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Messages - iamseron

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1
Suggestions / Re: Black Hole Visual Update
« on: January 16, 2019, 07:16:58 PM »
These pictures are neat.

Spoiler

2
Suggestions / Restoration of Pirate Hulls
« on: January 11, 2019, 12:59:11 PM »
From the bug report forum: http://fractalsoftworks.com/forum/index.php?topic=13884.0

Since restoring hulls currently removes (P) designations it was fixed so that this would no longer occur. However sometimes you may want a ship that can only be found with (P) designation but you want a standard hull or vice versa. Perhaps there be an option to "restore" hulls to different configurations?

3
Should there be an option to restore them out of Pirate hull configuration or vice versa as well?

4
General Discussion / Re: Are Black Holes too forgiving?
« on: January 09, 2019, 11:34:03 AM »
If that would be the case, there would be the possibility to lose pursuers by taking a risky trajectory in an event horizon. So some added gameplay and more work on the AI for the dev. Over all the idea sounds nice to have, but doesn't seem like it's highly important considering the implementation isn't exactly "free"

I don't think this is one of those games which boasts that the AI follows the same rules as the player. You could just make the event horizon or some other perimeter a literal barrier to the AI but allow the player to pass through and fall in if they were unwary. Or any other similar hacky solution.

5
General Discussion / Re: Are Black Holes too forgiving?
« on: January 09, 2019, 08:53:32 AM »
I agree with the initial suggestion that black holes be deadly. It isn't like you are springing an unexpected trap on the players if falling into a black hole is deadly. Implying that you would be is disingenuous. I'm pretty sure it is well known that things generally don't come back out of black holes.

The real danger here is to the AI which doesn't seem to be able to navigate already as-is. This could possibly corrected by just adding a behaviour to have AI fleets avoid the vicinity of black holes at all cost unless they were going in for a specific reason (maybe to resupply a base in orbit). Does the AI do any better at navigating neutron stars?

6
Is it going to be a discouraged option for the player to go to the church of ludd/pather route in the finished game?

7
Suggestions / Re: Expeditions At High Relations.
« on: January 06, 2019, 10:57:59 AM »
Probably going to have to rethink a lot of things about how factions and player colonies work imho. The idea needs some more fleshing out all around.

8
Bug Reports & Support / Re: The Typo Thread
« on: January 05, 2019, 11:57:02 PM »
Spoiler
[close]

9
Suggestions / Volume controls
« on: January 03, 2019, 11:40:34 AM »
I haven't been able to find any volume controls in the game. Am I just not seeing them? If they're not there they definitely need to be preferably separate for music and fx volumes.

10
Bug Reports & Support / Re: The Typo Thread
« on: December 31, 2018, 02:08:52 PM »
This isn't a typo per se but seems clumsily written.
Spoiler
[close]

I would suggest rewriting it like this:
Spoiler
A large but otherwise unremarkable metallic/silicate planetoid caught in the L4 point of Salus. Nortia was chiefly known for seasonal robotic mining operations and illicit drug production prior to being inundated with refugees during the Askonia Crisis.  Now it forms the strongest independent base of Charterist rebels in the system.
[close]

11
Suggestions / Re: Circumstellar habitable zone
« on: December 31, 2018, 01:53:18 PM »
Are you using the Unknown Skies mod?
Because that looks very much like an Alkali world, which are commonly found in close orbits (for reasons).

You know what? I'm not the only person who uses this computer and mods have indeed been added. I feel really dumb now. I don't even know what the base game is actually like. Everything I thought I knew is a lie!  >:( >:( >:(

12
Suggestions / Re: Make large ships rarer, tie to colonial economy
« on: December 30, 2018, 10:43:36 PM »
After reading this article my suggestion makes less sense for the logic of the game world: http://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/#more-3642

My new suggestion is to make this lore article more prominent somehow. I completely overlooked that link on the website and only found out about it through chat :-)

13
Suggestions / Re: Circumstellar habitable zone
« on: December 30, 2018, 09:42:18 PM »
Just IMHO there should never be a habitable planet of any type directly next to a star be it a dwarf star or otherwise. Reading around wikipedia seems to bear out this idea:

"First, planets in the habitable zone of a red dwarf would be so close to the parent star that they would likely be tidally locked...And it appears there is a great problem with the atmosphere of such tidally locked planets: the perpetual night zone would be cold enough to freeze the main gases of their atmospheres, leaving the daylight zone bare and dry."

"..research suggests that these stars may be the source of constant high-energy flares and very large magnetic fields, diminishing the possibility of life as we know it. "

https://en.wikipedia.org/wiki/Red_dwarf#Habitability

I would say similar problems would exist for habitable planets around black holes, neutron stars, and nebulas. Can't imagine a habitable world getting constantly blasted by a neutron star or in the cold of a starless nebula unless there is some tech/lore reason like some of the terraformed planets having solar shades and mirrors and such (awesome to see that in the game btw).

14
Suggestions / Circumstellar habitable zone
« on: December 30, 2018, 08:32:47 PM »
In my recent play through I have noticed a few habitable planets directly next to their suns. This doesn't make sense as they should instead be more Mercury-like at that distance. I haven't noticed any habitable worlds unusually far out in the system but that would be the same problem. I suggest adding something that ensures habitable planets are the proper distance away from their suns (not too close or too far- medium distance). This would just be a nice touch to make the game more immersive.

https://en.wikipedia.org/wiki/Habitable_zone

15
Suggestions / Re: Toggleable Speed Up Time
« on: December 30, 2018, 01:32:46 PM »
I would like one for in-combat too.  Double speed when 1f is not fast enough.

God yes large battles can be so tedious.

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