/12 DP and E having more flux defensively. I should have pointed this out way earlier, but it never bothered me all that much and Eagle wasn't talked about much

5
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: December 04, 2022, 01:13:15 AM »
I don't think there's a point to fix issues that were created by giving Eagle energy mounts and not enough speed, but then again, there's precedent for that with Paragon. I still don't like it and would rather prefer Eagle to get more ballistics or missiles.
Graphically a spinal mount would work better on the Falcon which already has a gap in the middle to fit one.
Or Falcon's simply an Eagle that's missing the spinal mount.

6
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: December 03, 2022, 03:00:23 PM »
If some mount changes are going to happen, I think I would much upsize one of the ballistics, rather than energies.

7
To stay on topic, any idea why hulls with modular armor haven't been implemented in vanilla yet?
Because there's no reason to.

8
The 3rd combat tutorial from the main menu, labeled fleet command, starts you without a flagship and tells you to select a ship and press X to transfer your command to it halfway through.  So this is already implemented.
Oh, my bad. I haven't played it in quite a while.

9
In fact, it would be a good idea in some combat tutorial to force start the player without a designed flagship, then make them select a ship and transfer to it.

10
Suggestions / Re: Adding a OP-balance-bar to the battle screen
« on: November 19, 2022, 11:16:57 AM »
Displaying DP would be better, since it could be also used (with hard flux indicator-like floating thingy) to indicate the maximum DP you can deploy vs what you have deployed already, potentially reminding the player to replace destroyed ships or allocate the additional DP you got from objectives.

11
Suggestions / Re: Buy false IFF in bar
« on: November 19, 2022, 11:13:30 AM »
Just having any way to fake IFFs would be possibly interesting.

12
Suggestions / Re: Militarized sub system needs a rework.
« on: November 19, 2022, 11:02:16 AM »
I would rather prefer removing Militarised Subsystems entirely, or removing the combat buffs, because the issue with civilian ships is not just the stats, but also the mounts. Mounting any kind of actual weaponry will leave them both badly defended and undergunned for their size. Basically the only exception is Mercury, because it can spam missiles like there's no tomorrow.

13
General Discussion / Re: Skills and the Major problem with them.
« on: October 25, 2022, 09:47:30 AM »
tl;dr: buff combat skills

14
General Discussion / Re: Why is there flux instead of power or something?
« on: October 24, 2022, 09:55:02 PM »
In the grim darkness of the cycle 0,206k, space ships run on marketing buzzwords.

15
Suggestions / Re: the use of missiles on the global map
« on: October 18, 2022, 03:06:38 AM »
Because Starsector isn't Highfleet. Alex either consciously decided years ago he's against it, or he simply never envisioned it.

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