Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Reshy

Pages: 1 2 [3] 4 5 6
31
Suggestions / An idea to make EMP more useful.
« on: December 12, 2012, 11:05:36 AM »
Just a simple idea but why not make it so that EMP adds hard flux whenever it hits a ship's hull equal to half it's EMP damage.  However as a precaution to prevent certain issues this doesn't apply against ships venting or overloading so it cannot be piled on to keep an overload or vent going perpetually. 

32
Bug Reports & Support / Starfarer Won't start
« on: December 01, 2012, 03:35:54 PM »
I don't quite understand but the .54 starfarer that I have will not start under any condition.  No prompt ever appears it just starts and cancels immediately so there's no crash log either.

33
Suggestions / Campaign Fleet Attributes
« on: November 26, 2012, 10:16:59 AM »
Just an idea but I thoguht it might be useful for a lot of mods.  The idea is that there's a space for spawned fleets to have special attributes that change how they operate and how they function. 


Examples:


Logistics Based:
No Capture:  Ships of this fleet can never be captured, instead a larger credit bonus is awarded.  All ships that would otherwise be captured or surrendered will always be sabotoged.

No Salvage:  Winning a fight against this fleet doesn't drop any weapons or supplies, instead they're immeditally sold for their value in credits.  So larger bounty at the cost of being able to get their weaponary.

No Boarding:  Ships of this fleet cannot capture the ships of another fleet.

No Credits:  Fighting this fleet will not award credits to the player.

Super Repair:  Whenever this fleet wins a battle all of their ships are repaired.

Random Variant:  All ships in the fleet will spawn with a random variant rather than just the one they're programmed to show.

Superior Defense:  Fleets with this attribute are much harder to board successfully, requiring 4 times the normal amount of marines.

Large Bounty:  When the player destroys this fleet they gain 2-4 times the credits they would normally recieve.  Also changes the text from 'Calvaged CPU Cores' to 'Bounty'

Respawning Fleet:  Whenever the fleet has lost ships that are within it's normal spawn parameters they'll respawn a new one over time (1 fighter every day, 1 frigate every 2 days, 1 destroyer every 4 days, 1 cruiser every 8 days, and one capital ship every 16 days)

Overwhelming:  In battle this fleet always starts with more FP.

Weak:  In battle this fleet always starts with less FP.


Personality Based:
Overconfident:  This fleet will always seek enemy fleets even if they're much larger than this fleet.

No Retreat:  This fleet will never attempt to escape in battle.  Ships will fight to the death.

Oblivious:  This fleet doesn't attempt to seek or evade enemy fleets, it simply does what it's programmed to do and fights whatever gets in the way.

Reclusive:  This fleet always attempts to avoid conflict regardless of how small the other fleet is.

Vulnerable:  This fleet always attempts a full retreat in battle.

Trader:  This fleet will automatically be set to escape, but only civilian ships and freighters will retreat whilst the combat ships escourt them and retreat at the normal parameter.

Defeatist:  This fleet's ships will retreat much sooner than normal.

34
Suggestions / Streched Round Shields (Modding)
« on: November 20, 2012, 11:38:31 AM »
I've been playing around with some mods recently and I think it might be worth adding in shields that aren't completely round, instead being able to choose how much they push out in each direction so that elongated ships don't require huge shields.

35
General Discussion / Novel Shield Idea.
« on: November 18, 2012, 03:14:43 PM »
Just wondering if this is possible, maybe for a mod but is it possible to make a shield with a very long reach and a very low arc that can effectively be used as a sort of anti-tractor beam?

36
Modding / Installing Mod Help
« on: November 18, 2012, 02:05:07 PM »
I was trying to install some mods but I don't think I quite understand how to install them properly, anyone want to tell me exactly how to install mods?  I'm pretty clueless as I can't seem to get it to work.

Thanks.

37
Bug Reports & Support / Armor Turning Bug
« on: November 18, 2012, 02:03:34 PM »
I don't know if Alex would call this a bug or suggestion to him but here is the problem.





The Apogee I put down for testing eventually took near-critical damage, and then regardless of how well the shields were holding it would keep turning it's rear to the enemy as if saying "Put it up my tail pipe" which is really silly.  Ships with weapons mostly on one side shouldn't shy away from showing it when trying to fight back if their armor is damaged there.

38
Suggestions / Suggest Offical Variants
« on: November 16, 2012, 08:07:54 PM »
Just a small topic that can partly double as a forum game, but the idea is to suggest to Alex more variants to be added into the game officially to give ships more variety.


I'll start with one of my new variants:




The Eagle Multirole Variant

39
Suggestions / Asthetics
« on: November 15, 2012, 03:24:39 PM »
Just a small idea that might make the game seem a bit nicer, but we know that Burn Drives are used to navigate in-system travel.  So my idea is simply, make ships that arrive in combat appear as if they're dropping out from their Burn Drives.

40
Bug Reports & Support / Burn Drive
« on: November 13, 2012, 03:39:04 PM »
Spoiler
[close]


Alex, I don't believe that the Onslaught should be charging when facing that direction.

41
Suggestions / Campaign Origin Stories
« on: November 13, 2012, 12:22:56 PM »
Origin stories for your character that explains how they came to be a Starfarer.  They influence your starting alliances, starting ships, and starting supplies, along with some small perks.




EXAMPLE ORIGINS:

Interstellar Trader: 
Spoiler
You're a trader of the stars, you're a natural when it comes to buying low and selling high so you profit immensely easily in just about any situation.  Due to your affinity with freighter ships you're able to command more of them at once and with greater skill than they'd otherwise have dealing with someone used to combat ships.  You however don't quite grasp the greater concept of war and logistics that comes with it so you're not as able to command your fleet as others would be.

Stats:
All Freighter ships and Converted Freighters act as if they have a single level higher crew than they actually have.
All Freighter ships and Converted Freighters have a 50% bonus to their OP.
All Freighter ships and Converted Freighters have a 25% bonus to Flux Dissipation and Flux Capacity.
All Freighter ships and Converted Freighters cost 1/2/3/4 less FP to field and maintain.
All Freighter ships and Converted Freighters have a greatly increased repair rate when disabled in battle.
Items are 15% cheaper to but and 15% more valuable to sell.


All Combat Ships cost 1/2/2/3 more FP to field in battle (Does not apply to fighters).
Starting CP is reduced by 50%
Enemy fleets get a movement bonus when pursuing you.
Ships are more vulnerable to being captured when in full retreat.


Starting Fleet:  x1 Mule
[close]




Independent Mercenary: 
Spoiler
You're a mercenary of the League of Independent Systems, as a Mercenary you work better alone or with a small group of supporting ships as such you're best at fighting against all odds.

Stats:
Flagship is always 'Elite'.
Your ships gain combat bonuses when the fleet is composed of 10 or less ships.  Bonus gets larger the closer to 1 it is.  (Bonus affects flux capacity/vent, speed, shield reduction, armor)
Your fleet moves 10% faster in the overworld.
You gain additional credits from combat sources.
Your Marines are twice as powerful for boarding attempts.
Your fleet doesn't take damage retreating and is unaffected by the speed penalty on winning a battle.


Your fleet has 33% less FP in both battle and in the overworld.

Starting Ship:  x1 Hammerhead
[close]




Scrap Rat: 
Spoiler
You're what some would call a Scrap Rat, you salvage anything you can from ships and then attach it to your own.  As such you've had to deal with compatibility issues between different turret configurations and you've learned how to rig weapons to function in slots that wouldn't otherwise work.  Unfortunately as a side effect the ships overall power output is reduced.

Stats:
All ship slots are treated as OMNI slots.
More supplies are salvaged from disabled ships.
Ships have a 33% higher cargo/fuel capacity
Ships repair 25% faster in the overworld.


All non-freighter/converted ships have 20% less OP

Starting Ship:  x2 Salvaged Lasher
[close]




Pirate: 
Spoiler
You're one of the soldiers of fortune of the pirates, a rebel from both the Hedgemon and Tri-Tachyon forces.  You're cutthroat and good at fighting dirty to get ahead.

Stats:
Your Marines are twice as powerful for boarding attempts.
Boarding and Surrender occurs more frequently.
+50% total FP in battle and overworld.
Extra salvage from destroying freighters.
Enemy ships ordered to retreat move slower.
Pirates are friendly towards you.
Pirate stations reduce costs for you by 20%.


You only get one command point and cannot get any more from Comm Relays.
Hedgemony and Tri-Tachyon are hostile towards you.
Your ships do not gain bonuses from Nav Relays and Sensor Relays.


Starting Ships:  x1 Outdated Enforcer, x2 Talon Wings
[close]




Hegemon Military: 
Spoiler
You're an officer in the Hegemony Space Forces, you're skilled in combat and are knowledgeable of Hegemon designs but you lack knowledge of ships belonging to other factions other than how to destroy them in the most efficient manner.

Stats:
Hegemony ships cost 1/2/3/4 less FP to own and deploy.
Hegemony ships have a 20% OP bonus.
Hegemony ships have a 20% flux dissipation and capacity bonus.
Hegemony ships repair faster in the overworld.
Hegemony stations reduce costs for you by 20%.
Your ships deal 20% more damage to Tri-Tachyon Ships


Tri-Tachyon forces are hostile towards you.
Boarding rates for non-hedgmon ships are heavily reduced.
Tri-Tachyon ships cost 1/2/3/4 more to own and deploy


Starting Ships:  x1 Enforcer Elite
[close]



League Space Force: 
Spoiler
You're a commander in the League of Independant systems fighter force.  You're affinity for fighters and carriers is great increasing their effectiveness but you're not trained to deal with standard ships.

Stats:
Fighters are treated one rank higher than they are.
Fighters cost 20% less FP to own and deploy (Rounded up).
Carriers are 1/2/3/4 less FP to deploy.
Carriers repair fighters for free.
Carriers have 20% more OP.
Carriers and fighters move 10 units faster than normal.
Fighters have a very high repair rate.
Fighters get bonuses from Nav Relays and Sensor Relays


Combat ships (non-carrier/freighter) cost 1/3/5/7 more to own and deploy.

Starting Ships:  x1 <Frigate Carrier>, x2 Gladius Wings.
[close]



Tachyon Security: 
Spoiler
You're a security officer in the Tri-Tachyon security forces.  You're heavily trained in dealing with the high-end technology of the Tachyon forces and you know how to lead them to victory against the Hedgmony space forces.

Stats:
Tri-Tachyon ships cost 1/1/2/3 less to deploy.
Tri-Tachyon ships have 30 degrees added to their shield size.
Tri-Tachyon ships have a 10% OP bonus.
Tri-Tachyon stations are 20% cheaper to purchase from.
Allied with Tri-Tachyon forces


You're vilified by Hegemony forces and their mercenaries.
Non-Tachyon ships cost 1/1/2/3 more to deploy.


Starting Ships:  x2 Wolf Close Support, x2 Wasp Wings
[close]




Tachyon Spec Ops: 
Spoiler
You're part of a secret fighting force for the Tri-Tachyon security forces and you're built for stealth and speed along with punching power.  You pilot the most advanced ships of the Tri-Tachyon forces and focus on few powerful small ships rather than large forces.  However due to your secretive nature you're not give all the benifites those of the standard security forces are.

Tri-Tachyon frigates all cost 5 FP to own and maintain,
Tri-Tachyon frigates and destroyers have 25% more OP.
Your flagship is always elite rank.
Systems recharge faster and cost less flux to use.
Allied with Tri-Tachyon Forces.
Marines are four times as powerful as normal.

You cannot use ships larger than a destroyer.
-66% maximum FP in the overworld.

Starting Ships:  x1 Hyperion Assault
[close]




Rich Idiot (with no day job): 
Spoiler
You were born with a silver spoon in your mouth and decided that Starfaring was really the thing for you.  So you took to space to do what rich kids do when they get a new car, wreck it and ask for another one.

Stats:
Large amount of starting money.
You're flagship is always Veteran or better.
Your starting crew is always Elite
Every month you gain a deposit of credits.
Luxury ships have double the OP.



Starting Ships:  x1 Attack Shuttle
[close]

42
Suggestions / Command Ships
« on: November 01, 2012, 05:14:48 PM »
Just a quick idea that might make the game a little more interesting.  Command Ships, ships built more for directing and carrying out operations rather than combat or freighting.  They would be about as strong as a freighter but instead of costing FP to field they give FP if you field them.  This allows the player to get a little more FP points to deploy ships, but at the risk of the command ships being destroyed and there being a loss of FP that can't be reclaimed.

43
Bug Reports & Support / Targeting priority problem
« on: October 30, 2012, 04:00:46 PM »
I don't know if this is still a problem in .54 but in .53 sometimes ships will target a smaller ship that still has most of it's flux empty over a larger ship that is nearly overloaded.  Seems a little odd that your ships prioritize smaller healthy ships over larger damaged or overloading ones.  Particularly problematic when you're using larger ships that can't turn very quickly for it to suddenly decide the frigate is more important than the barely alive dominator right in front of it's main weapons.


Furthermore, sometimes a ship that just vented won't raise it's shields immediately, waiting a few seconds before using them again.

44
Suggestions / Fancy Graphics
« on: October 24, 2012, 01:42:41 PM »
Looking back at the old Starfarer videos makes me wonder why not use the fancier graphics in the game but as an option that cna be toggled by the player depending on their preference?  I personally like the athestics of the earlier versions but others might find it cluttered or in the way so is it possible to include an option like that?


(Minimap, Twin Circle around selected ship, Old stragetic map look, Old combat UI look, etc.)


In addition, dev mode should allow the player to see the feedback about what the AI is thinking, like seen in the Collision AI video.

45
Suggestions / Weird AI problems again
« on: October 01, 2012, 05:38:17 PM »
I noticed that ships seem to be having a weird wobbling problem again.  To see the bug in action put an outdated dominator versus any other cruiser.  You should see some weird inconsistencies in how the AI fights the dominator.

Pages: 1 2 [3] 4 5 6