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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 - Prolbo

Pages: 1 [2]
16
Suggestions / Hydroponics. Please?
« on: February 05, 2020, 06:12:35 AM »
Hi, found one annoying flaw with colonies.
Only possibe way to get/make food for colony is to find planet with farmlands, colonise it and biuld farms or export food. Maybe it can be slighty mitigated by artifial farmlands? Like Hydroponics industryes? (it is also possible to maintain hydroponics at space stations). Wich will consume heavy machinery and organics and in return provide food.

17
Suggestions / Re: Exploration notes
« on: February 02, 2020, 10:18:52 AM »
The next version of the game will have better cleanup of exploration intel, including a "delete item" option.
Nice to hear. But I can not not ask: what about our own notes? Like "there is a huge pile of metal - cant fit it all", "research station - ready to loot", etc.

18
Suggestions / Re: Handcrafted Luddic Light Industry
« on: February 02, 2020, 09:06:26 AM »
In one of Ironman movies (2nd? 3rd?) afro-iron man breaks in some kind of forced labor camps filled with womans in the hijabs somewhere in the desert. You mean something like thsi?

19
Yeah, would be nice to be able to skip some time staying at planet/station while your fleet maintenance cost decreased. Just check before leving that all your sailors back on board and no one missing.)

20
Suggestions / Re: Newby (or not so) observations and thoughts
« on: January 31, 2020, 12:32:09 AM »
My dude I already told you it's at the bottom
Oh... Yeah, ha-ha, they are hidy tricky options, arent they? Good to know after 100+ h that they are already here.

Anyway, one more thing:
6. More obvious pointer for player position on the map. Both system and galaxy map. Maybe something like big shining crosshair, I mean thing like in old fantstic films with vertical lines from top and bottom, horizontal lines from left and rite side. This will make tracking your own position much easier and more convenient. Especially if the shininy lines will remain on the edge of the map when you scroll beyond the visibility of your position - it will allow you to determine which side you / the target are. (Yes I know about "fuel range" but it didnt work for intel screen)

21
Suggestions / Re: Newby (or not so) observations and thoughts
« on: January 30, 2020, 03:01:13 AM »
But you can already sort hullmods... No idea what exactly the categories are but at the bottom you can click to include certain types of mods (kinda like in intel screen).
Yes, you can sort by alphabet or cost, not by designation. Idea is to be able to sort hullmods by designation and until you know what you look for you can easily find all the known mods of chosen tipe, not scroll up and down browsing all the mods and reading its eplanations.

22
Suggestions / Newby (or not so) observations and thoughts
« on: January 30, 2020, 02:22:04 AM »
Hi, maybe Im not the most expirienced player of starsector and game critic at all, but I always hope and wish best for games I like, and Starsector is the game I really like. So go on:

1. Fleet trade screeen. To be honest it isnt so obviouse how to buy ships and not transparent enought in wich mode you currently trying to sell them. More to say additional tab inside the tab (sell/buy) feels a little bit excessive.
Maybe there is a way to reduce amount of additional entities? Like, to move "sell" tab/button into top-left position so it will stand as 1st market oprion, paint it green/blue and make it compact (only icon). Add "sell on black market" button and paint it red (also compact).
Also it makes resonable to change "storage": add "move into storage" to main fleet screen and make storage also 1tab entyty where you can only take ships.
Because, really, tabs inside the tabs isnt cool, especially when their functionality almost non existent.

2. Fleet refit screen. Mess with hullmods. Um... Some sorting/split by category, please? Like Armor, Hull, Shields, Flux, Mobility, Expansion/Remodel (cargo, fuel, crew), Weapon, Targeting/Range, Tactical (OP center, EC/CM). It would be really nice to not scroll up&down all the time when you need some specific mods. *Already here

3. Just idea about ships and crews. Expirience. With 6 lvls of crew expirience: "green nubs", "green", "default/no_effect/hidden", "veterans", "pro", "elite". Wich determined by expirience earned and crew loss per year. Lets say that 6 month of service on the same ship with loses less than 50% moves crew 1 rank up. Ship change / huge crew loss and replenishment can move crew 1 rank down, also, in that case crew can restore rank faster. Speaking about effects its probably should be turn rate, acceleration, deceleration, turrets turn rate, engines and weapons combat repair speed. Something about -10% ~ +15%. *Already was, already discarded

4. Comm sniffers. To be clear about it, I have no ideal wha and how finds sniffers at comm relays far-far avay from civilization, and cant grasp how comm snifers installed in different factions realys can interfere with each other. It seems like there just primitive script in work wich says: no more than one per galaxy or GTFO. Im not to happy about it.
Maybe we can plug in some gamma/beta cores into comm systems and mess with it so it would be better to leave it as it is and not remove this sniffers? (limited to 3 per galaxy)

5. Custom player-made markers and memory banks removal. Because there is no reason why we cant do this, first, and because sometimes I really whant to mark some location to be able come back later but NO I cant do this! Second. Also death weight of data from probes is annoing, especially about planets with staff.

6. More obvious pointer for player position on the map. Both system and galaxy map. Maybe something like big shining crosshair, I mean thing like in old fantstic films with vertical lines from top and bottom, horizontal lines from left and rite side. This will make tracking your own position much easier and more convenient. Especially if the shininy lines will remain on the edge of the map when you scroll beyond the visibility of your position - it will allow you to determine which side you / the target are. (Yes I know about "fuel range" but it didnt work for intel screen)

So, thats all for now. Fleet screen, hullmods sorting, crew expirience, comm sniffers, custom markers.

23
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: January 26, 2020, 01:59:44 AM »
Good. Very good. Useful, logical, adequate.
There is a bit too much obligatory industries and a bit to small space to construct them. 5 industries for top sized colonies - given that after size 7+ they are become slightly ineffective - is fair. Also tooltip for rng ruins is nice.

24
Sounds great, especially part about Negotations, Bribery, Threats/Demands (*Space Ranger music plays in my head*) and smaller & faster mosquito fleet wich probably would be real mosquito fleet now, not a dwarf frigates.

25
Modding Resources / Re: Kitbash Database
« on: January 26, 2020, 01:04:09 AM »
Wow, nice work, man. Can you do the same with Apogee?

26
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: January 26, 2020, 12:20:35 AM »
Man, its a great mod you made. With current (vanilla) colony economic state its real life saver, especially with spacecolony size limit ON. Refining and industry works was never as easy as now. Really cool mod.

And, I know, its not your goal at all, but I cant stop wondering and it looks kinda similar, how coplicated it would be to create "stable hyperbreach generator" — ability/consumable to create additional jump point in system? Probably with limit that system have less than two.

Almost forgot. What about static station construction? (Sevsor Array, Comm Relay, Nav Bouy) Would it be similar to habitat/mining station construction?

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