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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 - Madgamer13

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1
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 20, 2013, 05:30:14 PM »
I found augmented engines to be far better for side movement on frigates than the injector.  I noted particular badassery with the hound, equipped with an augmented engine hullmod.  Replacing it with an injector almost always got it killed instead, unless I did strafing runs like it was a fighter.

Maybe that is the purpose of augmented engines?

2
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 18, 2013, 06:16:04 AM »
I havn't found any problems with the retreat and harry mechanics.  I do like to run like hell when outclassed.  This issue with transports engaging then harrying all your CR away is a puzzle to me though, part of the withdraw mechanic is to get a speed boost with your fleet.  If you use that speed boost to get away from the problem, surely the enemy fleet won't manage to engage you again to harry you?

Of course, if all else fails you can always just respond to engage with engage, then run like some of the enemy fleets tend to do to me. xD

3
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 13, 2013, 08:27:57 PM »
Awesome content patch, keeping a fleet alive requires more than chain battles now.  I love it.  Cheers Alex!

4
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: September 13, 2013, 06:28:04 AM »
Woe be to us!  We, who are under the thumb of anticipation, lament under it's exotic grasp!  We be to woe, for we are impatient and whiny, we are like children, for we are to starsector for what starsector is to a pacifier!

Woe be to us! Woooooee!

*flails arms around in disproportionate panic*

5
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: September 10, 2013, 07:31:15 AM »
I want disco ball suns that provide the boogie all night long.  There also needs to be an appropriate soundtrack for such a disco sun.

6
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: August 22, 2013, 08:05:02 PM »
/engage cheesy joke mode!

If tugs bearing massive magnets were to appear in Starsector... how would they work?  *bah-dum-tsh*

Maybe if magnets were implemented into Starsector, we'd see some... Magnet on ship action!

Giggidy.

/Cheesy joke mode disengaged, venting flux

At this moment I do not really care for in game representation of the tug's ability to, uuh, tug.  Microfilament lines, chunky ropes, magically magnetic hull plating, duct tape?  All the same to me really, I'm sure that could be finalised later, once we can get a feel of the tugs themselves.

I'm more impatient for the curious features lined up for the next patch than anything else.

7
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: August 19, 2013, 11:25:58 AM »
If I understand Alex's explanation of the logistics system, it isn't a percentage on repair systems alone, but the supplies used to support all the systems of a fleet.  If you think of logistics from the standpoint of repair parts, food for crew, munitions for ship weapons and so forth, you can place a percentage of how efficiently these items are being distributed around the fleet.

A logistics rating of 100% would dictate that the crew is sufficiently moving all the fleet's resources for maximum effect around the current size of the fleet.  A larger fleet would possibly increase fleet logistics capacity, while increasing the demands of the logistics system appropriately, requiring more crew to manage the efficiency of resource movement within a fleet.  The actual percentage for fleet logistics would never go beyond maximum efficiency for current fleet and crew setup however.

I like this idea, a logistics rating tied to crew can mean that casualties really mean something if the fleet finds it harder to keep their ships operational due to lack of crew.  Lose enough crew and your huge stockpile of supplies wont really matter, since it can't move on it's own.

Am I anywhere close to your ideal of a logistics system, Alex?

I'm looking forward to the next patch and content release. :]

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