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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - Gothars

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Bug Reports & Support / 0.9a-RC 9/10 Story mission can't be fulfilled...
« on: November 20, 2018, 01:32:53 PM »
...because the station I'm supposed to go to doesn't exist (anymore?). I'm supposed to find a pilot at something (I guess a pirate station) called Claver Headquarters, but at the specified location only a Luddic Path base exists. I let quite some years pass after receiving the information, btw. I guess this unfulfillable mission is no stuck in my intel tab forever.

I have a save if that would help.

Suggestions / Three last minute ideas
« on: September 19, 2018, 09:32:51 AM »
1) Character creation determines initially available hullmods. For example, a bounty hunter would know auxiliary thrusters and safety overrides, a scavenger reinforced bulkheads and insulated engines. Of course all the other hullmods can still be discovered.
Advantage: More variety in early loadout design, more (lore and gameplay) distinction resulting from character choice.

2) Character XP gain increases with deploying fewer ships, within a range. The maximum XP can already be gained by a relatively small, but not too small task force that should still reasonably stand a chance against the enemy without the use of exploits or cheesy tactics.
Advantage: encourages restrained deployment, and thus interesting fights, against same-sized and inferior fleets. At the moment that is encouraged only by deployment costs, which is counteracted by the increased chance of losing ships.

3) Smaller fleets can get some loot from bigger fleets in an escape scenario, if they manage do destroy ships. Doesn't it feel unfair if you are caught by an overwhelming enemy and fight some heroic rear-guard action where you destroy a third of their ships, only to be left with empty hands? It doesn't even make a difference if you manage to destroy most of the enemy or none at all.
Advantage: Encourages small-fleet playstile und reduces reloading-if-caught-syndrome.

Suggestions / Elite Crew - simplified
« on: September 12, 2018, 07:57:51 AM »
IIRC, the most important reason different crew levels were abolished was to simplify things under the hood, they introduced just too many variables. That's a good reason, but I miss the feeling of having an elite crew aboard my ships.

My idea is: elite crew simply counts as two crew for crew requirement purposes. For crew transport purposes they still count as one. Meaning, you only need half as much elite crew to man a spaceship than you'd need normal crew. That doesn't complicate things very much, does it?
Similarly, you could have unlearned crew that only counts half as much as normal, so you'd need double the headcount. That would also give a reason for transport ships to exist, as ships would need more unlearned crew than they could carry.

I'd also suggest that crew levels are fixed, they don't gain experience. Say, the difference is that some were picked out of the gutter, normal crew went to schools and had some training, and elite crew are from military academies and such. You could only get elite crew in small numbers from military markets and floating cryopods and such.

Modding / MOVED: [0.8.1a] Weapon Arcs 1.1
« on: July 23, 2018, 08:12:22 AM »

Modding / MOVED: [0.8.1a] Sylphon RnD 0.7a
« on: July 22, 2018, 12:04:48 PM »

Suggestions / Skill idea to boost combat aptitude
« on: July 10, 2018, 09:40:38 AM »
It's fun to create a powerful flagship with the combat aptitude, but in the endgame it leaves you weaker than boosting your entire fleet with leadership and technology (and probably industry, after the update). An idea to reconcile that:

A combat skill that increases your fleet's power whenever your flagship damages enemies.  Let's say for every X percent of the enemy fleets total hull points you personally drain, your entire fleet gets a Y percent damage bonus.

I think what would help the combat aptitude's late game usefulness (since the effect scales with your fleet size) while still encouraging aggressive use of your flagship.

We could call it "deconstructive analyses". Maybe damaging enemy ships allows you to scan stuff like the ablation behavior of their armor and the exact tuning of their onboard flux network as it reconfigures. Sharing these data with your fleet allows them to target enemies more efficently and exploit the weakness inherent to their specific configuration and maintenance procedures.

Suggestions / Reasons to (temporally) use a small fleet
« on: June 10, 2018, 06:42:59 AM »
My favorite phase of a Starsector campaign is the start, when you have a single ship or a small fleet. During that time it's not hard to keep your fleet supplied, and you have a maximum of direct influence on the outcome of battles. It also speaks much more to my sense of adventure (no doubt influenced by many sci-fi shows) than travelling with a big fleet.

As you progress through the game you continuously grow, and that "lone explorer/hero" phase must eventually come to an end. (Too fast for my taste, but that's another topic.) There are currently some incentives to use a small fleet, but the whole game principle is about growth, so these incentives can never be more than a consolation for not being bigger yet.

What I would love to see in the game are reasons to go back to that small phase later on, at least for a time. (As a side effect that would increase the value of the combat aptitude.)

Some ideas:

- Jump points that have a fleet size limit. Those should lead to interesting systems (with suitable challenges for small fleets) or be shortcuts across the sector.
- Missions that require a small fleet. For example a faction could hire you to infiltrate an enemy fleet as a mercenary. They enemy might welcome a single ship in its midst, but hardly an entire fleet.
- It's an older idea, but the ability to dispatch a single ship to bring back help when you're out of fuel would be awesome.
- Maybe a certain hostile faction would only register you as a thread once you're above a certain strengt limit, enabling you to explore their system unhindered while on you own.

Suggestions / Some small stuff
« on: June 01, 2018, 04:57:39 AM »
- You can't use modspecs in the salvage screen after transferring them to your cargo hold. That's a little strange, since you can use them at any other place.

-  In pursuit scenarios, it's pretty annoying that your ships sometimes brake for asteroids upon entering the map. This random event can foil your chances to capture a target.

-  In the deployment dialog, the position of the deployment costs makes it look as if they were officer levels. A few more pixels between them would help. (Ignore the red circle, I was indeed confused by this.)

- When upgrading an officer, please don't close the level up dialog after each level. Only when no further level ups are available. It is annoying having to re-open it all the time.

- I'd personally love the option to start in (or acquire early on) an Odyssey (d) class. It's the perfect ship for lone exploration, but by the time you can afford it, that role is obsolete.

- If hyperspace storms would show up on the radar, that would enable you to traverse hyperspace while zoomed in on your fleet.

Suggestions / Show local system conditions (e.g. bounty) directly
« on: May 13, 2018, 02:18:51 AM »
There are certain system events that are often of interest to the player when he is local, such as the start or end of system bounties (I often miss that), or food shortages on in-system planets. Or maybe even if there is an ongoing manhunt for you (the "don't turn your transponder back on" kind). I think it's suboptimal that you have to actively look for these information, instead of them being presented to you.

You know the little bar over the active ability icons, where asteroid field effects and such are displayed? I think it would be a nice place to also show these other "environmental effects", in a broader sense.

Another possibility would be course widget on the right. Or just affix the pop up messages on the left permanently, as long as you're in-system or near it.

As an added benefit this would show you how far away from a wormhole you can be before a bounty is not recognized anymore.

Suggestions / Not using a jump point should interrupt a set course
« on: May 06, 2018, 11:39:42 AM »
A detail: When you're in system and set a course to another system on the map, your fleet auto-navigates to the next wormhole. When you change your mind and decline the jump, the jump dialog immediately pops up again and again and...
until you quickly set a course to somewhere else.

Declining the jump should probably interrupt the set course.

Suggestions / Compile and accept mission offerings in intel screen
« on: May 02, 2018, 09:54:30 AM »
After not playing for a long while I recently started a new campaign, and I'm happy to find that the game is still as much fun as ever. I'm bothered by one thing, tough:

I would love to be able to better plan my excursions into uncharted space. How about if instead of docking with a station and having to accept the offered missions on the spot, the mission offerings would be transferred into your intel screen? Then you could visit several planets and compile a list of viable destinations (and their time limits). You could then project those destination onto your map (with a new filter?) and find those that are well aligned with each other, to plan out an ideal route. Accepting those missions would also work remotely from the intel screen.

That's actually exactly the process I try to follow right now (when I'm serious), but currently it is very tedious. It requires you to log out of any relevant job offering and manually search the system in question on the map, all while keeping track of time constraints and the possibility of offerings suddenly ending. 

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