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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 - Harmful Mechanic

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Just going to note that it can be helpful to hear what's not working for someone, but I almost never find specific suggestions for changes useful - in some of these cases, the ship or weapon has already been redesigned (Zelenograd) or removed (Pulsed Lasers) in the dev version.

Also, just as a general rule, I'm fine with things being slightly too weak or slightly too strong.

It's good to have the feedback, though.

The prototype Sparrowhawk and Curse are one of a kind; no blueprints. The Bladewood carrier has its own blueprint package.

None of this is final; I’m tinkering with the availability of unique stuff in the dev version.

Suggestions / Re: Buff the Medium Energy Slot
« on: January 05, 2023, 10:37:32 PM »
And it doesn't help the poor Wolf, which can't really support a Pulse Laser, nevermind the Heavy Blaster's slightly insane flux cost.

I actually find it's the opposite; the Pulse Laser's continuous fire is much less useful than throwing a few Heavy Blaster bolts before backing off. If you have poor flux stats, it's better to fire fewer, more powerful shots.

Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: January 03, 2023, 07:47:19 PM »
Yeah, they have a blueprint pack now in the dev version; I actually just got done building their campaign implementation recently, so that'll be an option when I update. I think you'll enjoy it; you get the blueprint pack at the start, along with another big goodie.

See, for example, the sigma matter items in Dassault-Mikoyan Engineering.
(Just a note here - that's the dev build, not anything generally accessible... yet.)

Merry Christmas to you too, Dazs. In that spirit...

If you want to make your faction omni-hostile to the whole sector without having to set all the relations manually, use this code:
List<FactionAPI> factionList = sector.getAllFactions();
        FactionAPI hivers = sector.getFaction("HIVER");

        for (FactionAPI faction : factionList) {
            if (faction != hivers &&
                !faction.isNeutralFaction()) {
                hivers.setRelationship(faction.getId(), RepLevel.VENGEFUL);
You want the cutout for neutral factions so the Hivers don't do the equivalent of getting in a fight with a tree. But this way you don't have to update the mod every time someone adds a new faction, either.

Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: December 24, 2022, 12:49:16 PM »
Hunh, that's weird. I will do my best to correct that next version, I guess.

General Discussion / Re: Dead Game?
« on: December 22, 2022, 11:51:41 AM »
If you’re bored between releases, modding is a more constructive response than whining.

I'd also like to be able to tweak beam speed, if that's practical to expose in the API.

Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: December 21, 2022, 12:44:00 PM »
I have a small mountain of plans and technical challenges to overcome with my planned implementation of the various fighter skins, but broadly speaking... yes, sort of. Don't read too much into Leveller stuff; it's all in flux, anything in this last update is stopgap while I ready the ground to really hack into them.

If nothing else, come the next version of the game, a few things will get the new Vast Hangar hullmod.

They're both Nex start options, but the refit Sylph is going away next version and the Brave Blade is intended to be a mission reward at some point.

I think if you’re hoping for a specific outcome there (like some kind of ultimate reward or explanation), the chances are good you’ll be disappointed. I don’t have anything in mind for Lenze beyond being green and mysterious.
Wasn't sure since you added those special sigma energy resources, so I could believe it'd be a place to harvest that new unique resources.  Why I wished to ask since I know the sigma stuff is labeled not fully implemented.
I have other stuff in mind for that - Sigma matter is mainly there to drive story missions, and it coming from somewhere is less and less important to me as I make progress on that.

Are the stations player buildable / have effects?
No and no. They're just fun station sprites to go along with the ships - not sure I'd bother doing them again (Magellan stuff has been fine so far with the default station sprites).

Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: December 05, 2022, 03:05:26 PM »
Yeah, but no amount of cost discounting is going to make up for a ship that doesn't feel useful on the field; if it's there in the game mainly for flavor, that's okay, but if it's part of a system where everything feels useful, not just in a by-cost sense but in the sense of actually having in-game synergistic capabilities (IE, fulfilling the classic cruiser role of being a fast, independent vessel with significant, though sub-capital, firepower), then there are breakpoints where no cost discount will make up for falling on one side of a breakpoint or not.

Even at 18 or 17 DP, I'd probably still take the Falcon; it's even cheaper, and even faster - and since neither one can stand up to a capital ship, I prefer the one that can run away better, hunt destroyers and frigates better.

I'm going to be a huge dork and quote Alfred Thayer Mahan on armored cruisers:

By giving this tonnage to armor and armament you have taken it from other uses; either from increasing her own speed and endurance, or from providing another cruiser. You have in her more cruiser than she ought to have and less armored vessel, or less cruiser and more armored ship.

If the Eagle stays at 50 speed, you could up-armor it, and get... well, the same species of disappointment you get in the Dominator, a classic 'armored cruiser' design. It's slow and clumsy for a cruiser, and it's still not quite capable of facing down a battleship. The Eagle is more like the interwar 'treaty cruiser'; a heavy cruiser with precisely limited armament.

Closing the speed gap would make the Eagle more generally-useful at cruiser tasks, while keeping it slow just makes it an also-ran, no matter how discounted.

Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: December 05, 2022, 02:22:53 PM »
I think a little more speed on the Eagle  - up to 60 from 50, say - isn't that big a deal; it's still slower, but now you can actually get that firepower places to apply it. Given the design of the Falcon and Eagle, they're always going to feel really similar; this way, they're at least both useful.

If you felt nitpicky, the Eagle could get a -10 additional speed version of Maneuvering Jets (or, it could be charge based, with the the Eagle's version getting two charges and the Falcon's getting three). Lots of options for keeping them differentiated.

On the other hand, I feel like just dropping DP cost makes the Eagle less useful to the player overall; the problem with the low base speed is that it shortens the window of time when you'll want to use an Eagle at all (since if you're grabbing 'a slow midline cruiser', later on you'll almost always have the Champion as an option, or you'll be doing your heavy hitting with the Pegasus or Herons), while a faster 'generalist' heavy cruiser can be shoehorned into a lot of fleet comps.

They also add a fair bit of overhead; you don't really want a lot of them flying around, certainly not as line combatants. And module armor is more interesting on larger ships that already have a lot of ability to absorb damage.

A couple one-off ships might be in the cards; a unique low-tech cruiser with module armor would be a cool reward for a Luddic mission set. I'd certainly like it if vanilla were using the SHIP_WITH_MODULES code; makes me less nervous about it being weird buggy mod-only stuff.

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