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Topics - hadesian

Pages: 1 ... 5 6 [7]
91
Suggestions / A probably useless suggestion...
« on: May 23, 2012, 01:07:58 PM »
But hey, I'll say it anyway.

It's basically a skeleton crew rework
So, right now we have a simple, but working system of crew. Have x number of crew, ship will work. Have y number of crew at a certain level, ship will be y level of efficiency.

Why not let us have it this way?
1. You, as a captain, (once the levelling system is in) counts as one Elite crewman, always. you don't show up on cargo however, and can never be killed as a result of hull damage.

2. Operators. Shield operators, gunnery operators, engine operators, repair chief, etc. basically, you can go into battle without a skeleton crew at the cost of drastically slower ship systems (to represent having to run back and forth to deal with systems, so much slower acceleration if no engine operator) or maybe a non working system (non-essential, though really very essential sometimes systems like shielding, strafing, autofire) to represent a crewman has to stay at his/her post regardless. However, this can only be done with regular or better crew (greens are too scared) and maybe a very high OP hullmod enables the linking of systems to an AI mainframe (the Astral, according to it's lore, has a large number of AI cores devoted to tasks that would otherwise be neccesary of crew) which would mean one less operator necessary. If we did this, then we could probably have a crew section integrated into the officer window, so we could pick the distribution of crew over ship systems.

I had another, but I forgot it...


92
Discussions / Yugioh
« on: May 15, 2012, 01:46:58 PM »
http://yugiohtheabridgedseries.com/

Oh my god, I have never laughed this hard since

93
Discussions / WipEout HD
« on: May 13, 2012, 04:07:38 AM »
My god, that game. That game

94
Suggestions / A simple UI feature
« on: May 12, 2012, 06:14:59 AM »
When in combat, if a weapon is damaged to the point of being disabled, mark it with red text and a timer to show how long before going back online to let us have an easier time understanding our ship in combat (we already have an overload timer).

Thoughts?

95
General Discussion / Should I attack the independents...
« on: May 06, 2012, 05:40:01 AM »
for an apogee? Already got one, but another would be awesome

96
Suggestions / Shield locking
« on: April 28, 2012, 09:42:38 AM »
Has this been asked before?

Basically, make some way for us to 'lock' an omni shield's direction so we can use them like the AI - firing forward with my Wolf's graviton beam while the shield protects the engines from an incoming salamander. It just bothers me how AI perfectly aim their shields while firing easily forward in positions we can't.

97
Suggestions / Complete control over AI
« on: March 04, 2012, 09:03:22 AM »
Y'know, a Strike frigate is only a strike frigate when used as a strike frigate.

I know we have rally points for specific groups but really, right now straight from refit or fleet I want to be able to tell the crew of that ship how I want them to generally behave. So, a button that says 'strike' 'support' 'assault' etc.

This probably is in the works though :/

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