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Starsector 0.98a is out! (03/27/25)

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Messages - writeru

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1
The technology for it already exists. The game has the simulation inside the campaign, and on the mission screen already has refit. We shouldn't still need mods like fleet tester or ship catalogue/variant editor.


I really enjoy playing the storymode, but sometimes I just want to make up scenarios in my head and play those scenarios, kinda like creating my own missions.

Can we have it already? I think we shouldn't need mods (that are clunky due to limitations) for something so simple that the game already does , but with arbitrary limitations

2
Mods / Re: [0.95a] Ship Catalogue/Variant Editor (SCVE) v1.6.1
« on: February 27, 2022, 09:15:51 AM »
Is this mod not updated to RC6?  The launcher won't let me enable it saying it's for RC5.

Is there any chance for a update or alternative? Someone recommended me this mod because I was asking for something that does what fleet tester does (also not updated  :'(  )

I really just want to test fleets, is there any way?

3
Im asking because there is probably a limit to how small or big ships can be in the game before affecting the gameplay in detrimental ways.

The Fighters, are they are, are already very small when zoomed out. If they were even smaller it could be a problem. The same way capitals are already big, making them even bigger (bigger than ridiculous big modded super dreadnought) could probably be detrimental too, not even talking about game balance, only visual performace, etc.


So, lore wise, are all the ships as big as they are in the lore, or they are slightly distorted because for gameplay purposes?


I ask specially because of the fighters and capitals. I feel like some fighters are too big compared to some destroyer carriers, and capitals lore wise sound more imponent than they already are.

4
I thought before you could use fighters without carriers, no? I didn't play back then, but that was my impression.

5
This is just a thought exercise that I think it could be fun, I actually think the  current mechanics are great. I don't meant this as an actual suggestion


I think if carriers only had a static amount of fighters they could carry into battle (like missles) one thing that would be a problems is simply running out of fighters mid-way, althought the positive aspect would be that carriers would always act like carries through the entire battle, instead of sometimes being just a empty platform for a minute or two.


Personally if I had to try to balance it, i would do the following.

-All fighters hull buffed by 100%, armor by 50%

-Destroyed fighters are replaced automatically

-Fighters flares and missles regen slowly (but not for bombers)

-Bump the amount of fighters per wing by 1 for a lot of cases, some remain the same quantity, mostly the bombers and a few others.

-The total amount of fighters you have stored in the carrier is equal the amount of fighters per wing x 4(so, if you use talons in a wing, you will have 12 talons. If you use the two wings of a drover for talons you will have 24 talons). Have certain fighters (just a few) have extra quantity of fighters stored too, along with the wing x4.


hullmods

Converted hangar: Instead of making fighters cost more CR they can store less ships (each wing store only x2 the amount of fighters). Fighters that might have an extra wings in storage have this bonus nullified.

Expanded Deck crew: The amount of stored fighters is increased (each store 5x the amount of fighters instead of 5)



My suggestions for fine tuning the quantity of fighters per wing

Number of fighters per wing unchanged

-Wasps (but the amount of wasps in storage has a flat bonus of +8 extra

-Xyphos(amount in storage has a flat bonus of +4)

-Thunder (but the amount of thunders in storage has a flat bonus of + 4 extra)

-Gladius (but the amount of gladius in storage has a flat bonus of + 4 extra)

-All bombers.  (some might need a flat bonus of fighters in storage, while others not)

+1 fighter per wing

-Talon (flat bonus of +4 extra talons per wing in storage)

-Claw

-Warthog

-Broadsword

-Lux

-Spark

+2 fighters per wing

Mining pod (and a bonus of +8 extra fighter in storage per wing)

6
The only resources we can use as a fleet is fuel, supply and volatiles (for neutrino detector). So Im wondering if being able to use other resources to gain bonuses could be interesting, of course, like volatiles you would not need to use them. 



Luxury goods You could use luxury goods (1 for frigate size per day) to make you gain bonus CR points, something minimal like 2% more for each ship, beyond the limit. Flavour wise it means yout crew is using the luxury goods so their morale is very good, which makes them more motivated. It's a nice bonus, bot not absolutely necessary. You can choose to toggle the use of the resource in the fleet screen.


Food
The varied and healthier meals make your crew be in better shape, improving the time it takes to recover CR by 5%, you consume 1 unit of food for each 100 crew per day. Again, a nice bonus, but not absolutely necessary, can be toggled at the fleet screen.


Recreational drugs
Make raids better, 10 marines consume 1 unit of drugs, the drugs give 100% bonus to raid power. A optional resource for when you really need to make a difficult raid. the option to use it the drugs appear on the raid options on planets.



7
General Discussion / Re: Anti-Phase system and equipment needed
« on: June 10, 2021, 02:08:11 PM »
instead of  specialized anti-phase stuff we could have things like


Phase missles: Missles that anyone can use, the missles phase during part of the trajectory. If such missles could hit phase ships while itself is phased, it would be a useful weapon, but also useful for normal ships, being much harder to avoid, with the caveat that it would requires a certain skill to use it, if you use it from too afar the missles with get ouf of phase before hitting the phase ships.



or IDK, just make all phase ships be able to attack each other while in phase, as if all phase ships went to the same dimension when phasing. This way the counter for phase ships IS phase ships, as it is right now battle between phase ships can be really tedious.

8
Suggestions / Re: Make Explorarium Drones 'free' for Automated Ships
« on: June 01, 2021, 03:08:17 PM »
Lore wise they are disposable ships used to win battles of attrition, not decisive victories.

Makin them cheaper would indeed be interesting, but it's hard to portray this "battle of attrition" in a single battle. Lore wise they were used to wear down the enemies during months/years.



Im wondering if another possibillity could be interesting: Make them defend your colonies. Basically you can pay money to deploy drones to defend your stations, but unlike patrol fleets they do not regenerate once destroyed (they are pretty much disposable, lore wise) and you must keep paying to make more. This would really give a meaning to the "war of attrition", it's litereally your colonies who give you money, and you're using this money to construct drones that will make up extra defenses. It's literally your industry wearing down the enemies.  If you get low on money, no more drones.



And, basing off on that, maybe we could also pay to have a drone fleet following our own, your drone fast picket could enter battle as a independent ally not controlled by you (matches the flavour of being drones, and also extra help, so they don't cost you DP), but again, they will cost extra supplies and money to keep, and if they are all destroyed, you have to visit one of your colonies again to bring more drones with you. 




9
wait so is fleet tester working for .95 or is the torunament using another method?

10
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 04:49:46 PM »
I wish the new damper shield stuff would also be equipped to the onslaught and the domknator. Or perhaps could be added as a hullmod

Maybe if the 14th battlegroup variant was the damper field one... this would be a more balanced approach.

11
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 02:16:54 PM »
Never before I thought I would be EXCITED to see something I love being nerfed. The tempest solution is promising! I don't know if it will make the ship less powerful or not, but it does FEEL good to use this system. This change literally made the game more interesting to me, and I think changes like this are rarely made in videogames, they rather "fine tune" a boring statistic than making a interesting change.

12
General Discussion / Re: Ship size vs weapon size
« on: May 28, 2021, 11:10:53 AM »
...Mudskipper Mk.2.  You just asked for the Mudskipper Mk.2.

I totally forgot about it... it was actually kinda lame after all.

13


General fighter: Does all of the above, IE: Thunder. it has missles, PD and can also attack armor, and a bigger range, but will not do all of these things as well as specialized fighters.

bro thunderer is a interceptor

I misread what kind of missles it has, but after checking it I gotta say you're right. I never used it but I thought it was a fighter with a weak torpedo that would keep fighting after firing it. So... I don't know a good example of a true general role. But I think the rest was correct.

14
General Discussion / Re: Ship size vs weapon size
« on: May 28, 2021, 08:57:44 AM »
I still want to see some kind of frigate with a big sized weapon mount. Something basically like a Ox with a weapon on top, basically a moving platform, more gun than ship, no aerodynamics at all. Even if it's worse than the vigilance I want to see it just to have an idea of the dimensions.

15
Interceptors: Protect ships from other fighters and missles, trying to destroy them, also will get in the way of incoming fire to protect the ship.


Bomber: Ships that deal a lot of damange quickly but them don't do anything else until rearming, some are more suited as finishers, others as pressure, but most can work as both, just not as well, they will use missles, torpedoes or bombs.


Support Fighter: Focus on attacking ships, but lack firepower to cause any meaningful damage (even for a fighter) instead focusing against shields or causing EMP damage or both. Focus on causing flux on the enemy


Fighter: Focus on attacking ships, but will actually cause meaningful damage (for a fighter), good for stripping away armor, making the foe weaker to actual ships, also good at causing damage to hulls, can theorically overwhelm and destroy frigates without any bigger ship support (not all kind of frigates thought) focus on stripping armor from enemy


General fighter: Does all of the above, IE: Thunder. it has missles, PD and can also attack armor, and a bigger range, but will not do all of these things as well as specialized fighters.

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