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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Topics - Gothars

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Suggestions / Indicate overload duration with flux bar
« on: August 22, 2020, 04:03:31 PM »
The overload duration could be visually inidcated by the flux bar. The flux bar shrinks by a certain amount during overload, if the part of the flux bar corresponding to that amount was textured differently, the remaining time of the overload could be estimated accurately. If the texture would look like chaotic noise the would communicate the meaning clearly, I believe.

Related to that, it might be interesting to give ion damage the additional property to increase overload duration. In order to not give them the ability to keep enemies in overload indefinitely, they could increase total overload time by an percentage of the time that would be left from the original overload time.
Would make them into even more interesting support weapons.

(There's the rare case were a ship has so much dissipation that it can shed more that 100% of flux during an overload, in such a case the bar indicator would not be precise. That could be fixed by the new texture overruning the flux bar or by resseting it at 0%. But I dont think it's much of an issue to just be vague in these cases.)

Modding / MOVED: [0.9.1a] Transfer All Items v1.0 (2019/11/11)
« on: November 17, 2019, 01:10:01 PM »

For two reasons:
1) The white out explosions make it hard or impossible to see missiles near it, giving them a few seconds were they can sneak up on you undetected. I was hurt that way a few times now, and it felt a bit unfair.

2) I think it would make sense, look cool and sell the power of the blast better. A giant explosion should have an impact on its environment, and that missiles just pass trough it takes away from the wow-effect.

Suggestions / Pin important intel on the screen
« on: May 06, 2019, 01:51:45 AM »
I think it would be helpful if you could always see important intel during transit, like how long you have left to finish a delivery or until a raiding fleet arrives at your colony. You can tag/untag stuff as important in the intel menu, so there's no danger of cluttering the screen with stuff you don't care for.

Suggestions / Randomized start option
« on: May 02, 2019, 02:12:15 AM »
As much as I am looking forward to the upcoming update, I can't help but also feeling a little dread at the thought of starting in on of the same few ships in the same old Jangala orbit again. The gameplay usually develops in some interesting, unforseen direction quickly, but the very start is samey and thus quite boring.

Can we get a randomized starting ship and location option, please? I'm fine with every random starting ship being equal or worse when compared to the current options, so it doensn't encourgae save scumming. I also wouldn't mind to have so other things randomized, like credit balance, accepted missions, faction relations.

Modding / MOVED: [0.9a] Another Portrait Pack v1.1
« on: February 02, 2019, 06:28:16 AM »

General Discussion / The changes to colony building (twitter)
« on: December 12, 2018, 07:39:29 AM »

So, in the gif we can see two major changes:

1) Industries/structures can only be build consecutively, there is a queue. (Damn, this word trips me up!)

2) There is a limit to to the maximum number of industries (not structures) that is based on colony size.

A level five colony can only support two industries, which seems low. It would suggest that either

a) if you start of with one industry slot a level 3, even at max colony level you can only support about four or five industries (two colony levels = +1 slot). From a total of, what, up to eight*, depending on planetary conditions?

So, you would definitely have to make some hard choices, which I think would be great! Finally not all your colonies will be "I can do everything on my own" powerhouses anymore. Instead trading and settling on planets that can support each other might become more important.


b) you start of with zero industry slots, so a colony will just act as fleet base in the beginning. I think that's interesting, too, I'd just hope it wouldn't be to expensive to maintain, with the colony generating little to no income. In this case you'd probably end up with seven industry slots (1 colony level= 1 slot).

In any case, the slot limit and the queuing system/lower development speed will help making your colony safer too, as you can't step on as many toes at the same time. I think these changes are definitely going in the right direction. What do you folks think, are they going far enough or is more needed? (Not that we necessarily know about all changes.)

*(Mining, farming, ore processing, heavy industry, light industry, fuel production, tech mining, sleeper extraction?)

Suggestions / A refit UI nitpick
« on: December 10, 2018, 09:57:42 AM »
This is just a tiny thing, but it keeps bothering me: could the hullmod overlay ("Add") in the refit menu please close after clicking anywhere outside it? I'm not sure why, but its visual design with the transparent pop-up and the dark overlay over the background strongly suggest that should be possible. I keep clicking to the left and right before remembering that I have to hit A or the little "go back" button.

Alternatively, lose the transparency effect.

Bug Reports & Support / NullPointerException after salvaging debris ...
« on: December 04, 2018, 07:05:20 AM »
...from a LP station. There's no way to leave the menu. I can provide the safe before the battle, if that's helpful.

e/ Worked normal on the second try.

Unrelated: I just fought and salvaged a Paragon with dedicated targeting core installed, additionally to the advanced TC.

Suggestions / Easier multi-stack transfer
« on: December 02, 2018, 02:04:48 AM »
Shift+clicking a stack of items sells/transfers it. It would be a great QOL feature if shift+clicking and dragging the cursor over multiple stacks would move them all. Maybe dragging the cursor vertically could even transfer all the items in the horizontal row in that the drag was started.

At the moment it is rather annoying to unload/sell the dozens of weapon types you collect every time you leave port to fight.

Suggestions / Beam back to base
« on: November 25, 2018, 06:22:15 PM »
Problem: You have to babysit colonies. Even if the frequency of the attacks is reduced in future updates, it will still interrupt your exploration, trade, whatever you had going on.
Solution: A way to get your character immediately to a colony when it is attacked. Maybe you can just remote control a secondary stored fleet. Either at any time, or only via relay. That fleet can't leave the system as long as it is remote controlled.
Your original fleet just chills while you are "away", maybe at reduced maintenance.

Bug Reports & Support / Assorted minor bugs and issues
« on: November 25, 2018, 03:09:04 PM »
I'll will add other small stuff as I come across it.

- An inconsistency: You can't learn modspecs during salvage. You can learn blueprints.

- Bug or edge case? In any case, the text "most come through" doesn't make sense here.

- "w" shoudl probaby show fuel range on the map, like in the intel UI, for consistency.

- The [redacted] ships around the red  planet seem to have pirate names ("Old Earth or Bust")

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