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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Lethal Dosage

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General Discussion / Re: Ex-Escape Velocity addict looking for a fix
« on: August 04, 2011, 10:08:10 PM »
A worthy EVN successor if you ask me. Also, EVN still has an active community, sure as hell did not expect that.

General Discussion / Re: Starfarer Wiki
« on: July 20, 2011, 01:52:04 PM »
Nice, is there a way to improve the searches though? If I recall correctly, the search engine is pretty crappy.

General Discussion / Re: Rock, Paper, Shotgun
« on: July 12, 2011, 01:06:17 PM »
It is satire, yes..

Modding / Re: Out for the count
« on: June 26, 2011, 07:28:37 PM »
Nice how much did the whole thing cost?

General Discussion / Re: Better description of Starfarer?
« on: June 25, 2011, 11:30:18 AM »
Infantry online.

Modding / Re: Out for the count
« on: June 25, 2011, 12:05:09 AM »
indeed, may this new computer bring you happiness and prosperity

General Discussion / Re: Better description of Starfarer?
« on: June 24, 2011, 10:50:21 PM »
That must be "Fleet" of an oldie "Infatry" Do I get cake now?
Also is it really dead? That's pretty damn sad.

edit: quick google search shows that people are trying to revive the game through freeinfantry, wooo

General Discussion / Re: Rock, Paper, Shotgun
« on: June 24, 2011, 02:13:06 PM »
Yeah, I already sold my firstborn, my wife and my cat.

Kidneys here are cheap though (supply and demand) so I will have to come up with something more inventive. Liiiiike. Hum. Running naked in the streets and getting people to pay me to stop, for example.

haha you could sell one of your nuts to those disabled 'Nam veterans.

Suggestions / Re: Suggestion: factions forming and dying
« on: May 19, 2011, 08:42:32 PM »
Sounds like a good idea, I like it, and it makes a lot of sense too, considering people only have access to only a handful of ship blueprints. Not much diversity to begin with  :(

General Discussion / Re: Viability of trading and mining vs combat?
« on: May 19, 2011, 08:40:37 PM »
In that case you'd probably have to stay logged on a good amount of time to get some big scale mining done.

General Discussion / Re: Viability of trading and mining vs combat?
« on: May 19, 2011, 03:55:08 PM »
The problem with this though, is that automation suits persisting games better, what happens when the player decides to close the game for a break? It would be interesting if it somehow calculates the amount of ores you mined during that inactive period and all.

General Discussion / Re: Viability of trading and mining vs combat?
« on: May 18, 2011, 08:02:48 PM »
For mining to be a "success" there has to be some sort of automation in it. Perhaps it could be set so the player prospects ores looking for a good mining site then hiring, or perhaps even building a mining fleet to mine the rocks, then return them to the refinery/base? And of course, such lucrative operations will most likely attract unwanted attention, so protecting it would also be a priority, this would make things very, very interesting.

Suggestions / Re: My thoughts/comments so far!
« on: May 17, 2011, 07:55:23 PM »
You must keep in mind that the game's still in Alpha phase, many, if not most of the features have not been implemented or refined.

Suggestions / Re: Weapon cooldowns
« on: May 11, 2011, 07:09:32 PM »
Or perhaps a light on the HUD, perhaps beside the autofire light? or under it?

Suggestions / Re: Strafe mode control inconsistency
« on: May 10, 2011, 10:30:23 PM »
I like the idea of having dedicated strafe keys as well.

Q and E ?

That, or Z and X, unless they've already been taken.

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