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Messages - Shodan13

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Blog Posts / Re: Skills and Story Points
« on: July 08, 2019, 03:45:43 PM »
Has it ever been considered to separate the combat skills from the strategic skills? Either have each level give you a point in the combat/command/practical skills and another in the campaign/colony/management skills so you don't "waste" your skill points or gate some stuff behind levels and leave all the skills to be cool/unique boosts rather than borderline required stuff.

2
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 16, 2018, 06:17:09 PM »
Woo!

3
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: November 25, 2018, 04:53:45 AM »
Hoping this gets updated to 0.9 as well.

4
Suggestions / Re: A "visibility" mechanic for colonies would be good.
« on: November 24, 2018, 11:38:53 AM »
Great idea to expand the colony mechanics. Maybe this could also be used to hide some smaller AI faction bases kind of like Pirates are atm.

5
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 11:21:27 AM »
Building your colonies in [REDACTED] systems seems like a pretty good strategy, trade still works but any invaders will be in for a surprise. Not sure it's meant to work like that.

6
Mods / Re: [0.8a] Better Beginning v0.3 - Create the Story!
« on: June 09, 2017, 09:27:07 AM »
Ideally I'd love to see the game officially have a point based system where you can buy your starting ships, weapons, officers, skills and faction relations.

Perhaps, but if you gave the player X number of points and then allowed them to spend those to buy ships/weapons/officers/change relations/etc. then the system will undoubtedly end up being cheesed by people, say, putting all their points into a phase ship or something and either A) stomping the entire early-game or B) running out of supplies and raging at the game for being dumb.

It would have to be a carefully metered mechanic, and even then may end up causing more confusion (with yet another number the player has to keep track of) than is worth it. If I was to use such a format for Better Beginning, I'd present it as an initial number of credits that the player can spend to buy ships and additional weapons/goods (from a limited selection), similar to how you might choose to play in a normal game if you skip the tutorial, but through the game creation process.
Maybe having the vanilla as the recommended option with the points system unlocking after one playthrough?

I don't think the balance is a huge concern, it's a sandbox and if you want to cheese it, you will always be able to. This would just make for interesting playthoughs without the extra busywork at the beginning, like setting all factions to negative opinions or going full merchant.

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Mods / Re: [0.8a] Better Beginning v0.3 - Create the Story!
« on: June 08, 2017, 09:57:38 AM »
Ideally I'd love to see the game officially have a point based system where you can buy your starting ships, weapons, officers, skills and faction relations.

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Mods / Re: [0.8a] Better Beginning v0.3 - Create the Story!
« on: June 07, 2017, 03:12:44 PM »
Any chance of an update for 0.8.1a? It really makes the beginning more fun, but I'd also prefer varied options for a easier or harder start instead of just stacking you with a bunch of awesome ships.

9
Mods / Re: [0.8a] Starsector+ 3.7.0
« on: May 10, 2017, 12:29:12 PM »
This may be a little dumb, but what does Starsector+ actually add to 0.8a?

10
Suggestions / Crew losses lowering CR
« on: May 09, 2017, 07:04:56 PM »
So crew seems a bit underused at the moment. There's quite a few skills that help prevent crew losses, but having enough crew and replacing them is a minor inconvenience.

How about making combat crew losses (as a % of the starting crew or whatever) cause CR reduction before peak performance runs out. This would create an incentive to worry about crew and possibly bleed out big ships with smaller ones.

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Mods / Re: [0.7.2a] Ship/Weapon Pack 1.1.5
« on: May 02, 2017, 04:14:01 PM »
Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:

Nope!
Why not though? Them's some excellent designs.

12
General Discussion / Re: How can I command fighers?
« on: May 01, 2017, 07:19:01 AM »
It would be nice to get some more granularity. Like distribute the fighters from one ship to act as point defense for multiple ships. Send some to cover bombers and others to stay back etc.

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