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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - bobucles

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511
Suggestions / Re: We need some repairing modules for armor and hull.
« on: September 26, 2019, 11:29:34 AM »
There is no need to give unique healing to armor style ships. Every ship has a limited combat resource, peak performance time. Armor focused ships tend to be low tech, so they should have fewer problems with long term deployments. An armor ship stops being combat viable when their armor is depleted, after all. Shield ships tend to be higher tech, which implies a more sensitive type of equipment. Ship performance would degrade when shield systems and such wear down from fatigue.

512
Quote
the only way I can think of doing this is when selling survey data,
Another way is to have the class IV and V surveys be unique items that don't stack. It's similar to how a ship blueprint is unique for a ship, except the survey data would have the planet info in its name.

513
Suggestions / Re: Storm Riding
« on: September 25, 2019, 12:41:08 PM »
Quick question on Safety Procedures II. does the bonus
  - take 50% CR damage from coronas and other things
also work against hyperspace storms? The Solar Shielding upgrade blocks both coronas and hyperspace storms, so I figure SP2 might be the same.

Does anyone else notice that some ships get whacked over and over again by hyperspace storms? Is there some hidden modifier that determines who gets hit? It might be cool to build a "lightning rod" ship with solar shielding to absorb most of the punishment, and make storm surfing even more fun.

514
General Discussion / Re: Supply consumption is ridiculous and unfun:(
« on: September 25, 2019, 05:04:55 AM »
Quote
My point was if you mothball literally everything, then your upkeep is 0 no matter how overburdened you are.
That sounds more like an exploit than anything else. If all your ships are mothballed it means you're dead in the water.

Do mothball ships malfunction and break down? If they're running their engines without a single crew that would be a real possibility, but if they're just empty husks getting towed it's a different story.

515
Suggestions / Re: a bunch of minor nitpicks
« on: September 24, 2019, 06:26:41 PM »
There's no requirement that hyperspace follows the same scale as real space. If anything, hyperspace being twisted and weird is half of the sci fi fun. Chalk it up to the solar mass pressing against hyperspace and stretching it out, or something like that. In any event it makes the nascent points inside the system much easier to target.

A good nitpick is that the transponder warning only applies to the IFF ability. Transverse jump gives no warning, and neither does going dark.

516
If you want invincible fighters just give them phase shielding and laugh at PD.

517
Suggestions / Re: Going dark should require a double press if your IFF is on
« on: September 23, 2019, 12:49:31 PM »
While we're on the topic of IFF, using transverse jump to enter a system doesn't give a transponder warning if it's off.

518
Suggestions / Re: Max ships in fleet limit.
« on: September 23, 2019, 04:29:16 AM »
Should fleet limit be connected to player level? So starting out you have a cap of a modest fleet of medium ships, but at high levels you can have large numbers of capitals, or even more permanent fleets following you?

519
Do patrol fleets guard the hyperspace around a system, or do they only protect one system? Using an industry slot is expensive, but if you're gaining some extended utility then it's worth the cost.

520
Suggestions / Re: Resource management sucks
« on: September 22, 2019, 07:05:50 AM »
What about the flip side? Gating important things behind rare resources will provide new obstacles to overcome, but being stuck without those same resources will leave the player trapped. Forcing players into the trade game regardless of their play style is not a good idea.

From what I can tell there are two major themes of the game- build your own fleets, and dismantle enemy fleets. Creating needlessly complex logistics does nothing to support either goal.

I wouldn't mind being able to turn combat casualties into extra organ salvage, but that's just my inner capitalist itching.

521
Suggestions / UI- Display ability status at 1+ charge
« on: September 21, 2019, 07:56:12 AM »
Some ships have abilities with multiple charges, such as the phase skimmer. The UI will display partial charges below 0.99 as a status bar. After the first ability is ready the status bar stays empty, even though more uses are still charging.

Please continue to show ability charging status until the ship is fully maxed out.

522
Is there an issue where even small colonies need excessive protection to avoid getting nuked off the map? It's no big deal if a low investment with good returns gets shredded, in the end you probably made a profit. But I do see a lot of comments that even modest size colonies need to max out defense at all times. I dunno if the general play style is attracting a lot of enemies, if they're talking about large colonies that SHOULD be defended, or if the enemy threat is just a bit too heavy for someone that shouldn't even register on the radar. If I have a size 4 colony on a class II world, should anyone really care?

523
General Discussion / Re: Which ships need more OPs?
« on: September 21, 2019, 06:31:32 AM »
I saw a mod ability where every gun of X type had a flat cost reduction when equipped. So for example every ballistic gun cost -2 OP. That kind of ability favors equipping every slot with something, just to use the bonus.

524
It's not unfair to say that if there is a boring, perfectly safe, easy profit route, chances are an ordinary trader already jumped on it. You might even find them wandering the map now and then. The real money comes from taking jobs that no one else wants to do, that means taking some risks and generally getting in trouble.

Profitable ordinary trades do exist. I've seen marines in particular gain huge margins even after the double 30% tax. Trade commissions automatically ignore the much more punishing sales tax (big sale price = big tax), so you only have to pay the much smaller 30% penalty on cheap goods. Trade missions in bars also skip the tariffs on top of giving boosted profits. It's very easy to build up early game without touching the black market, but the pirate resources do let traders push things to the next level. The limits of trade seem to be just around the point that colonies become viable.

525
I'm not sure if Rep should necessarily change tariffs. High reputation already opens up a market, makes patrols non hostile and in general makes black market trading easier. It might be nice if cargo scans will "look the other way" if they like you well enough.

Signing on a commission absolutely should help with tariffs. You're officially working for their military and sacrificing potential markets, so there should be good trading incentives to go with it. The military store should definitely have a major tariff reduction, but the open market bonus can stay unchanged or slightly boosted.

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