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Messages - SatchelCharge

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16
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: June 25, 2015, 01:52:23 PM »
I do like the small-scale stuff myself, though, so ultimately I'd like to extend that feeling you get before your war machine "kicks in" and you can afford anything and steamroll everything.

Yeah, I've seen the discussion, I think. Then you could make ships much harder to acquire, too - more expensive, rare, etc. It'd be neat if getting a Lasher felt like a major accomplishment, for example. It feels like that stage of the game passes by too quickly at the moment.

Agree agree agree  :)

17
Suggestions / Re: Critically disabled weapons
« on: June 17, 2015, 03:11:47 PM »
I think it's a cool idea, but not right for the way SS plays.

18
Suggestions / Re: Refined Tactical Controls
« on: June 12, 2015, 07:18:45 AM »
I generally start every battle by making all ships escort me. Much easier to babysit everyone that way. Once we are starting to win, fine, fly away and do your thing.

19
Blog Posts / Re: Terrain
« on: June 02, 2015, 07:02:36 AM »
Really cool

20
Suggestions / Re: .skin stuff, Faction Intel UI improvement
« on: June 02, 2015, 07:01:32 AM »
Would love to see the skins idea implemented.

21
But the ship types each faction uses could be quite a bit more diverse and still agree with what you're saying. I mean we need more ships in the game before it can happen, but I view this as an important part of faction differentiation/interest.

22
To be a fly on the wall.... ;D

23
Most factions use the same ships.  Even Tri-Tachyon, which used to be all high-tech, now has lots of midline and even some low-tech ships.  Most of the others are Hegemony clones.

This one hits home for me.

24
Blog Posts / Re: Terrain
« on: May 28, 2015, 03:26:05 PM »
Quite a nice post

25
Suggestions / Re: A new role for combat readiness and hull points
« on: May 22, 2015, 03:44:40 PM »
I think this idea would be great if CR were toned down slightly to balance it all out. Losing is never fun in video games but, to me, it is especially awful in SS (I play iron mode). I think this could help.

26
Suggestions / Re: Adding Armor Through Refit
« on: April 15, 2015, 03:29:43 PM »
This all sounds like mechwarrior and I approve   8)

27
Suggestions / Re: Vent delay
« on: December 12, 2014, 05:19:05 PM »
I don't think it's a bad idea. Maybe 1% is too high but the principle is workable imo...


Somehow i cant imagine AI venting flux effectively with 2 sec delay.

Personally I think that would help the AI become more equal with the player: they don't vent often enough as things stand now, I am especially thinking of frigates when I say that since venting takes just a moment and the player vents his frigate flagship constantly, way more often than the AI, without needing to plan ahead like you would do at the helm of a Paragon with tons of capacitors.

28
General Discussion / Re: Funny or strange observations in the game.
« on: December 12, 2014, 04:57:48 PM »
@ CC it's interesting, I save scum in Starfarer probably more than I ever have in any other video game... I really try not to (and I normally play Iron Mode but not my current save, so I could better figure out all of the version changes) but it's just not fun enough to lose in SS! Even more so now that it's very difficult to find certain weapons and ships. Even in iron mode the temptation is there a little bit, as long as 'end process' is an option  :-X

However it is awesome that you can lose in SS. Not like the game just plops you back at your last save.


edit: for content, Gothars had found a really funny one a while back...


My favorite piece of lore in the game is the sleeper station in Arcadia. That a huge station where so many people get deep frozen to wait for better times even exists says so much about the state of the Sector, without actually stating it. And it's so nice to discover such things for yourself, on a remote, otherwise irrelevant outpost.

And for extra bonus funny, notice that the only thing it exports is harvested organs.

29
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 12, 2014, 03:47:34 PM »
'Obvious' similarities to MW in Starsector is NOT a bad thing   :)

I am totally cool with the removal of ballistic ammo but I'm still going to stand by my earlier idea to help differentiate ballistic weapons / make them more interesting...


Actually clip reloading could be implemented even without forced reload button - by having clip automatically filled if particular weapon hasn't fired for reload duration (or double to not make partial reloading too convenient).

Came here to make this type of suggestion. In my mind it would be cooler and more clean to have an 'individual weapon heat' mechanic control this, rather than spaceship-sized 'clips', but it would basically work the same way, so.... just an aesthetic suggestion.

30
Suggestions / Re: some simple ideas
« on: December 07, 2014, 01:08:36 PM »
I might misunderstand what you mean about panning the map... but I think the answer to your problem is to hold right mouse button and drag the map around.

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