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Messages - Ishman

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241
Suggestions / Re: Improved Guided Munitions
« on: February 27, 2012, 02:49:50 PM »
If I may, I'd suggest that you take a read at my own thread (shameless plug), 'Improved Guided Munitions'-- a lot of what you're suggesting could be added to that thread, or I've touched on it in some way.

A bomb-pumped X-ray missile, for example, I've suggested, and Alex has essentially said that hte sprites for such a thing are already done, they just need to be implemented.

Seeing this quote, I think we should probably get a stickied weapon suggestion thread to consolidate all of the interesting ideas which have been put forward so far.

Also, more from me, I've just realized that we are definitely lacking in ballistic weapon delivering nuclear explosives (large guns firing several hundred pound fission/fusion warheads, and smaller ones launching Hafnium Induced Gamma Ray mini shells)

Also, gyrojets, everybody likes gyrojets.

There's also a distinct lack of Grasers and Masers.

Shatter beams (A weapon which fires gravitons or some other handwavium to simulate Tractors/Repulsors, which cycles rapidly between the two, creating massive shear forces that shred a ship into bits, not to mention pulverizing flesh bags against the bulkheads of the vessel itself) Extremely soft weapon, in the same realm of plausibility as slow traveling plasma blasts and Faster Than Light beams interacting with sub-light Baryons.

From my previous thread

I'd like to preface my suggestions by saying this is a fantastic game, and I am absolutely loving the sprite ships rendered in a nice engine, it's like a modern version of Ares.

So, I'd like to see more weapon types available for the player to customize his ships and fleet with, and I'll start out with a few standard weapon tropes that I believe are missing.


Energy Missile/Torpedo: Provides a large range of variables that can be tweaked, but in general
  • Damage dissipates with range traveled, effective ranges varying from extreme range bombardment to knife range area saturation
  • Do not use ammo, or have very large ammo reserves
  • Extremely long reload times
Examples of potential weapon roles include swarms of independently seeking anti-fighter/bomber plasma balls, long range anti-ship self-propagating fusion torpedo, area of effect persistent damage cloud of positrons, for anti-missile/fighter use.

Cloud Weapons: This is much more nebulous (pardon the pun), I'm thinking about a weapon which would be aimed at an area and used to inflict detrimental status effects on all ships fighting within the area, some examples would include electromagnetically conductive particles that play havoc with ship operation, possible status afflictions like increased flux production and decreased venting, reduced shield efficiency, or nebula esc effects, like reduced turning rate, max speed, acceleration. A cloud of diamond dust particles which reduces the range of energy/projectile weapons passing through it. A positron cloud which slowly eats away at everything unshielded inside the cloud (late game way to deny an area from pesky fighters, or pour on damage against a resistant foe).

Area of effect weapons that explode at the mouse's location: A staple weapon given to the player to provide them a large advantage over AI controlled ships.

Sub-munition missile weapons: Fire a missile to the side of a ship, it explosively pumps an X-Ray laser at the target. Similar to flak weapons, just in missile form, really.

I'd like to see others thoughts on what kind of weapons they'd like to see in the game as well.

242
Suggestions / Re: Fleet control system suggestions and feedback.
« on: February 27, 2012, 01:05:08 PM »
Otherwise, they are the best anti-fighter fighters I can think of, thus, honestly, interceptors.

Technically anti-fighter fighters are air superiority fighters (or space superiority fighters, I guess). Interceptors are fast but not as maneuverable, primarily designed to intercept bombers.

In the modern day, those two things are often the same thing though. F-22, F-15... all superiority aircraft, designed primarily as interceptors as well.

I think it's just a function of how the more a piece of technology advances, the more functions it rolls up into its purpose, as miniaturization lets it fit in more and better mechanisms. The Xyphos is fast, maneuverable, well-armed, durable - thus combining all the desired traits into a superior fighter.

243
Suggestions / Re: Ice Cladding
« on: February 27, 2012, 12:52:41 PM »
I'm thinking there could be utility slots on support ships/capitals, and battle repair modules could be one of the outfits (small/medium/large utility slots?), with different levels of effectiveness based on fitting cost - They can repair a ship's hull up to a certain % or amount of hull points, whichever is more, and partially restore damaged armor sections.

They'd have an effective range of 200/300 or so (unless the outfit is there for command & control of a group of repair drones/a magical long tractor beam which can knit sundered bulkheads back together molecule by molecule, which I'm not putting out of the range of the possible since lol tachyon beam weapons(FASTER THAN LIGHT SQUEEEE)), to make it risky to repair a ship in combat/an easy target for bombing runs/dangerous if that ship explodes right next to your fragile freighter which just happens to be storing all your l00t (presuming space/mass restriction penalties have any affect in future versions).

This sound workable?

I've also suggested battle repairs in another thread, as there's a very large difference between temporary repairs meant to let your ship just a few more hits it would need to get back into the fight, and the complete reconstruction of large pieces of a ship that are required for out of battle repair (which are done in just a few days, so obviously advanced tech going on there).

244
Mods / Re: Starfarer Extended for 0.5a
« on: February 27, 2012, 12:37:10 PM »
Excellent sprite work, and the ship designs are quite pleasing.

I don't mind the ships being relatively overpowered to most vanilla ships, it makes for an interesting challenge taking them on.

245
Bug Reports & Support / Re: Weapon duplication and infinite money
« on: February 27, 2012, 10:44:40 AM »
Aww :/ I liked being able to actually fit my ships out with weapons :P

246
Suggestions / Re: Ice Cladding
« on: February 27, 2012, 07:31:49 AM »
http://en.wikipedia.org/wiki/Enthalpy_of_vaporization

Heating up the ice is superficial, vaporizing the ice requires an insane amount of energy per kilogram of ice.

247
Suggestions / Re: Ice Cladding
« on: February 27, 2012, 04:13:13 AM »
Oh, I see what you were getting at before, thank you for the clarification.

I guess I also agree with that as well, though I do think temporary repairs should be a thing (those support ships need some kind of useful role in your fleet besides just carting around cargo, otherwise you could just get a few Apogee's and be done with it) be it from foamed metal sheets riveted onto the ragged edges of gaping wounds, or an advanced polymer sprayed into the cavities, sealing everything up so further hits do not penetrate deeper into vital ship systems. I just liked the ice cladding solution, as it's so reminiscent of the cheap and dirty ablative armoring used in a several of the harder sci-fi settings.

Edit:

Doesn't ice crack when it's subjected to rapid changes in temperature?

Actually, ice is a horrible conductor, and depending on the phase (ice I - ice XV), is generally incompressible, so any heating from weapons fire would be very localized as the ice vaporizes and carries away the heat, and there would be no pressure from thermal expansion/contraction to pull/push on the surround material and fracture it.

See: (there is metal inside the ice cube, but it serves to show how poorly ice conducts heat)

248
Suggestions / Re: Ice Cladding
« on: February 27, 2012, 03:45:29 AM »
Aesthetic, heh. You, personally, do not think it fits with the game, is what you mean. And given the generally speculative fiction nature of Starfarer's setting, it actually fits in quite well. In fact, starfarer reminds me a good deal of many aspects of the revelation space universe http://en.wikipedia.org/wiki/Revelation_Space_universe, just with FTL.

Also, ice/water is actually fairly good radiation shielding, as the most important point to stopping radiation is to get mass in between you and it.

http://en.wikipedia.org/wiki/Radiation_protection#Shielding_design

http://www.projectrho.com/rocket/radiation.php A good overview of all related aspects of radiation, if you would like to learn.

249
Suggestions / Re: Ice Cladding
« on: February 27, 2012, 03:28:03 AM »
There is a lot of misconceptions here -_-

http://en.wikipedia.org/wiki/Heat_capacity In relation to ice's ability to absorb heat (it is technically the most cost effective ablative material in existence)

http://tvtropes.org/pmwiki/pmwiki.php/Analysis/SpaceIsCold In relation to that silly misconception space is cold (Space is nothing, NOTHING)

http://www.projectrho.com/rocket/respectscience.php Please, educate yourself before decrying someone else's entirely plausible suggestion if you know not the first thing about the physical properties of materials.

250
Suggestions / Re: Battle Repairs.
« on: February 26, 2012, 02:44:30 AM »
While Positrons and Antiprotons are indeed charged particles, Antihydrogen is not charged. This doesn't mean it cannot be contained (The ALPHA project has trapped Antihydrogen in magnetic minimums for as long as 17 minutes), but is still entirely missing the point of how monumentally advanced a civilization has to be to produce usable quantities of antimatter.

The fully operational output of CERN would produce ten million Antiprotons per minute - At a 100% conversion rate of Antiprotons to Antihydrogen, this will produce one gram of antimatter in One Hundred Billion years, or about 7 times the estimated age of the universe. To produce usable amounts of antimatter, you need to be able to create and power particle colliders which would encircle Jupiter.

There are many, plausible, means of temporarily shoring up/repairing battle damaged areas of a ship: One that even you cannot ignore as a quick example would be a rapid setting polymer sprayed onto the ragged edges of holes and gaps untill a seal is formed, whence a backing material can be applied to provide more ablative protection.

The rather derogatory manner in which you imply I am both bad at the game, and want a means of making up for my weak skills is insulting to a rational and reasoned discussion of adding depth and increasing the variability of the tactical combat of this game - And you should be *** ashamed.

It is in fact completely internally consistent, I will presume for a moment that you have no experience at all in large scale engineering, temporary repairs suitable to keep a ship in the fight are completely different from the type of yardwork (or in the case, spacedock) which are necessary for fixing things like warped and distorted keels, structural spars, hatchcoamings (preventing a seal in a hatch), removing/replacing/repairing large internal objects like generators, engines, power conduits, etc. etc.

In other words, you are entirely ignorant about matters of engineering and should provide no further discourse on this topic.

Edit: I should add that there's barely even been any discussion on what the mechanics would look like, how it could be implemented fairly, and so on, you just devolved this into name-slinging and impinging insults on maturity, that is not the way to progress forward on a game we play and enjoy, and would like to see improved.

251
Suggestions / Re: Battle Repairs.
« on: February 25, 2012, 02:57:04 PM »
We can create attograms of antimatter, contain it for femtoseconds, and manipulate it not at all. Not to mention that the energy requirements to make antimatter are... distressing.

252
Suggestions / Re: Battle Repairs.
« on: February 25, 2012, 10:11:45 AM »
Well, seeing as these are ships that can create, contain, and manipulate ANTIMATTER, I cannot stress this enough, ANTI-MATTER, THE GODDAMN OPPOSITE OF BARYONIC MATTER, I'm pretty sure they are a technically advanced civilization capable of hot swapping damaged bits and pieces of damaged hull and armor under adversarial conditions.

This is even presuming it is being done by hand and not remotely via robotic waldoes, or the ship itself dissolving and reforming the nanolaminate material it is made of (what, you thought steel would resist x-ray lasers, relativistic slugs, directed blasts of fusion, let alone antimatter?).

253
Suggestions / Focus Fire
« on: February 25, 2012, 07:42:49 AM »
I'd like to be able to designate targets for focus fire more than once per combat, as the AI would sooner dance around a frigate and get between the broadside of two cruisers than actually target the same ship, unless it's the only one left.

I was rolling with a small fleet of frigates that should have been able to take on all but the largest fleets, but would get consistently wiped because the AI would absolutely refuse to get 3/4 frigates all firing on one ship at a time before moving on to the next. Splitting up to try and 1v1 a fleet that outnumbers and outweighs you is NOT going to work unless you are rolling lolop.

254
Suggestions / Re: Battle Repairs.
« on: February 24, 2012, 10:15:15 AM »


There's a difference between yard quality repair work straightening out ripples and bends in structural framework, and taking a welding torch and slapping something temporary over a breach to get a compartment pressurized again.

http://en.wikipedia.org/wiki/Damage_control

Edit: Look of disapproval uses unsupported characters, is now image.

255
Suggestions / Battle Repairs.
« on: February 24, 2012, 06:39:39 AM »
In battle repairing adds another dimension of tactical depth (and tactical depth is important for a tactics game :P) that I feel would be a great addition.

Be it Damage Control teams running from place to place aboard a capital ship taking fire, patching up hull breaches and switching out overloaded Switches and power feeds; Automated Damage Control systems spraying fire suppressant, rerouting around damaged communications nodes, dispatching robotic welders to combat fit armor plates over breaches or reinforce buckled supports; Or even Nanotech Smart materials flooding in to fill gaps and repair liquefied and irradiated material - It's a gameplay aspect that has a lot of story depth to add flavor to the setting (be it in codices, what kinds of systems a faction uses, missions like getting a hail from a ship damaged by a SPACE ACCIDENT (meteors or pirates etc) and providing needed supplies or covering them for a period of time from danger - going to the rescue of a badly outgunned ship and seeing it aflame and pouring gases, so you interpose your fresh and untouched hull in the way of incoming enemy fire long enough to buy it time to enact emergency repairs whence it emerges like a spirit of vengeance, guns ablaze and oh so awesome)) and I feel deserves some dev time.

I'm not sure if it should be implemented as a mount fitting, or a ship mod, or an actual ship type that heals up allied vessels (like a carrier does for fighters, just from a distance), or even all 3 / more.

There's a lot of variables here that could be tweaked, repair efficiency under fire based on the ship systems and the amount of damage being inflicted (an IR laser isn't going to bother the crew of a capital ship enacting repairs, but would be damn worrisome to a lone crewman in a space suit fiddling with things on the hull of a frigate, while missiles and bombs and antimatter scouring a vessel in hellfire is going to present a wee bit o difficulty to ol Scotty in Engineering), and considerations like a frigate or fighter having only minimal/if any Damage Control systems, capable only of taking it out of the red and into yellow health, while a capital ship is going to have stores and stores of spare parts and modular parts and manpower to not only get the ship back into fighting order, quickly, but to even get that armor back into place over the hull.

I'd love to see big lumbering capital ships disengage (or make the attempt) only to come back into the fight rather than running away off the battlezone.

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