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Messages - Space Bear

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1
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 18, 2015, 03:01:33 PM »
The only thing I dislike about progress in the Starsector development cycle is not having all of my favorite factions and mods to play with.

However, as of the 65.1a update I've fallen in love with Starsector+. I've lost count of how many hours I've logged in the campaign over the past two weeks but the expanded faction standings and economy along with the few faction mods that have been updated for the latest version are more than enough to keep anyone busy.

Only thing I would like to see change (not sure if it's even a product of Starsector+) is starting smack dab in the middle of Jangala in the Corvus system regardless of what faction standings are generated in character creation.

2
Suggestions / Offical Starfarer Steam Group
« on: February 20, 2012, 08:35:40 AM »
Honestly, I'm surprised there isn't one yet.

Having a steam group for this would not only expand the knowledge of the game, but offer an easy place for fellow starfarers to chat together in real time. I just thought of this and checked steam, didn't even find an unofficial group fro Starfarer!

Most of the best advertisement is word of mouth, which I've been doing plenty of, but having a Steam Group where people can come in and talk to people who play and enjoy the game can do a lot more.

3
General Discussion / Re: Ship Naming!
« on: February 18, 2012, 10:54:42 AM »
I usually don't think too hard about names but I usually stick to European and Norse mythos. With a little more thought I could probably come up with a set for all the different classes of ships.

Capital(Gods of War)
Odin - Paragon-Class
Tyr - Conquest-Class
Agrona - Odyssey-Class
Thor - Onslaught-Class

Cruisers(Lords of the Hunt)
Woden - Dominator-Class
Skadi - Aurora-Class
Diana - Falcon-Class
Artemis - Eagle-Class

Destroyers(The Morrigan)
Nemain - Sunder-Class
Badb - Medusa-Class
Macha - Hammerhead-Class


4
Suggestions / Re: Improved Guided Munitions
« on: February 18, 2012, 10:09:57 AM »
+1 Lots of great ideas here.
Something along the lines of the decoy torpedo that would be cool,
ECM that could either be a slot-based sub-system or mounted into a torpedo.
Something that would ping up on the enemy radar showing several large ships or even salvos of missiles coming toward them that don't exist. Or perhaps create a persistent fog of war around the ship that would hide it on the tactical map until visual contact is made.

A lot of cool applications of 'stealth' on the battlefield without a cliche cloaking device.

5
General Discussion / Re: Hidden Secrets of the Loadout Masters
« on: February 17, 2012, 03:31:05 PM »
Okay, I had a very successful run in the campaign today, lasting almost a complete cycle (year).

Flagship for most of that period was an Odyssey-class Battleship.

The final iteration of it consisted of the following:
3 Large Energy Slots - 2x Tachyon Lance(left side) 1x Pulse Laser(right side)
3 Medium Missile Slots - 2x Salamander MRM 1x Harpoon MRM
12 Small Energy Slots - 12x IR Pulse Laser

Extended Shields
Hardened Shields

4x into Vents
15x into Capacitors

The two lances were good for ripping frigates apart at long range while the IR Pulses kill any fighters or munitions that get near you, as well as overload most destroyer and capital ship shields. Plus enough Cap to have a constant wall of red lasers flying off your ship.

Never managed to capture a Paragon, but looting Tachyon Lances off them makes for some good experimenting.


6
General Discussion / Re: My thoughts about Starfarer, so far.
« on: February 17, 2012, 11:28:03 AM »

I've criticized plenty on the bioware forum when it came to SWTOR. Never been banned or warned.
If that were to happen however, I'd shrug my shoulders and go "good riddance, didn't want to be part of that kind of community anyway".

We are on the internet, if people don't like what you have to say, its their problem, not yours. Actually that goes for everything.
But I digress.

I love .5a. A fluid tactical experience is so rare these days. I play SC2 too, but I feel that is an exercise in who can click the fastest.
I rarely have time to think out any grand strategies.
I'm off topic again aren't I? Rude of me

I'm a like-minded individual when it comes to opinions on the internet.

And yes, I've played many of the missions, if anything, they've given me ideas of things I want to emulate while playing the campaign, and they give a good idea about the strengths and weaknesses of many classes of ships. Like the Coral Nebula mission, proves it's entirely possible to field a carrier and a lot of fighter and bomber wings and sit back doing nothing while the fighters tear the enemy fleet apart.

7
Suggestions / Commands to target sub-systems.
« on: February 17, 2012, 10:36:20 AM »
My Homeworld2 experience popping up again.

Since the Salamander already actively seeks out engines or a way to strike a target while avoiding it's shield arc...

Wouldn't it be cool to have the ability to command fighters to actively target certain turrets or hardpoints and engines to disable your enemies most effective weapons or to cripple fleeing ships that your flagship can't catch?

Being able to knock out weapons and whatnot with damage is already a huge step toward this, and it's easy enough to focus on certain parts of a ship as a player, but having the ability to make your AI allies do the same would be exceptionally awesome.

8
I've had the same thing happen to me as well. It usually happens when I engage an enemy fleet in the campaign mode after having it idle for 10-15 minutes. It usually re-appears the next time I enter combat though.

9
General Discussion / Re: My thoughts about Starfarer, so far.
« on: February 17, 2012, 10:07:26 AM »
Because if this was your average Bioware or Blizzard forum, any suggestions or constructive criticism would be taken as heresy by the fanboy legions, and the OP's blood would be demanded.

I fail to see your point.

Because on Bioware's forums criticism of any sort of gameplay feature, constructive or otherwise, tends to get people banned by the mods.

10
Suggestions / Re: A seriously important suggestion,
« on: February 17, 2012, 09:55:53 AM »
I have found that most of the tracks by Two Steps From Hell are excellent for Spacefarer.

If you will, imagine being engaged by a pirate armada while you only have a single frigate and this suddenly starts playing in the background as you fly straight into the enemy lines.
http://www.youtube.com/watch?v=_s38F7UuVeE
or this
http://www.youtube.com/watch?v=O-jrFcobLQM&feature=related

11
General Discussion / Re: My thoughts about Starfarer, so far.
« on: February 17, 2012, 09:47:45 AM »
I'm still sort of new myself, ran into a Starfarer thread on an image board that should not be named. Immediately found myself drawn in as I browsed the main site.
X3:Terran Conflict is too much of a sim to really enjoy the gameplay.
GSB gets boring once you have a fleet designed.
SPAZ is great, and still fun. But a bit more arcade-like.

Starfarer takes the best parts of the genre of roaming space combat with fleet mechanics and stuffs it into an easy to learn and enjoy package.

Of course I bought Starfarer about three or four hours after discovering its existence.
Been playing it a few hours a day ever since. Usually starting a new game and getting completely wrecked after a while and starting again. Sort of has a rougelike appeal to the campaign right now. I don't mind losing and starting over again.

12
Suggestions / Re: New Support Ships / Reinforcement Mechanic
« on: February 16, 2012, 11:18:09 PM »
Some sort of frigate with specialty LRM hardpoints and 2-3 small ballistic or energy turrets for point defense. There are plenty of ships that can do long range like that, but nothing really that seems to be dedicated to it, well. the Buffalo II comes close.

13
Suggestions / Re: New Support Ships / Reinforcement Mechanic
« on: February 16, 2012, 11:02:56 PM »
It would certainly be a high value target. Maybe even make it something like the nav bouys or sensor arrays. Something that would probably be fought over pretty hard for that extra edge.

Also

Heavy Missile Frigates, Heavy Missile Frigates everywhere.

14
Suggestions / New Support Ships / Reinforcement Mechanic
« on: February 16, 2012, 10:26:56 PM »
You know what would be really awesome?

A fast frigate or destroyer with minimal weapon mounts for defense, and the ability to deploy or function as a 'warp' beacon.

I honestly have no idea what is planned for extrasystem travel or any sort of FTL mechanic. But having big clunky cruisers and carriers that just creep across the battlefield is a bit of a problem when you need them in the thick of battle yesterday.

Having a support vessel that allows large ships to deploy directly to it(perhaps at a higher deployment cost) would be a very effective means in turning the tide in large engagements.

Just a thought, of course I spent way too much time playing Homeworld 2 and jumping my entire fleet into my enemies pants.

15
General Discussion / Re: Hidden Secrets of the Loadout Masters
« on: February 16, 2012, 09:47:16 PM »
Hmm, since I usually get screwed up after getting two or three ships..

Favorite starter is the Wolf with the following loadout

2x Salamander MRMs
1x Mining Blaster
3x PD lasers

grab expanded missile racks and dump the rest into flux and vents

Great for tearing up pirate frigates and Buffalo IIs
PD lasers are amazingly good at ripping up fighters, and the mining blaster packs a good heavy punch.

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