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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Deshara

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General Discussion / Re: question on temporal shell
« on: July 22, 2021, 03:10:57 PM »
i can tell you one thing; (assuming he sees this,) if alex did it on purpose he'd probably reply to tell you he did lol

Discussions / Re: Total War Warhammer 3 Gameplay reveal starting now!
« on: July 22, 2021, 03:08:51 PM »
are they announcing that theyre gonna fix the sieges for the 21st year in a row?

Yep, that's my primary gripe with TWW. Field battles can be fun, but sieges are just shooting fish in a barrel. And as campaign proceeds you get more sieges and fewer field battles...

Enemy strategic AI also becomes irrelevant past mid-game, because you are mostly fighting script-spawned chaos invasion anyway.

well even if they don't fix the sieges, they at least finally made the game spoil auto resolve for you which will drastically reduce the amount of needless sieges you have to do since you can confidently skip every siege that will be a lossless autoresolve. took them entirely too long to give in on that front though; age of wonders did that 2 decades ago

you set the training regime your faction attempts to distille in its officer corp, officer quality determines how many levels ur produced officers can attain & how closely to your preference they're produced, and officers die in battle to justify the need to do it

Blog Posts / Re: Skill Changes, Part 2
« on: July 19, 2021, 04:35:59 PM »
Well for A: AI core officers have an aggression level above reckless, exclusive to them.

they actually dont. if you read the AI captain's tooltip it explicitly points out that it's just a reckless stance. The only difference is the enemy commander doesn't call for a general retreat when the fleet is defeated

Blog Posts / Re: Skill Changes, Part 2
« on: July 19, 2021, 10:05:48 AM »
Isn’t that the same with current Phase Mastery

i also dont take officers who have phase mastery lol altho i dont know if ive ever seen one

Blog Posts / Re: Skill Changes, Part 2
« on: July 19, 2021, 09:44:54 AM »
it definitely does, i literally wont take an officer on who has any carrier skills just bc i dont want to pigeon-hole myself into always having to have a carrier. if some combat skills gave a benefit to a combat ship and also gave a benefit to fighters, it would be great.

The title is inflammatory without context

okay come on now, thats just flatly not what inflammatory means

Mods / Re: [0.95a] Underworld 1.6.1
« on: July 18, 2021, 09:32:43 PM »
ive definitely played a multi-module boss ship the scale of a station from the seeker mod in random mission mode -- the game even has a neat little UI for switching modules while in the refit screen! so its possible. probably you could remove the "no board" tag from the ships.cvs, try to get it & see what happens

Suggestions / Re: activating phase should generate soft flux
« on: July 18, 2021, 09:30:38 PM »
thats not what i was suggesting

Suggestions / Re: activating phase should generate soft flux
« on: July 18, 2021, 08:25:03 PM »
well phase ships already have an activation cost so fluxing yourself out is already a thing that can happen. it seems like the problem you have is just that as-is rn phase ships can't overload themselves & if flux-saturated they just lose the ability to phase anymore, soo if my suggestion were implemented phase ships could just be coded not to overload when they flux saturate on soft flux & just lose the ability to phase on maxed out soft flux. Wouldn't really affect anything, just be a slight coding change.

Blog Posts / Re: Skill Changes, Part 2
« on: July 18, 2021, 08:15:50 PM »
i think... i think ur in the wrong thread?

Suggestions / Re: activating phase should generate soft flux
« on: July 18, 2021, 02:00:38 PM »
i dont follow how switching the activation cost to soft flux would cause that. Each ship would still be generating the same amount of flux -- if anything it'd reduce the flux a phase ship generates since it'd be constantly burning off the flux from entering phase. unless there's something I'm missing about soft flux

Blog Posts / Re: Skill Changes, Part 2
« on: July 18, 2021, 04:29:05 AM »
oh you said that it could be recovered lol

Mods / Re: [0.95a] Underworld 1.6.1
« on: July 18, 2021, 04:26:07 AM »
is there any possibility that this mod could be expanded to include the elite submilitaries of the other factions? Like the lions of sindria, knights of ludd, and. ... im forgetting what the hegemony one is.
theres an interesante thing irl in which the upper echelons of militaries tend to function as their own polity within their nation's state that can sometimes act independently of or counter to the interests of the rest of their state, which is a big part of what I love about the cabal & the path. & it'd be cool if every faction got something like that

Suggestions / activating phase should generate soft flux
« on: July 18, 2021, 03:18:22 AM »
phase cloak activation currently triggers hard flux, which doesn't have any interesting interaction with the hard flux generated by phase cloak upkeep. If activating the phase cloak generated soft flux you could do interesting interactions; you could make a ship have a massive activation cost of soft flux & very low upkeep cost to make a phase ship into a phase cruiser, designed for long periods of phase operation to reposition across long distances at no flux cost until the soft flux from activation runs out, but poorly optimized for short phase skips mid-combat if flickering phase maxes out the reactor & holding phase until the cost got zeroed out gave the ship it's fighting a gap to recover its own flux. you could make a ship specialized for flicker-phasing through shots but incapable of phase cruising by giving it a negligible activation cost but substantial upkeep.
you could even add in the much-missed phase hullmods to adjust such numbers. shield hullmods like stabilized shields don't do anything to change the use-cases of shields, but stabilized cloak or accelerated coils could actually be a significant game changer for the way a sneakyboi operated

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