Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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.

Messages - IIE16 Yoshi

Pages: 1 [2] 3 4 ... 37
16
Announcements / Re: Starfarer 0.53.1a (In Development) Patch Notes
« on: August 13, 2012, 12:27:50 AM »
This is my first time posting something like this, so if this the wrong place to put it im sorry.


SOOO A Venture and 2 Close Support Lasher along with some other ships enter a battle with a Buffalo Fire support destroyer and others. As soon as the buffalo come's with in sight of my fleet.... My Lashers fire every single missile they have at it in no time. My venture fires about half of both of its racks at it as well. Only take half of all the missiles reach it and the buffalo gets sent to oblivion. The rest of the missiles run out of fuel and float off into space.... Leaving my Lashers with out and real fire power and my venture half way to losing it's.

What im asking for is there going to be a fix to ships firing WAY too many missiles at one single ship?

Usually they only go all out like that when they're about to die and want to make sure they get those missiles off at all. But if your fleet wasn't already damaged I have no idea what caused that since they're always very conservative when I play.
The enemy AI is never conservative with their missiles. But then again, I'm now in the habit of just not using shields at all. Only one faction in Ascendancy has shielded ships. All the rest rely on PD, artful flying and some seriously decent armour. On the plus side, because I never raise shields, most enemy ships are ready to burn off their harpoons at the start of a fight, thinking they can get their missiles through the hailstorm of bullets that are put out by Antediluvian guns.

17
Suggestions / Re: Maneuvering Jets should work with Flameout
« on: August 13, 2012, 12:21:31 AM »
And for how much firepower the Conquest can bring to a fight and it can now cruise at, what, 100+ speed while all guns blazing. It IS going to be a monster.

18
Suggestions / Re: Maneuvering Jets should work with Flameout
« on: August 12, 2012, 06:40:10 PM »
Which essentially equates to +100 speed.

19
Suggestions / Re: Maneuvering Jets should work with Flameout
« on: August 12, 2012, 06:31:34 PM »
Unless flameouts cause catastrophic system failure in all your engines (which they do) and put the extra thrusters out of action as well....

20
Suggestions / Re: Weapon Damage Control
« on: August 12, 2012, 06:04:47 PM »
Soo, this is more of a modding thing? And you want a weapon to do only one kind of damage?

I think what he wants is something better than Kinetic weaponry, at the expense of being utterly useless against a ship itself.
Perhaps some kind of weapon that causes shield feedback, causing the shield flux per second to go through the roof?
He also appeared to have wanted a paramater much like chargeup, but instead, it'd be something like 'time to max efficiency'. Think along the lines of a gatling gun needing to spool up to fire at max RPM.
His third idea is something that could probably be implemented quite easily, as several systems already have the ability to disable certain mechanics of a ship while active (Burn Drive disables maneuvering, shields. EMP Emitter disables weapons). That way, it could be believed that ships are having to redirect the energy from their weapons and channel it into the ship's superweapon instead.

21
Suggestions / Re: Weapon Damage Control
« on: August 12, 2012, 05:57:13 PM »
Out of all of this, the only ideas I like are the ideas of 'warming up' a weapon. And the visual changes to projectiles. I'd like to see when ships are using energy weapons under high flux. Maybe an unstable warbling effect on beam weapons, and a generally chaotic look to projectiles like the bolt of the Heavy Blaster?

22
General Discussion / Re: Help me understand retreating.
« on: August 12, 2012, 05:54:25 PM »
I believe that in standard engagements, retreating in any direction is fine. However if a fleet is trying to escape, then they have to essentially do a blockade run to escape relatively unharmed.

23
Modding / Re: What determines fleet travel speeds?
« on: August 12, 2012, 05:31:08 PM »
Oh God, the math has been posted before, but I can't seem to find it with search. Probably just me having a dumb.
As a general rule, giving ships Aug. Engines will increase their travel speed, as well as obviously increase combat speeds.

24
Suggestions / Re: missiles and phase ships
« on: August 12, 2012, 05:24:27 PM »
Perhaps the ability to still fire missiles while phased out?

25
Mods / Re: StarTreker - Star Trek mod on the 2500s
« on: August 12, 2012, 05:18:57 PM »
I know that custom engines can be done now, but I don't know about custom shields. Then again, the Fortress Shield tinges the shield purple, so maybe it's possible.

26
General Discussion / Re: Way too addictive
« on: August 12, 2012, 05:05:27 PM »



What would help is if you could tone down the action a bit, maybe make the ships less interesting, reduce the amount of weapons/ combinations available, then make all the stations sell the same things so there's no point in traveling anywhere leave this game alone
know what else you plan to add before the full release but I'm excited that there's more to come.


I pray that you are being sarcastic... you are right?

No, he's deadly serious. :|
Srs bsns

27
Suggestions / Re: Improved Tactical Screen
« on: August 12, 2012, 05:01:12 PM »
Some ideas to help the tactical feel of the game a bit though changes to the tactical screen.


Idea 1:  Bullet Projectiles and lasers appear as small yellow dots on the screen.  Similar to how total annihilation did it.  That means you can more easily watch how a fire fight plays out just by watching the tactical screen.  For beams, something else will need to be done, or simply display each 'tick' of damage as a separate projectile on the map.
I dunno about having projectiles appear. I know exactly what you mean by 'how TA did it'. So awesome watching firefights on the minimap as friendly and enemy dots trade yellow dots.


Idea 2:  Mini-map in the bottom right of the screen that can be toggled, it provides a smaller more compact version of the full screen, minus the command abilities.
Could become a bit messy in large battlespaces but otherwise, I like the idea.

Idea 3:  Add a small tactical feed like in Gratuitous space battles, only more serious and more technical and a better representation of the status of a ship.  Raising shields, engaging in fighting, securing a point, overloading, taking armor damage, taking hull damage, etc.
I like the idea of a feed, though that seems like too much info being registered. Perhaps just overloads, heavy hull damage and cripped weapons? Like, 'xXx has overloaded!', 'xXx has taken heavy damage!' or 'xXx's weapons are offline!'

Idea 4:  Add a 'Speed Up' feature for in-battles also, this can help speed up the initial engagement along with chasing retreating ships when not much really goes on.
I don't really mind it when I need to wait for retreating enemies, would be a nice feature to have anyway.

Idea 5:  The current 'Capture' level on a point should be displayed as a ring around the graphic of the point on the map.
To iterate on this, maybe the progress HUD element should also display when the area is being contested?

Idea 6:  Display the health of enemy ships in health bars like are on your own ships.
Don't they already do this? I know I can see tiny health bars on my own ships, but I often just click an enemy ship if I want more details

Idea 7:  Display the current soft/hard flux levels over their health bar on the tactical screen.
Like above, this effect can be achieved by clicking on the ship you want to know more about

Idea 8:  Make command points slowly regenerate over time, it seems that after long enough you simply cannot command your fleet anymore.  Being able to receive a slow rate of new CP would be good, possibly augmented by holding comm relays.
Personally, I think idea of CPs should be removed, to have just the ability to command your ships

Idea 9:  Destroyed fighters are completely invisible on the tactical map as they can be hard to distinguish from still 'alive' fighters when something is behind them.
Do you mean when a squad's pips go dark as the wing is destroyed? And you'd prefer if they disappeared instead of going dark?

Idea 10:  Destroyed fighter hulks appear as 'Asteroids' on the tactical map.
Not sure what this would accomplish. It's not like they're wayward neutron stars that will wreck you upon impact (at least, I've never lost a badly damaged ship to a dead fighter bumping it)

Idea 11:  The option to see the grid outside of the tactical map, along with way points you've placed.
Waypoints, yes. The grid, no. Random green lines drawn all across my game? No thanks.




The other ideas for the tactical map can be found on my old topic Advanced Fleet Commands.

28
Suggestions / Re: Hardcore mode
« on: August 12, 2012, 01:34:52 PM »
Most, if not all of these options can be achieved yourself. Just make a habit of saving after every fight, regardless of whether you won or lost. If you want to finish playing, head to a station and save while your fleet is in contact with the station's boundaries. And set your damage to 100%.

29
Suggestions / Re: missiles and phase ships
« on: August 12, 2012, 01:32:11 PM »
That is how I thought Phase ships were implemented at first. That they would disappear from sensors while phased out, leaving only strange collections of purple coils floating across the battlefield.

30
Suggestions / Re: Asymmetric weapons
« on: August 12, 2012, 01:30:36 PM »
Not sure I understand what you mean by an asymmetric weapon. Or how it relates to a weapon looking like a part of a ship's hull.

Pages: 1 [2] 3 4 ... 37